texts:
I've been using Blender for a while now and recently when I import my logo which has a transparent background in image texture and plug it to my diffused colour, it doesn't overlay my logo on the diffused, rather, it adds my logo and change the whole object material to black.

I.e my alpha logo now appears to have a black background.


texts:
is threre any way to connect a lot of pieces (like fragments form cell fracture) together with rigid body constraints uniformly? When you normally use connect, its just connects all fragments to the one that was active seleciton. I've seen then for example in Houdini FX when you let the program to automatically connect the pieces, every piece is only connected to the pieces right around it. I tried to find how to do that (or something similiar) in blender but found nothing.
EDIT: i found an addon called: Bullet constraints tool which seems like it can do the constraints like a want.
So i found the addod remade for the 2.8 and it works perfectly just as i desired.
If anyone wanted/searched for the same thing as me, here is the link for the addon:https://github.com/timothy-strange/bullet-constraints-tool
Enjoy!


texts:
I am trying to install various addons to no avail. I have tried many, and they can't all be buggy.

I go to settings, click install from file, choose file, then select install from file again. Search for the addon and it isn't there. What am I doing wrong? I have also copied all of the content from the downloaded file and put it in a new file and saved as name.py. Still nothing shows up. And yes, the document starts with what it should start with, not html.


texts: How to easily change the head in a model

texts:
Is there an easy way to change the head of a model?
I have this base chibi model

and i have this head

Is there something like cut in blender?
I want to change the head of the chibi base model and put the head. I didn't create the head i just downloaded the head and hair and fix it in the head
Thank you


texts: Background camera from same scene in BGE

texts:
Is there a way I can set up one camera to play in the background of another camera in the same scene in BGE? The two cameras need to be parented to the same object, but one has to be in the background. I'm using two cameras because one has to be in orthogonal and the background one in perspective.
Thanks!


texts: Why is Blender not importing .fbx correctly? Leaf Nodes gone (regardless of "Ignore Leaf Bones")

texts:
In a Nutshell: I am using some fbx(s) that I've bought to be used in a Unity3D video game; every now and then I find that I need to do some minor modifications to a mesh, which I used Blender for.
The Problem: That Blender ruins the fbx's Rig. Picture here.
Take a look at this picture (this is in Unity, after I've reimported it after making changes in Blender, but I've confirmed that the problem is in Blender). To the left is the model after doing some minor vertex fixes in Blender, to the right is the original .fbx imported directly into Unity.

The Errors:

As seen by the red arrows, all of the leaf nodes are no longer part of the model. This appears to be the major problem.
Also, the model considers the Base_BoneRoot to part of the rig (blue circle near the bottom), which it is not.

So, for at least #1 it seems like the solution would be to uncheck "Ignore Leaf Bones"?

Well, I've tried that. It did not work. When it comes to "Import User Properties", "Import Enums As String", "Ignore Leaf Bones", "Force Connect Children", "Automatic Bone Orientation" I've tried many combination of options, ranging from all off to all none. None appear to make any difference.
I don't want or need Blender to do any Retargeting; it shouldn't have to. I just want it to import .fbx correctly like Unity does.
What is going wrong? This is really halting my progress.


texts: Cycles, Ocean Modifier and Dynamic Paint

texts: I was trying to get multiple objects to float on an ocean in blender. I used dynamic paint (brush and canvas) for the first object and the ocean. I then copied the rotation and the and location to the object and it moved in the direction I wanted while also copying the movement of the waves for something more realistic. My issue is that I've only been able to successfully get the first object floating and I'm having a hard time getting the others to do so for the animation. Does anybody have any thoughts on this issue?


texts: Procedural square shape in Cycles (with similar effect to Gaussian blur)

texts:
Desired result:

Basically what I want to achieve is procedural square shape with ability to blur edges with similar effect to Gaussian blur.

I'm aware of Cycles limitations regarding blur nodes, and also I'm familiar with method to blur texture by noise. This case could be different as I want to use this shape further in my node setup.

What I have so far:

Results:

Node setup for the first example:

Overview and problems:

This is desired result for "blur" effect. Problem with this one is if I change Color Ramp to Constant shape has still rounded corners. Also with bigger scale (Scale - 2 and Color Ramp Black position - 1)  it looks like this:

Sadly shapes on edges aren't tiles, after scaling (and applying) mesh they are just white stripes.

Another problem is control over size of this shape.

This is just ok result. Nothing to add. Maybe only painful control.
This is Box blur effect, only upside of it is that it could be achieved only by changing Color Ramp interpolation to Linear from Constant (pt. 2).

The biggest problem here is that despite I can have the shape/effect I want, control over them (and the fact that they are separated setups) is horrible. For example - scaling from really small square to big one touching edges involves changing Scale in every Mapping node and also correcting Color Ramp.

Blend file:


texts:
Hey all,

CUDA error: Out of memory in mem_alloc_result, line 850

I'm unable to render a model I quickly put together (Is it considered simple?) When I attempt to render the scene, my system will completely crash/lock up or blender will force quit.

I'm using blender 2.8 with cycles as my render. I have GPU + CPU selected underneath CUDA in the user prefs and am trying to render at 1080x1920.

My hardware specs: GeForce GTX 1070 8gb, 16gb ram, Intel i7-7700 @ 3.60ghz

I'm confused because I feel like my model is basic. I have a sunlight lamp and materials using only a diffuse.

https://drive.google.com/file/d/1fRTEdryDYASwWVkwFRNJOR1_GJ7NGgyA/view?usp=sharing

Can anyone point me in the right direction on getting this solved? I've uploaded the blend file here if anyone would be kind enough to inspect what's going on. I'm new so I'm just trying to figure out if this is user error, or if I need a better computer!? Thank you so much! -K


texts: How to make bones follow each other instead of individually?

texts:
Now i know this may sound weird but I am wondering if there is a way to make bones follow each other once subdivided. E.g. the last bone to bend with the others before it. The reasom behind this is im wanting to do a creature that has tentacles coming out of a mouth that is a hole (sort of like how HL:2 has those barnacles on the cieling - only thing i can compare to). I want these tentacles to be sparatic and flailing in the air much like how some flood forms are seen in Halo Wars 2.

Or if there is another way or tutorials out there you guys can help me with. I have used 3DS And maya and they have different IK solvers for this like when moving the hand of a character the arm will follow etc.

Thanks guys, im really wanting to learn how these AAA studios did these advanced models.


texts: Why are my dynamic paint wave bake maps looking so weird?

texts:
I'm working on a scene of rain falling onto a car. Now  I want the reflective shader's normal to be influenced by a dynamic wave displacement map, but when I bake the dynamic paint map I get these really weird patterns for some reason instead of smooth gradient like images.

These are my settings

Am I doing something wrong? What setting should I change? Any alternative ideas for creating realistic rain drops on the car?

Thanks!


texts: How to make Blender open on secondary monitor, including save/open/prefs window?

texts:
I use a dual monitor set up (Dell as primary monitor, Wacom Cintiq as my secondary).  I want blender to start up on my secondary monitor.  Manually moving the Blender window to my secondary and saving the preferences doesn't seem to solve this.  It still always opens on the primary monitor.
In addition to that, I want the "Preferences" and "Save/Load" pop up menus to also open on my secondary monitor.  It always pops up on my primary monitor, and the size of the window changes each time which is doubly frustrating.  It completely kills my workflow to have to toggle my wacom pen between monitors, look over to the other monitor to select something, then toggle my wacom pen back to the secondary monitor.
Thanks in advance for your help!


texts: Script: assign image texture to Image Texture node

texts:
I am trying to assign an image texture to an Image Texture node in 2.80. Very simple script - I'm just starting to learn how this stuff works.

This is what I have. It creates an image and and IT node, but it doesn't assign the one to other. Can anybody help? I've searched around, but can't find it in another question.

import bpy

#create blank image
bpy.ops.image.new(name="TestImg", width=1024, height=1024)

#add image texture to object, to hold baked lighting
mat = bpy.context.view_layer.objects.active.active_material
image_node = mat.node_tree.nodes.new('ShaderNodeTexImage')

#assign image to image texture node
image_node.image = "TestImg"

Thanks in advance.


texts: My Lamp does not glow as I want. The lamp does not have a material properties section

texts:
I am trying to create a neuron with glowing light pulses. I succeeded in animating my lamp  on the neuron branche. However, the light it emits is not strong no matter how much I increase intensity. I think it is not an intensity problem but I am not using the right settings. I have just started working on Blender 2.9  5 days ago. I checked many similar questions talking about cycles (which I don't know what is it) but I did not succeed to realize it on my model. I found also one video on youtube but it was without sound and skipped this precise step. If someone knows how to help in detailed steps I would be so grateful.

I tried your suggestion but nothing changes


texts:
I am making some animation of clothed human.
Clothes simulation is strange when I am using normal size of human model. Even though the distance of cloth collision is the minimum value, there is a gap between cloth and human, as shown in the first picture. If the size of the models are large, they are OK, like the second picture. I don't want to scale it. Is there any way to solve this problem?


texts: Is it possible to make this in one piece?

texts: I stuck over here. How do I make the middle part to a Cylinder and keep this as one piece? Thanks a lot!


texts: Character Rigging and Mesh Deformations rotating and shrinking strangely around joint

texts:
This time, I began to rig a mesh through weight painting and deformations so I could achieve an accurate effect to my liking. For all my characters before, I have used object rigging, (Without Vertex groups as I never needed to have some).

However, this time I have an arm with two bones, One for the forearm and one for the wrist. When I rotate the wrist, it works correctly, but once I rotate the forearm, there are a specific pair of circular vertices that work strangely.

Here is the weight paint and arm at rest position:

The Yellow and light blue ones deform once I rotate the bone.

Like so.
It is strange because I have an armature modifier applied to the object with preserved volume checked. Yet it seems as if those sets of vertices do not follow the command; they seem to be moving closer and closer to the joint whilst shrinking as I rotate the bone.

Here is what the weight values of the second bone are:

Any suggestions or wisdom would be appreciated, and I can always upload the .blend if you ask me to.
Thank you.

Here is the .blend file:


texts: How can i draw this kind of column but with different radius on top and bottom, so the column is slightly conical.


texts:
I changed a lot of items individually in the Edit>Preferences>Themes options to make it easier for my deteriorating vision. Somehow these changes made the icons for the toolbars on the right funny colors, vary pale with turquoise accent colors.

Nothing I set under the Icons section has that turquoise color, so the shading and color come from something else apparently. I have been reading that the icons are supposed to hard wired into the program and monochromatic, but something has changed them, somehow. Since I don't know what changed them and I can't find that turquoise color on any other items I set.

I did find I could set the background of the icon to black and then I could see them, but my vision does better seeing black items on white backgrounds so if there is any way to adapt these icons on the toolbar, I would like to know.


texts:
I ned suggestion for this material. I have a normal principled node with orange color. In viewport and lookdev mode it is orange but in render view, and when hit render, it shows as black. I have checked that faces are oriented correctly.

I have a top lid its showing the material as expected in blue. Why is the base showing black?


texts: How to make CUDA work in Ubuntu so as to enable GPU rendering in Blender?

texts:
I have installed Blender 2.78c and I would like to make Cycles and LuxRender render with GPU on my GeForce GTX 760M. In Windows it works perfectly, but in Ubuntu 16.04 and 17.04 it doesn't allow me to select GPU rendering for Cycles on "user preferences > system" and LuxRender shows me the following error message in the log tab when I select any LuxCore rendering mode:
OpenCL ERROR: clGetPlatformIDs(-1001)

I have already installed NVIDIA drivers, nvidia-cuda-toolkit and nvidia-modprobe from the official repositories, as suggested in other topics, tried to run Blender as root, but nothing changes. From the list of installed packages, I get:

nvidia-375/zesty-updates,zesty-security,now 375.66-0ubuntu0.17.04.1 amd64  [installiert]
nvidia-cuda-dev/zesty,now 8.0.44-3 amd64  [Installiert,automatisch]
nvidia-cuda-doc/zesty,zesty,now 8.0.44-3 all  [Installiert,automatisch]
nvidia-cuda-gdb/zesty,now 8.0.44-3 amd64  [Installiert,automatisch]
nvidia-cuda-toolkit/zesty,now 8.0.44-3 amd64  [installiert]
nvidia-modprobe/zesty,now 375.26-1 amd64  [installiert]
nvidia-opencl-dev/zesty,now 8.0.44-3 amd64  [Installiert,automatisch]
nvidia-opencl-icd-375/zesty-updates,zesty-security,now 375.66-0ubuntu0.17.04.1 amd64  [Installiert,automatisch]
nvidia-prime/zesty,now 0.8.4 amd64  [Installiert,automatisch]
nvidia-profiler/zesty,now 8.0.44-3 amd64  [Installiert,automatisch]
nvidia-settings/zesty,now 381.22-0ubuntu0~gpu17.04.1 amd64  [Installiert,automatisch]
nvidia-visual-profiler/zesty,now 8.0.44-3 amd64  [Installiert,automatisch]

What should I do? Why does it work in the Windows installation and not in Ubuntu?


texts: Only Keeping a single frame of Smoke Simulation

texts: I have a smoke simulation that I want to render and the frame I want to render is around the middle of the whole sequence. Since I'm going to upload this on a render farm, I must keep the cache size minimal. But the whole bake takes about 4GB of space. Is there a way to bake the whole simulation (because otherwise it doesn't work) and then keep only a few frames of cache?


texts: How do you snap the camera to view in Ubuntu

texts: I know in Windows it's Ctr + Alt + Numpad 0. However, in Ubuntu that minimizes the window. Does anybody know how to snap the camera to view in Ubuntu?


texts: Hello/ Help me figure it out. Never had any problems with baking in Substance Painter, but decided to sing in a blender and not in any way. Normal, AO and Roughness are Baked without problems, but Diffuse does not want to. It just gives a black texture. There is a scan. What is the error? I tried on the same model with a simpler material, everything works. and then I change to another, more complex material and everything is baked black square) in the photo, the material that is not baked... I can't figure out what the problem is.


texts: try convert vert to circle using hops tool

texts:
hello,
i try convert vert from cylinder to circle using hops tool but i got some error can anybody help me, thanks


texts: Why does my object disappear when zooming in?

texts: So I know usually the clip start is what allows you to zoom in to see details at close view, however I currently have it at 0.0001m. So Im trying to figure out what else could be the problem. Please and thank you!


texts: I have a text (that displays ammo), which looks rather sloppy when it [text] is close to the camera. How would I convert this to a mesh that will still function as a text? I know I can convert it with Alt+C, but it stops functioning as a text object. I saw some videos, and it looks like I will have to use the UV editor with each number separate. How can I have a text display as a mesh, but still keep its function as a text object?


texts: Grey objects in the material preview and the rendered mode look in Eevee render

texts:
In object mode, the objects look normal:

However, when in eevee, the material preview and the rendered mode look like this:

When I zoom or rotate I get this weird outline:

Please note that this is a brand new blender project in the images, but this same issue applies to all my projects. I have already tried setting back my driver but that hasn't worked. I've also tried downloading earlier versions of Blender, but somehow I get the same issue.
PC Specs (if that helps):
Operating System: Windows 10 Pro 64-bit (10.0, Build 19041) (19041.vb_release.191206-1406)
Processor: Intel(R) Core(TM) i5-8500T CPU @ 2.10GHz (6 CPUs), ~2.1GHz
RAM: 8GB
DirectX Version: DirectX 12
Card name: Radeon RX 580 Series
Any help would be much appreciated.


texts: Batch export collections into GLTFs (Blender 2.8+)

texts:
This one would be a folowup on Question 168140, but compatible with 2.8+ (2.82. to be exact).

What I'm looking for is any solution to batch export multiple collections into GLTFs, preferably the GLTFs bearing the collections names. Tried modifying a few older scripts to work, with no luck whatsoever.

Thanks for any ideas, pointers, or help in advance. (Please keep in mind I have little to no idea what I'm doing regarding to scripting)


texts:
I drawn his eyes and mouth in texture paint and saved the image as png file

However when I go to layout, my drawing disappears.
How do I apply texture paint to my character?


texts:
My displacement map seems of overlap and project upside down at sharp edges, I am modelling a creature and the teeth are heavily distorted.
Any idea how to solve this?

Here is the error of the displacement map of the low poly mesh

Low poly mesh

high poly
It happens at the finger tips as well, turning down strength doesn't solve it, and all normals are in the right position.


texts: If I have a game in blender converted into an application,how can I change the icon of an application?


texts:
When rotating and zooming the view using the MMB the scene moves very fast.
How can I turn this down?

When I start blender it works fine but then maybe I click wrong key.
What is causing this to happen?


texts: Is there a way to open a .zprj file in Blender?

texts:
None of the Blender's importation options can take care of the .Zprj file that I have downloaded, as it is never displayed in the file browser.

How do you proceed to open such files ?

Thanks !


texts:
I've imported a model with pre-made animations and a rig. Scaling down the model (via the rig) works and the animations are okay, but trying to animate the rig's motion causes the rig to default back to its initial scale.
I parented it to an empty which works. However, trying to edit an animation also causes this issue, and I'm worried about the issue being triggered by other things.
Could someone let me know what I'm doing wrong? How can I apply the new scale without breaking the animations?


texts: Can I make a custom node from a group and have that available in other projects?

texts: I've found some neat combinations of nodes to create certain effects, so I'd like to make them a group and then have that node available on my list of available nodes, even when I reload the startup file. How would I do that?


texts:
I've recently started learning Blender via BlenderGuru, but I've run into a problem I can't figure out. I'm working on a coffee cup handle, specifically attaching it at the bottom. He uses bridging for the edge loops, but on my model when I do that the vertices on the handle itself seem to bulge out. The merge option in the bridge seems to fix that, but then the connection to the cup itself gets these weird indentations that aren't present on the model in the video. Any thoughts on what I may be doing wrong?
Edit: here are some images of the issue
https://imgur.com/gallery/gglg3U4


texts:
I am using Blender 2.78. I have found 2 vertices that I want to automate measuring the shortest path between them on the surface. I have written the following function that I give the object that I found the vertices on and the vertices themselves, it looks like this.

def surf_len(ob, path):
    # first select the object in edit mode
    # and select the vertex path to measure
    ob.select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    for vert in path:
        vert.select=True
    bpy.context.object.update_from_editmode()

    # select the shortest path
    r = bpy.ops.mesh.shortest_path_select()
    bpy.ops.object.mode_set(mode='OBJECT')
    ob.select = False
    if 'CANCELLED' in r:
        raise ValueError('Cannot build shortest path: {}'.format(r))

However when I run this code I always get back CANCELLED and get the exception thrown even though I think I have selected valid vertices.

I also read somewhere that I might need to use the bmesh module for this so I did modify the code like this

def surf_len(ob, path):
    # first select the object in edit mode
    # and select the vertex path to measure
    ob.select = True
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    me = ob.data
    bm = bmesh.from_edit_mesh(me)
    bm.verts.ensure_lookup_table()
    for vert in path:
        bm.verts[vert.index].select_set(True)

    # select the shortest path
    r = bpy.ops.mesh.shortest_path_select()
    bpy.ops.object.mode_set(mode='OBJECT')
    ob.select = False
    if 'CANCELLED' in r:
        raise ValueError('Cannot build shortest path: {}'.format(r))

But this always raises ValueError: The mesh must be in editmode which is weird because when I run this from the console within blender, rather than as a start up script, I can see it working

I would really appreciate any help.

Cheers


texts: How to change the speed of an action in bge without interrupting the loop?

texts:
I have an analog controller and I want to change action speed on the runtime, but without interrupting the loop of the action. I tried this but it doesn't work. The loop restart all the time when the variable_that_changes changes.

armature_object.playAction("run",0,30,play_mode = bge.logic.KX_ACTION_MODE_LOOP, speed= variable_that_changes)


texts: Creating a leaf material that shows transparency from UV image (Blender Internal)

texts:
I've run into a complication when creating one of the trees for a location. I am not sure how to really ask this question without this picture:

As you can see I have a UV leaf texture that I want to apply to the rectangular generated leaves from the tree. When I put this into the texture tab it shows the leaf in the rendering, but keeps the white space that fills the rest of the rectangular shape.

Is there a way to eliminate this white space between the leaf and the edge of the rectangles to have it look like there are leaves on the tree?

Thank you for any help and suggestions.


texts: Merging faces/dissolving edges not working

texts:
i'm fairly new to blender (coming from architecture background) so i've used sketchup alot and more advance software for architecture like revit3d/bim.

The work i'm doing now is for jewelery so trying to do this in blender but even the simplest tasks are time consuming.. and frustrating. i'm really doing basic modelling but getting so many problems.

for example i just created a heart shap using half a cylinder (mirrored) and a cube. in edit mode i need the top face to be all one face but for some reason the one edge will dissolve but the pothers won't..  its the same type of edge so i cant work out what to do.
The marked yellow edge dissolved but the red won't, its a direct mirror??

if i delete all the faces then select the edges to create a new face for the whole top this also doesnt work as it only creates a faces between randon edges.. again makes no sense.. need help what am i doing so wrong for something so simple.

Image below is all edge deleted except 2d now, still wont face


texts: Green color wash over render output when rendered on server

texts:
When I render my project locally, it get the following desired result:

When rendering on an Amazon server though, I get this greenish result:

This is not observed in a simple test scene containing the default cube.

To eliminate possible causes, I only rendered a single layer and disabled compositing. The exact same files are used on the local system and the server, and both have blender 2.79 installed. On the local machine, I installed according to the official manual, on the server I used the blender package from this ppa: launchpad link

The console output is as follows:

ubuntu@computer_name:/media/BlenderProjects/monument_valley$ blender -v
libdc1394 error: Failed to initialize libdc1394
Blender 2.79 (sub 0)
ubuntu@computer_name:/media/BlenderProjects/monument_valley$ blender -b *.blend -o ~/frame_###### -s 55 -e 55 -j 1 -t 0 -a -y
libdc1394 error: Failed to initialize libdc1394
ALSA lib confmisc.c:768:(parse_card) cannot find card '0'
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory
ALSA lib confmisc.c:392:(snd_func_concat) error evaluating strings
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory
ALSA lib confmisc.c:1251:(snd_func_refer) error evaluating name
ALSA lib conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory
ALSA lib conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory
ALSA lib pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM default
AL lib: alsa_open_playback: Could not open playback device 'default': No such file or directory
modprobe: ERROR: could not insert 'nvidia': No such device
modprobe: ERROR: could not insert 'nvidia': No such device
Read blend: /media/BlenderProjects/monument_valley/monument_valley.blend
Dependency cycle detected:
  aquaduct_lower_bool_operand depends on aquaduct_lower_bool through Parent.
  aquaduct_lower_bool depends on aquaduct_lower_bool_operand through Boolean Modifier.

Dependency cycle detected:
  sim_outflow_2 depends on sim_domain_2 through Parent.
  sim_domain_2 depends on sim_outflow_2 through Fluidsim Object.

Fra:55 Mem:42.05M (0.00M, Peak 42.05M) | Time:00:00.09 | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Synchronizing object | aquaduct_lower_bool
Fra:55 Mem:42.95M (0.00M, Peak 62.33M) | Time:00:00.14 | Mem:0.00M, Peak:0.00M | Scene, RenderLayer | Synchronizing object | ida_path
[...loading of assets, ray tracing progress, no errors]

Note that there are no errors related to color management. I wouldn't worry about the nvidia or alsa errors as I render on the CPU and don't use sound. Is the libdc1394 error cause for concern?
There is no lamp with the greenish tint. The scene has 2 emission materials with a greenish tint, used on another layer. (see the storyteller objects in the attached blend file) The amount of usage of these materials is as expected. In the Render Layers settings, I selected the main Render layer and ticked the exclude box for the scene layer with the objects which use that material.


texts: Leverage multiple CPU cores for video rendering (VSE)

texts: I have a 1950X Threadripper with 16 cores and even if I set the thread count to 16 manually in the performance section, it still only uses 1 core. Have Cycles renderer selected and both user preferences and the rendering properties are set to use CPU. Am I missing something?


texts:
I'm new to blender, and I'm trying some basic water sims.

I can't see Bake in the UI anywhere, and I've been looking for over an hour...

Any ideas?


texts: When I export a animated blender model as GLTF into three.js it stretches out

texts:
when I animate a blender model with bones

It runs fine in blender, I export it like so

and then, this happens

Any help appreciated.

Link to the GLB https://www.mediafire.com/file/wrubnxlgf6f6pu1/woman.glb/file Link to the .blend (2.8) http://www.mediafire.com/file/azlx6audmcyska9/woman.blend/file


texts: Why can't I see these objects or use Texture Painting on them?

texts:
I'm new to Blender and hitting a wall here.  So I created a UV map for the eyes of this character which I've been able to view, but I can't figure out how to start texturing the eyes.  It just won't let me view the eyes in texture painting at all (can't even choose texture painting), and now I can't see the UV Map anymore.  I would be fine with creating the texture externally in photoshop, but I'm at a loss here.  I followed a tutorial to paint the character, but not sure where I'm going wrong with the eyes here.

Dropbox files here (Please let me know if the link or files don't work): https://www.dropbox.com/sh/m7whjq6qsbgr7w5/AAAMgOmrx6AqFT5hHSwzL7Jta?dl=0


texts: Add the same armature to the parent and his child

texts:
I have a problem with exporting .fbx file with animation. I have one animation (for now), "Open the first drawer" (look at the model picture).

Currently, the Armature object is a parent to the drawer and handle (Drawer and handler are not in Parent-Child connection). If I export the model like this, its animation works fine! But if I connect the Handler object to the Drawer object (Parent-child connection) and export that, the animation will go crazy.
Good animation

Bad animation

I'm a beginner at using animation in the blender and I don't know the right way for solving this issue. What I wanna do? I wanna connect the handle to its drawer (Parent-Child) and connect Drawer/Handle to the Armature which is used for opening actions.


texts:
Every tutorial offers this option - create an empty, add the array modifier to your object, choose object offset and select the empty. Then turn the empty and you get polar array.
However what I get is far from it. Each next copy in the array becomes exponentially larger and when I spin the empty the whole whatever I've got turns and it's far from the result I wanted. I've noticed that when scaling my object to 1, it sort of fixes it, but then its still very weird. My empty becomes the center of the 2nd object in the array and me turning it makes all the other objects curve relative to each other and in result the center point of my 'polar array' keeps shifting. I want the center to be where my empty is.
There must be something I'm missing... After all I'm new to blender.


texts:
I would like to draw a simple line using Python script code.
I would like to draw the line from (0,0,0) to (0,0,1)

My philosophy (from what I've seen on the net) is:

Draw a mesh plane (center at (0,0,0))
Select and delete 3 of the 4 vertices (Edit Mode)
Snap (move) the remaining vertex to the center of the plane (original placement point)
 - snap cursor to center
 - select and snap remaining vertex to cursor (now at the center)
Extrude the current vertex to (0,0,1)

I come from a CAD world, so this seems complicated for a simple object like a line, but I'm willing to adapt.

My general task is to draw "stick figures" using lines (between named points).
Being able to "name" the points would be a plus, so I can draw new lines
starting from those named points when needed.


texts:
Is there an easy (non scripted or standard script) way to remove all empty vertex groups (weight is zero).

Is there an easy way to remove all empty vertex groups vertex groups regardless of current weight assignments?


texts: Hotkey to navigate scenes in Blender 2.8?

texts:
In Blender 2.7, i could change the layout with Ctrl + ← and Ctrl + →.
In 2.7, the scene was layout dependent, allowing me to navigate the scene this way.

However, in Blender 2.8, the layout has become the workspace and works completely independent of the scene.

I didn't find anything other than a mouse click to change the scene.
Do you know how to navigate scenes using keyboard shortcuts in 2.8?


texts: How to add texture to end of extruded object?

texts:
I'm new to blender, and probably just don't know what to search for.

I am trying to add a wooden texture to the end of the white extruded profile.
But i'm not able to follow any of the guides I have found.
It is like I'm missing a step before I'm allowed to select the end face of the white profile.

Any help is highly appreciated.

Thanks.

Brian


texts:
Newbie here trying to make floor detailed tiles only using nodes.

The problem is that a certain point I get this effect:

I refer to the squared glitches noticeable overall over the shine areas.

If I disconnect the node Color 2 property, this effect dissappears and all goes fine again:

IMPORTANT to know, this happens only when the Render Engine is EEVEE.
I'd like to continue rendering with Eevee while editing the nodes because is much faster, although in the final render probably I'll use Cycles.

So, what can be the reason of this problem I'm having?
Thanks.

Blend FILE:


texts: Get a Variable from One Driver’s Script and Use It's Value in Another Driver’s Script

texts:
I have an issue where I need to be able to access a variable from one script inside of another script.  Here is a short version of the code I’m working with:

import bpy

def RotateMonthDisc_v2(earthOrbitRotation):

   totalDaysLost = ((earthOrbitRotation/6.28)*daysLostEachYear)-totalDaysGained
   totalDaysLost_Radians = (totalDaysLost*lengthOfOneDay_Radians)*-1

   return totalDaysLost_Radians

bpy.app.driver_namespace['RotateMonthDisc_v2'] = RotateMonthDisc_v2

I would like to be able to get the value of the totalDaysLost variable (not to be confused with totalDaysLost_Radians)  inside of another driver’s script, but I wasn't sure how to go about doing that, or if it’s even possible to do it.

If it’s not possible, I was wondering if it might be possible to use the same script on two objects, but have it behave differently on each one.  Maybe with an if statement saying, if it’s this object, return this variable, but if it’s this other object, return this other variable.

Thanks a bunch to anyone willing to help!


texts: Strange mesh deformation when using the action editor?

texts:
I have had this problem before and it's starting to happen again, but with a different mesh.
Note that it is scaled up a tiny bit.

When I create a new action called reload and animate only the hands it works, but as soon as I click on a different object and move the timeline bar it deforms everything:

There are no object constraints on anything and there is only one armature modifier on the arm. Other than that I have nothing.

YouTube video demonstrating the problem


texts: Is there a way to internally restart blender, or equivalent to closing and opening manually - even if it's just a temporary save and quit and reload

texts:
.. the addons get broken and addon reload doesn't even work, tried a bunch of stuff, closing and opening blender does it..
Any ideas on how to restart blender would be great..


texts:
Hello fellow blenderers.

In my recent work I try to create procedural football stadium using array modifiers. For that to work fluently I need to set up drivers and this is the point where problems start to appear. I have no idea how to force certain part of tribunes to move along with the rest. My knowledge of mathematics is rather poor and I can't crack what expression use to make it work.

The tribunes are driven by one empty that moves only on Z and Y axis. This Empty determines the height, width and angle of tribunes along with number of seats on it. Further it goes on Y axis then more rows of seats appear, Z axis determines the angle and height. Then I added the element with handrail - obviously it had to be separate object to make it appear every level of tribunes and not every row of seats. Problems start when I slide controllers to adjust width, and angle of tribunes - the handrail element simply does not follow along. I tried for couple days different combinations of expressions and nothing seems to work properly. I am attaching blend file - my drivers probably look like mess. Any other tips about drivers I could use in this project are much appreciated.

Cheers

video example

Blend


texts:
Before you leave a comment, I know this is a common issue, but I have tried all of the solutions I have found. With that being said, I'm modelling a bishop as part of one of my first projects. I'm doing this by using a screw modifier. I am getting weird shading using smooth shading. I tried both orders of the other modifiers, but they are both bad. Is there any way to fix this while still keeping the non destructive modifier based model? Thanks!

subsurface and then boolean

boolean and then subsurface


texts: Textured city imports into unity without textures

texts: I made a city that I need to export into unity, I am unable to get with the textures.


texts:
I'm creating a game in Unity3D and I'm using blender as my main modeling software, The problem here is that I don't know how to make a low poly water cube, I've seen that a lot of people makes this using a plane, but I need to make a cube, and I can´t find how to make this in blender render or in Unity without A package from Asset Store.
It should look like this:


texts: Bringing in Multiple Animations of a Single Armature to Be Used For One Animation

texts: I have created 3 animations using one rig in separate .blend files, a walk in place, run in place, and a simple front flip. If I were to create a new file with this rig in it, how would I go about importing the keyframes of each action into one file so I can chain them together? In the future, is it a big mistake to do the animating in separate files?


texts: Animation nodes remove duplicate elements from list

texts: How can you remove duplicated items from a list of vectors, leaving only one of each item?


texts: Where have RNA datablocks gone since 2.78b?

texts:
Between Blender 2.78a and 2.78b, the RNA datablocks have disappeared from the Outliner (or been moved somewhere I don't know), and they didn't come back since then.
What's the reason for that ?
There's no precision about it in the release notes.


texts: Kd-trees .. do you really need to balance before every find()?

texts:
The API documentation on mathutils.kdtree.KDTree says:

  KDTree.balance must have been called before using any of the find
  methods.

and it also says of balance():

  This builds the entire tree, avoid calling after each insertion.

Is it true that the tree needs to be rebuilt before the find variants are called? Won't they still work, but less efficiently?

In cases where insertions and subsequent finds are frequent, and you want to avoid rebuilding too often, could you just call balance() every now and then to keep the tree in trim?


texts:
I got several .obj files from a face and i want too animate them like keyframing.
However keyframing does not work since the .obj files might differ in small details.
My simplest approach is: make a animation based on showing each .obj just a few miliseconds.
I need to do this with python since this should be automated.
(In the end someone will give me a video, i split the video in frames and get for every frame a .obj file from the face (some Machine-Learning stuff behind there) and then i rebuild the "video" but in 3d.
Is this possible with the python-api from blender ? And when yes, where would i start?
Thanks.


texts: How should I make a round 'bevel object' follow my pyramid with no faces?

texts:
First time using Blender so my understanding of how it works might be off.

What I'm trying to make top left, how I'm approaching the issue top right - result bottom left

So I'm trying to make a shape that consists of two pyramid, on smaller flipped upside-down on top of the other. I want it with no surfaces, but a thickness in form of a circle.

While I expected the edges to be sharp at first try, I also expected a more "symmetric" result.

Why does the circular bevel tends to increase in size from edge-to-edge?
Is it a "one click" option to tell Blender that I want this wire-object (top right in my image) to have a circular thickness in a more elegant way that what I'm doing?
Is it a way to make the corners join elegantly with a sharp 90-degree angle when beveling or should I have smooth corners in the wireframe as well?


texts: Is there any kind of 'point' of 'target' in order to center things shown in the camera view?

texts: Is there any kind of 'point' of 'target' in order to center things shown in the camera view, like adding a little box in the middle of the view so i can adjust the scene?


texts:
I'm trying to see if I can use Blender for virtual surgery planning.
I have an STL model of the patient's skull. I would like to cut out pieces of the skull and manipulate them. Here's an example of the cuts I would like to make

What would be the easiest way to achieve this?

It seems to me that the easiest way would be if I could just draw the cut lines on the model. I think it would be enough if I could split just the outer surface with a curve.

So far I have tried using boolean operations to make the cuts. I can snap the vertices to the surface and then create a solid which I can use for the boolean operations. I'm just wondering if there's a more elegant solution to this problem.


texts: How to make a spiral staircase wrap around a cylinder that gets narrower as it gets higher

texts:
I have made a spiral staircase and I am trying to get it to wrap around a cylinder that gets narrower as it gets higher.

I've tried to use the shrinkwrap tool but I am getting some really weird results.
Does anybody know of a good method to acheive this?
Any help would be greatly appreciated!


texts: how to associate a mixamo animation to another mesh in blender 2.8? Both meshes have the same mixamo skeleton, thanks.


texts:
I am trying have a mesh build and then unbuild in a perpetual loop. I tried to key frame the build parametre, tried animation nodes to drive the parametres, tried the nla, without success.
The looping animation will be linked to other scenes, so I am prefer a solution that works with linking. Any ideas are most welcome?
If the build modifier is not appropiate, is there a way to replicate the mesh build with animation nodes?

Thank you


texts: How would I reconstruct the floor from a still shot?

texts:
I have a still shot, I'm trying to reconstruct the FOV and orientation with the reconstruction tools, and since I have a square plane in the middle of the scene I thought that would be easy, but I can't figure out how to get any of the tools to work. It keeps saying "Three tracks with bundles are required" but I have no idea what a bundle is and I can't find anything explaining them.

I know I've seen it done before, I just don't remember where


texts: Blender Cycles How to have hair not go through mesh *WITH HAIR DYNAMICS*

texts: I have been searching everywhere but couldn't find an answer, but basically I have a model and I added hair dynamics and a wind that has strength of 2, noise and flow of 1. The hair keeps going through the mesh and I don't know why, please help! Thanks!


texts: How can I set the object origin for an armature?

texts:
After importing a .bvh file from Motion Capturing, the object appears translated and its origin isn't in the objects geometric center. I've tried several options from the Set Origin menu (Shift + Ctrl + Alt + C).

However, I still couldn't find a way to have the object's center work in both Object Mode and Edit Mode. When I toggle between the two modes, the object jumps around.

How can I set the object's center for both modes?

Edit Mode:

Object Mode:


texts: Blender closes when minimised or UI elements are closed

texts:
I’m having a bug which was not present about a week ago.

Every time I click the blender Icon in the Windows 10 taskbar to minimise it, it just completely shuts down. If I open a window within the blender UI, like the preferences window, and then close it, the whole program closes too. I have tried the following:

A fresh install of blender 2.79, 2.78, and the daily build of 2.80.

Setting blender back to factory settings.

Turning my PC off and on again.

Updating NVIDIA graphics drivers.

Running Blender in compatibility mode.

Running the exe file direct from it’s location.

Running blender from the command prompt.

Running blender as admin (which my user profile already is)

None of these worked.
I have not noticed this problem with any software other than blender and it is a huge problem that makes it nearly unusable. Does anyone know what I can do?

Thank you.


texts:
I'm trying to make an animated model of the lungs breathing naturally. I have two separately meshes and I want to merge them together in a single model.

The first model is the lung surface (the ribcage) with the external motion animation. It dilates and contracts when breathing. The frames were created using shrinkwrap shapekeys.

The second model are the airways and blood vessels with the internal motion animation. The frames were created using an armature that deforms these internal structures. However, this movement does not consider the external motion from the ribcage, which leads to strange behavior near where the lung surface would be.

My question is, is there a fast way to use the first model (the lung surface) as a constraint for the second model? For example, in places near the surface, the mesh from the second model would follow the surface and deforms instead of following the internal motion pattern.

*EDIT Thanks for the replies. I don't think I was very clear about the problem, I have close to zero expertise with blender so I'm quite lost with the tools availiable. I will be adding some information and an image to get a better idea of what I'm trying to do. I will try the shrinkmap method meanwhile.

Initially I had only the second model (the one with the airways and the blood vessels). The motion pattern (and deformation) is calculated using a 3rd party software, creating the armature for the airways (in cyan in the image). While near the airways the blood vessels (the colored objects) are fine, at the endpoints I must consider the lung surface movement, more than the motion pattern from the armature. As it is the endpoints behaves incorrect, even piercing the rib cage at some locations.

What I was trying to do was creating an animation of the rib cage moving, and then merging this rib cage model with my armature, adding new constraints to it. Is it possible to combine these two somehow? I thought about using hooks but it would take quite a long time to do manually, since I would have to fix every endpoint of the blood vessels to a correspondent location at the rib cage model. Also, I'm using real CT data so the way the 3rd party software calculates the armature unfortunately cannot be changed


texts:
So I was testing rigify in 2.8 and I was not able to make the IK working. I just add metarig, Generate the rig right away and IK is not working - hands and knees are not bending as expected. All the sliders were correct. And what I did to make it work is to teak the Rest Length on the selected MCH bones, as shown in the attached grab.
Is this a correct behaviour? Did I solve the problem correct way or it will give me problems down the road?
Thanks in advance.


texts: I have a model in Blender, with the toon style hair. Is there a way I can turn the toon hair into more realistic hair particles?


texts:
When I went to start making the material for my fire simulation there was no material.
I am trying to create an exposion in Cycles and when I baked the explosion I went into the Shader editor to create the material, nothing showed up. I was selecting the domain when I did this, then I selected each emitter (I am using particles to control the explosion) and there was still nothing.
I am using blender 2.83.1 on Windows 10; although, this appeared originaly in 2.83 so I updated to see if it would fix it and it did not.
Image of explosion simulation from camera perspective and node editor with domain selected not having a material:


texts:
I would like to create shape keys animation using a curve, but instead of having the resulting keys from the curve I would like to have resulting keys data from the animated mesh.
When I create shape keys from a curve, all the resulting shape keys animating the mesh belong to the curve. Is there a way I can transfer the resulting keys from the curve to the mesh object data? Is there any way when selecting a curve for animation that will result in shape keys from the mesh instead?
Is there any shape keys add on that could allow me to do that?


texts: Exporting Blender FBX files with collected textures

texts:
How do you export a selected model in blender. Collecting all the textures associated with that model.
Like saving that model to a folder with its textures
Is this possible?


texts: Dyntopo Sculpting: How to carve out (like a boolean) instead of push in?

texts:
I'm faced with a sculpting challenge. I want to carve out large chunks from meshes as if it were booleaned out, but instead of simply subtracting, every brush I've tried just pushes the geometry.

Example:

From the angle the gouge was made from it looks good:

But from the opposite angle unwanted geometry is jutting out:

Since I'll be creating many nicks, scratches, chips, and gouges in meshes it is obviously impractical to create these using booleans. I need to be able to "carve out" with Dyntopo using sculpting brushes. I've tried making custom brushes and tweaked many many settings, but can't seem to get a proper subtractive effect.


texts: Display a Pop-up window at a specific location using Python

texts:
So I have a very specific problem. I'm writing a script that's doing some things and at a certain point, it switches the current workspace (whatever it is) to the UV Editing workspace. After doing what it's supposed to do I want to display a simple pop-up window telling something. I already did that.
The problem is that the pop-up window ONLY displays in the window that the script was run from (the context window) and after the workspace switch the pop-up never appears. It only appears if the script was run in the UV Editing workspace because it never switches.
class MessageBox(bpy.types.Operator):
    bl_idname = "shell_create.messagebox"
    bl_label = "Attention!"
    message = "Message that appears"

    def execute(self, context):
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width = 350)

    def draw(self, context):
        self.layout.label(text=self.message)

Now, I think that it all comes from the "context" that I'm passing in the draw() method but I have no idea how to "tell" it to appear at a specific location (in my case the UV Editing workspace)
Does anyone have any idea how I could do that?
Thank you in advance!!!
P.S:
This is the way I'm switching the workspace:
w_space = bpy.context.workspace.name
if w_space != 'UV Editing':
    bpy.context.window.workspace = bpy.data.workspaces["UV Editing"]


texts: Why does my texture look fine in preview but not when rendered?

texts:
In the end, the texture is supposed to look bumpy like this.

It looks just like that in the preview, but not when rendered. I've tried about everything I could think of, short of restarting the entire project from scratch. I've made about three textures the same way, but none of them seem to work. I even tried moving the object to another project in case it was something with the file. I am a complete noob and know almost nothing about this program. Here is how it looks like now, if that's be any help.


texts: I want to wrap the 3D animation of gears turning around a sphere while the sphere glows on and off. Will the wrap modifier work? If so, how?


texts:
Both my camera and light are completely missing. They don't appear on the 3D View and the icons are not on the outliner under the "scene" collection where they would normally be. I tried pressing 0 to look through the camera but nothing happens. Does anyone know how to bring them back?
[
[


texts:
My english is bad. I apologize for my bad english.

I've been watching tutorials and learning on my own too, but I cannot seem to be able to find a solution to this problem in particular, or maybe I simply don't know how to describe it. :(

Context

I am rigging a large dragon model for a game. When it comes to the tail bones, I have 3 bones making his tail and they have the limit rotation constraint, but the bones seem to ignore the constraint.

When I'm testing the Y-axis rotation limit, instead of going up and down, it makes a kind of an "S" shape slide. Funny and weird, because the bone seems to be entirely ignoring the restriction to not rotate over the X-axis.

This animation will clarify what I mean:

Summary: when I test Rotation on Y-Axis on the tail, first up/down, then it goes to right/left. The tail moves in an "S" shape even though the X-axis is limited to 0:0. I honestly don't know much about rotation engines or measures like Euler or quaternion, I haven't messed with that yet.

I attached a .blend file for further comprehension of my issue.

EDIT

Thanks for the elegant edit of this post, forgot to link the .blend file

https://drive.google.com/file/d/14nmny0wEqOcibfAlXmsPhZO7ZNUYfxFa/view


texts: How do I make this iridescent wavey material?

texts:
I found this beautiful render consisting of different iridescent glass-like objects. While I understand how to generate this geometry, how would I go about generating this material? Is it in the lighting, the reflection, the caustics?

More of this render can be found over here


texts: I want to make different versions of a rigged character with longer and shorter limbs and other body proportions. is there a way to scale parts of a mesh with its parent bones so i dont have to re adjust the mesh to match again? it gets really tough resizing and repositioning every finger bone.


texts:
Tried to find a way to highlight edges from flat objects e.g. plane. I tested out a couple methods that I've found from search but none of em working properly.
This is what I'm looking for:

It works with objects that aren't planes

So how I can do this with shader or is it even possible at the moment with shaders?
In the attached blend file I've tested a couple of solutions from this post without success:
https://devtalk.blender.org/t/nodegroups-to-ship-with-blender-2-8x/5322/13
There is already a great request for this feature and include it to the shader geometry node (in the Blenders community page).


texts:
I have a setup like this:

Server running Debian + Blender.
Chrome OS connecting to the server via Chrome remote desktop.

I can connect and use Blender fine, but if I scale with the mouse and go outside the 3d view them the scale goes automatically to the farthest end possible. This happens to all mouse related actions (like moving the view in 3d view and nodes editor).

This is obviously a problem in how Chrome remote desktop manages mouse limits in Blender, so since I couldn't find a way to fix it up in that protocol, is there a way to disable mouse related scaling and movement when out of the viewport?

Thanks!


texts: Path Animation Evaluation Time keyframe error

texts:
I've used Control + P ➔ Follow Path to animate an object along a path, and now I want to keyframe when the animation should start and end, but when I try to set a keyframe for the Evaluation Time value in the Curve Object Data panel, I get an error like in the screenshot.

What am I doing wrong? Or is there a different way of setting the start and end frame of the Follow Path animation?

Thanks for your help.


texts: How to export Alembic Mesh Sequence Cache to FBX?

texts:
I am making demolition animation for a realtime render engine that does not support Alembic, so I am trying to convert Alembic import from Blender to FBX, but only the first frame of the animation gets exported to FBX, so I was wondering if there was a way to convert the Alembic Mesh Sequence Cache so that all the animation gets exported to FBX?

Thanks in advance for any help!
Gilles


texts: Duplicate meshes sharing materials when not intended

texts:
Blender 2.9, Eevee
Edit: Somewhat solved now; the birds seem to share the uv unwrap and disconnecting one texture from uv fixed it.
I am having a problem where when I copy paste two of the same model, from two separate files, with two separate textures, the particles of the first pasted model take on the texture of the second model. The models are rigged with copies of the same armature.
To make it clearer, I made a new file(file1), to where I copy pasted a bird from another file(file2). When rendered in eevee, the bird looks normal.
Then, when I paste another bird which uses same base model with different texture from another file (file3), the particle system colour of the first bird changes to that of the second bird's.
The texture of the bird itself stays correct. I have tried creating entirely new material and copying the old material's nodes onto it. Does not work.
In Cycles everything works normally.
Blend File


texts: How to add gradient between colours in object?

texts:
New to Blender but can't seem to find an answer to this.

I have an object with different colours applied to different faces of the object.

I would like to make the colour change between grey and red softer, rather than the hard change seen in the image.

Is there an easy way to do this? For example a short gradient.


texts: Brush omitting some parts when texture-painting

texts:
I don't understand why the brush works so randomly with this model. Did I set up something wrong in UV or is it something with the model?
I tried fiddling around the bleed settings and after unchecking "normal" it seemed to work a little better but still not good enough.
See gifs: https://imgur.com/a/GMXLT


texts: Making gridlines using python to fix cylinder in Blender

texts: I am working on a project where I have to make gridlines at different angles and at each node, I have to place a cylinder. Since the number of cylinder to be placed is more than 2,40,000, I am searching for a way to code this using python for faster execution.


texts: So when I used Maya, I was able to pan the viewport around, and wherever the center of the viewport was, I would rotate around that, instead of some other rotation point. Is there a way for me to set this to be the default in Blender? Thanks!


texts:
I'm making a model for a thing (don't really know how to describe it) and i'm trying to make some curved cones so as to replicate the shape of the floating horns on the character.
anyone have any ideas?

i'm also using 2.8 and am extremely new, so please try to dumb it down.


texts: My Add-on Panel / Window / Tab is missing

texts:
My add-on UI (window/tab) is missing after I moved my Blender folder to other folder. I am using a Mac and Blender 2.79.

I've tried to move the folder back and to reinstall Blender. The results are still the same:


texts:
I'm trying to make a blender animation for Christmas, so I am kind of pressed for time. It is snowing in the scene, so I have watched tutorials on the particles.
I tried it, but it looked too much like rain when I plated the animation. Snow is supposed to lightly drift to the ground, and when I use the particles it looks more like rain and it fell way too fast.

How can I get a  snowy effect without the rain effect?


texts: Blender model keeps squishing my vertices

texts:
I am working on a arch viz model for work and this is my first time doing arch viz in blender aside from a few tutorials.
I have been trying to UV unwrap my model but every time I do it squishes some of my vertices together on a flat plane which messes up my texture mapping.
I am relatively new at this and I don't know how to fix the model so I can texture it properly, I've tried manually unwrapping it with seams and it has the same issue.
Any help would be appreciated thanks!


texts: Follow path constraint - object goes back and forth when speeding

texts: I attached a sphere to a circle curve with the follow path constraint, but when i try to speed up and slow down the object with the "Path Animation > Frame" value with keyframes the object goes backwards at some point.


texts: Help with coding doors on a game im making in BGE

texts:
I am trying to add a mechanism to open and close doors. What I am trying to do is create an amnesia style open/close mechanism. For those of you who don’t know how amnesia works, you open doors by holding down left mouse and dragging the mouse back and forth to move the door open and closed.

The only problem is we don’t know how to do anything like that at all.


texts: Is there a way to save the textures used inside a .blend file to a PC?

texts:
I want to save the textures or images used in a certain .blend file to my PC so that I can use them for my other projects.
Is it possible to do so?


texts: Cannot save customized blender interface theme .xml

texts:
I have blender 2.83.1 installed via Steam, and i have 2.90 alpha downloaded from blender.org
I've saved and customized interface themes in the past, and i followed the steps listed everywhere which are
edit > preferences > themes
tweak the values to your liking
hit the + button
name your theme
and it SHOULD appear in:  /2.xx/scripts/presets/interface_theme
but my new theme isn't there
it only shows blender_dark.xml and blender_light.xml (which also doesn't make sense since many more preinstalled themes have been added)
i customized the looks of blender on my desktop to my liking and i want to be able to send that same theme to my laptop
any help would be appreciated, i can't seem to find an answer anywhere and this is very confusing since I've done this in the past with no issue but now it no longer works for me, thank you in advance


texts: Particles are not killed when video is rendered

texts:
I have 2 images (as planes) and a particle emmitter in between. When previewing, no particle come through the image as in this screenshot: Link

When rendering the video, the particles do come through the image (as plane), like this: Link to second screenshot. Why is this happening? I have "Collision" physics with "Kill particles" checked for every mesh and node.

Here is another screenshot which describes this pretty good:


texts: Fluid in simulation disappears when from moving container

texts: I have an animation of a mug filled with a liquid moving up then turning to spill out the liquid. The problem is, when the mug lifts, the amount of fluid within the mug decreases. The loss continues when the mug rotates. When the mug stops raising, the remaining half of the liquid flies out of the mug at high speed and appears to collide with an invisible plane even though the actual ground is much further below it. The other half stays suspended in the air within the mug.


texts: i have 2 objects moving. Id like the third object to come in later in the scene. This object has its actions set to start at a different frame. However i still see object being idle. How do i set an object to appear in my scene once their animations starts?


texts: Calculate collision point of rigid body in BGE

texts:
I have a sphere (active rigid body) that bounces on a plane (passive rigid body) and afterwards hits another plane (passive rigid body).
I would like to get its coordinates when it hits the second plane via the python api.

Right now, I calculate the collision point by using the velocity vector between frames and using some interpolation but it seems to be not 100% accurate. Unfortunately, I can't find any simple examples on how to check for collisions. All I found out is that I have to use the game engine for this task. Could someone give a simple example of how to do this in python?


texts: Project a texture onto a Mesh from a Curve

texts: I've been looking for an answer to this for a while now. I have a mesh object, where I would like to draw lines on it, without using the texture paint tool. For instance: a mesh garment with stitch or seam lines, defined by a NURBS or Bézier Curve. So far I've been able to put texture "Decals" on an object by using an Empty, but I've not been able to draw a "line" using an arbitrary Curve. Has anyone done this, or know if this is possible?


texts: How would I take the average color of a material (lighting included) and turn that into a flat color?

texts: I know that's very specific. I think the best use case other than my very specific one would be if you were making a scene out of voxels, and wanted each voxel to be a flat color, but still wanted each to react to lighting. How would I turn the blended color from the object, into a flat material?


texts:
I know this is such a simple issue, but I've tried the solutions stated in related posts to no avail. The texture is attached to a material and it's unwrapped (I think) but it's still not showing up in the render (just black).

I've attached a screenshot and the blend file.

Thank you very much!!

https://drive.google.com/file/d/0Bw_3PfctyK8jYldFLU5SY1dYWkk/view?usp=sharing


texts: Parts of scene are cut off in the camera's view

texts:
Because the ground in my scene is very large a big portion is being cut off in the camera view.

When I adjust the scale the camera other mesh cut from the scene.

I do not want to change the angle of the view. The ground is huge yet its not visible in the camera. Any suggestions on how to resolve this would be appreciated.


texts:
I need to open .stl files with blender, without importing them!

In the properties of my .stl file, blender is set as "open with", but when I double click on the file it just opens blender as my preset user preference (without any objects). The same happens when I drag the file over the blender icon to open it that way.

Whats funny is that if I drag and drop the file over an older version of blender (2.49) then it opens the .stl file fine.

Any ideas?

Thanks


texts: Animate curve's bevel factor (preserve the order)

texts:
My object contains some separate curves and when I am trying to animate bevel factor, they act simultaneously. But I want them to respect vertices' order (X axis from left to right).
Can it be done without actual curve separting? Maybe there is a tool like "Sort elements" for meshes, but for curves?


texts: How to use Image Mapping to repeat cut-in-half textures with X and Y in Cycles?

texts: thank you for your time, the method works but not for every model


texts: How to animate the number of vertices / splits of an object?

texts:
I want to animate a plane from the topview.
It starts simple and flat but I want the number of splits / vertices to increase during the animation, so that it becomes some kind of low poly area with highs and lows.
Is there a possibility to animate the number of cuts / subdivisions / splits of an object?
To put it in another way: I want the plane to become more complex over time.


texts: Plugging noise into bump is causing texture to show bump colors

texts: I have two bumps strung together, and no matter which way I string them, when I plug the noise into either bump node, it shows colors you would see when plugging bump into albedo, you know, the rainbow-ish colors? Anyway, its not even how you would think based on the uv map. its just red yellow and green, with a massive grey spot. A fix would be greatly appreciated. I've tried everything I can think of. Using an image, which just showed the albedo of the image, re-making the bump, because sometimes the bump node was created weirdly and so it wasn't functioning correctly, and I've obviously restarted blender and my computer. I've also tried switching render engines to see if that would help, it didn't.


texts: How do I use near sensor in blender game engine

texts:
in BGE, I have set up a near sensor for enemy tracking, however, it won't do anything, so I'm wondering if I did something wrong, I don't know if I have to attach a file, but if I do, for this question to be answered, I have it on a filehost link already to upload it
The duplicate questions answer is not working, however I do have the exact same problem


texts:
Remove Doubles was removed and replaced with Merge by Distance? If, you set the value small enough it works the same and gives versatility.

Blender 2.8 Beta Version 5/13/19


texts: Completely removing scene (including all objects/materials it contained)

texts: I'm working on a Blender addon that will render multiple versions of a scene by altering node input parameters. To leave the scene unchanged, I want to render a copy of the current scene, which I successfully do. The problem is that when doing a full copy of a scene using ops.scene.new(type="FULL_COPY") it creates a copy of everything that existed in the original scene. When I later delete the new scene using bpy.ops.scene.delete() all those copied objects and materials still exists! How do I remove a scene and everything that was contained in it?


texts:
I'm a new Blender user and I'm facing my first big issue.
I've just baked high poly normals to a low poly object successfully after a night of tutorials reading, but now, whenever I try to move the low poly object, normals won't follow the low poly object in space.
What should i do if i need to move any object that i've baked avoiding this issue ?
https://imgur.com/leAPRsh here is my node setting
https://imgur.com/8Ib4CUJ here is what happens whenever i try to move the low poly object affected by the baked normals
Did I miss something during the baking or anything ? I've noticed whenever I disconnect the normal node, the normals stays active but nothing changes and I'm still not able to move it without this awful result.


texts: When dragging a mesh onto a rig, the rigging menu with "with automatic weights" option won't appear

texts: I'm using the basic meta rig produced by using the Rigging plugin. I aligned the rig's bones to my model and when i parent the go to rig it the menu with options like "with automatic weights won't appear"


texts: Diamond Shape Topology on a Flat Surface With No Deformation Planned

texts: Is it ok to use this type junction for reduce this shape on a Flat Surface? There will be No Deformation Planned to happen on it.


texts: Scripting a boolean modifier loop, but I'm doing something wrong

texts:
I would like to make an opaque screen with many circular holes of different diameters and locations by an automated by a python script.

The locations and sizes will come from an algorithm and will appear random and some holes will overlap.

The script doesn't quite run - it gets hung up on the line indicated where I am trying to say "use this cylinder to make the hole!

The error in the console:

Traceback (most recent call last):
  File "/Users/david/Documents/fishing/static concentrator/static concentrator v01.blend/Text", line 31, in <module>
TypeError: bpy_struct: item.attr = val: BooleanModifier.object ID type does not support assignment to its self
Error: Python script fail, look in the console for now...

The script:

import numpy as np
import bpy

# make a screen
bpy.ops.mesh.primitive_cube_add(location=(0, 0, 2))
screen = bpy.context.active_object
screen.scale = 0.05, 2, 2
screen.location = 0, 0, 2

bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=1,  location=(0, 0, 2))
cyl = bpy.context.active_object
cyl.rotation_euler = 0, 0.5*np.pi, 0
bpy.ops.object.select_all(action='DESELECT')

scales, offsets = np.array([4, 4, 0.1]), np.array([-0.5, 0, 1])

holes = (scales * (np.random.random(300).reshape(-1, 3) + offsets))

for y, z, r in holes:

    cyl.location = 0, y, z
    cyl.scale = r, r, 1

    bpy.ops.object.select_all(action='DESELECT')
    screen.select = True

    # bpy.context.space_data.context = 'MODIFIER'
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
    bpy.context.object.modifiers["Boolean"].object = cyl  # Hey! Use this to cut the hole please!!
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
    bpy.ops.object.select_all(action='DESELECT')

The alternate script with a tiny loop and without numpy:

import bpy
import math

# make a screen
bpy.ops.mesh.primitive_cube_add(location=(0, 0, 2))
screen = bpy.context.active_object
screen.scale = 0.05, 2, 2
screen.location = 0, 0, 2

# make a cylinder
bpy.ops.mesh.primitive_cylinder_add(radius=1, depth=1,  location=(0, 0, 2))
cyl = bpy.context.active_object
cyl.rotation_euler = 0, 0.5*math.pi, 0
bpy.ops.object.select_all(action='DESELECT')

holes = [(1, 3, 0.25), (0, 2, 0.15)]

for y, z, r in holes:

    cyl.location = 0, y, z
    cyl.scale = r, r, 1

    bpy.ops.object.select_all(action='DESELECT')
    screen.select = True

    # bpy.context.space_data.context = 'MODIFIER'
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].operation = 'DIFFERENCE'
    bpy.context.object.modifiers["Boolean"].object = cyl  # Hey! Use this to cut the hole please!!
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")
    bpy.ops.object.select_all(action='DESELECT')


texts: How does the "Curve object Output" node from animation nodes work with loops?

texts:
I'm trying to Generate a bunch of random floating around objects which are connected by Splines.

This is my node setup:

And this my result:

All of the splines are getting generated at the same position.

Why is this happening?
Doesn't the Curve Object Output work with Loops? And is there a way around it?


texts: Does anyone know why I can't screen cast play mode in BGE?

texts:
I want to make a video that kind-of advertises my game, but the screen cast option just quits when I push P to play the game. For my old version, I would play the game during my screencast, but in the saved video the game part was cut out.

When I upgrade to 2.78, however, pushing P didn't even do anything which tells me that they have it set up like this on purpose.

Is there a way I can fix this? Do you know why it does this?

Can I record game play any other way that doesn't involve downloading a screen recorder to my computer?


texts: Can't Import Large Obj or FBX files into Blender

texts:
I am trying to import some relatively large files into blender.
I've tried both Obj and FBX formats to import a group of objects.
The FBX file is only about 133 mb, but I get a traceback error.
The Obj file fails to load, but both cause blender to "not respond".

I'm using blender 2.78 and windows 10. This is what blender gives me when trying to import the FBX file:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\import_fbx.py", line 2252, in load
    elem_root, version = parse_fbx.parse(filepath)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 166, in parse
    elem = read_elem(read, tell, use_namedtuple)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 124, in read_elem
    elem_subtree.append(read_elem(read, tell, use_namedtuple))
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 119, in read_elem
    elem_props_data[i] = read_data_dict[data_type](read)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 94, in <lambda>
    b'd'[0]: lambda read: unpack_array(read, data_types.ARRAY_FLOAT64, 8, False),  # array (double)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\parse_fbx.py", line 73, in unpack_array
    data = zlib.decompress(data)
zlib.error: Error -5 while decompressing data: incomplete or truncated stream


texts:
how is it possible to apply roughness, in the water material, only in the highlighted part of the mesh?
Thank you


texts: Extrude individual doesn't work for edges?

texts:
I am new to blender, so I am playing around with it. I tried to recreate mesh from scratch by deleting all vertices then add them one by one. Currently, what I have is a ring of edge with no faces. I want to extrude each edge outward (in other word, extrude individually). However, there's no such option when I press Alt+E. I tried to manually click on the extrude individual at the left-side editor bar, but it becomes a group extrusion instead of individual extrusion. I am currently using the latest blender version, so I am not sure if this is one of the newer version bugs.

Do anybody have the same problem?


texts: How can I parent objects so that only position and not scale is applied to the children when scaling the parent?

texts:
I've got this fairly complex setup of a tom-tom drum here. My goal is to be able to scale the drum to different sizes and have the models around it scale and move into position as required, so that a simple scale operation gives me different sizes of drum that don't look out of proportion.
Here is the main body of the drum (called a drum shell in real life). It is parented to an empty plain axes which is positioned at the centre of the drum itself. The body of the drum and the plain axes have their origin points at the centre of the drum too.

And the following is one of the drum lugs on the outside of the drum shell.

There is just one object here, but it is duplicated using an array and a mirror modifier. The array modifier creates the duplicates around the body of the drum, and the mirror modifier creates a duplicate set of those for the bottom of the drum. This way I can model a single lug and place it around the drum multiple times.
The lug is parented to a plain axes object (called the lug multiplier point in my scene), which is at the centre of the drum with a origin that is also at the centre of the drum. The array modifier for the lug also uses this as an object offset. This way, I can rotate this plain axes object in order to better position the lug duplicates around the drum - by dividing their count by 360 to get the Z-axis rotation value.
All of those elements are here:

The same thing happens with the lug tension rod, and the lug holes on the drum hoop, as in the following image:

Finally, I have the drum shell, drum skin, and drum hoop all parented. The hoop and skins are mirrored also, to create their relevant counterparts on the bottom of the drum.

So all of this works pretty well. I can change the number of lugs, tension rods, and hoop lug holes easily enough. I can also scale the drum and change the size of the hoop and skins along with the shell.
What I now want to do is be able to change the positions of the outer elements when scaling the drum, so that everything maintains it's proportion - the outer elements should not scale their size, they should just change position. I can't quite get this to work.
I've tried parenting the lug to the drum shell using object parenting but that just links position and scale. I've also tried parenting the lug to a vertex on the drum body. But I get a very odd result where the lug positions are completely out of whack. I think that's to do with the array modifier. I just can't figure this out.
Anyone got any advice on how to essentially shift the original lug elements across the X axis, away from it's origin point so that it maintains its distance from the outer shell? I'd like to do this based on scaling the shell if possible.
If I edit the lug in edit mode and shift the vertices manually across the X axis, then I get the repositioning behaviour I want.


texts: Only one of my objects is displaying as black

texts:
At some point, the object that I was modeling became black.

Note that if I add another object here it will display with correct shading in the viewport. I have tried switching renderers, which did not change this result.


texts: I want an already rigged game character (Both Deform and Control) to be able to fall apart/be animated in pieces, and still be usable in unity

texts:
I have rigged my character using a deform armature that will be exported to unity, as well as a control rig, that I will use in Blender to animate the character.
The deform armature bones have copy transform constraints to link it to the control rig, and the control rig has the IK for the arms, hands and feet.
Pictures (#1 & #2) show my working setup. Pink is Deform rig, with copy transforms, mutli-coloured is control rig with custom shapes.

That's all working well.
The hard part is I also want to create some animations where the character falls apart (They are robots with limbs that aren't connected to one another). IE: I want the upper arm to be able to disconnect from the lower arm (Both are in a linked bone chain, in both rigs, currently).
I know I could technically just split all the bones in chains on my deform rig, since they will still follow the control rig, and when I want to animate is falling apart, I  turn off the copy transforms influence and I do the animation on that rig, but I am worried about losing the armature hierarchy for use in unity.
I have tried to duplicate the deform rig, separate those bones and add another set of copy transforms to the original deform rig, so I would basically toggle between the control rig and new "broken" rig to animate. But this didn't work, I think because the original deform rig has the bones all connected.
The picture (#3), shows my attempt at this and how when i move the hips on "broken" rig, the whole spine bone chain follows, and when I try move the two arm pieces, mes doesn't move cause the deform rig is still one chain. (Pink is the deform rig, octahedral is the "broken" rig). You can see the two copy transforms there too.

Is there any better way for me to approach this? I'm still fairly new to rigging, so I might not know of a constraint or work flow. I know I could do a quick fix if it was just for an animation in unity, but this is for a game.
Thank you so much!


texts: When I rotate the body along the X axis the tracks stick to the curve just fine. However, when I rotate along the Z or Y axis the tracks no longer stick to the curve as seen in the photo.


texts:
when I want to fill 4 selected vertices to get a face to connect 2 different objects, the face gets weird shadows and I also can't sculpt the face. How can I remove these shadows and create a normal face ? :

video : file:///C:/Users/WIN10/Videos/Movavi%20Screen%20Recorder/ScreenRecorderProject130.mp4


texts: Why does my Ellipse mask and FastGaussian nodes have no effect on my image?

texts:
I was following a video tutorial and I want to achieve the same effect in the Fast_Gaussian, I want that like sort of dark colors that form like a circle ( Vignette ), Also when I change the color or the tone the whole image just changes the color , or turns darker/lighter

my scene :

Desired result :


texts: Creating orthogonal axis in blender (geometric model)

texts:
I'm not a blender expert, so I don't know how to do this quickly.
Is it possible to create quickly something like the following?

Regardless of the "Blend4Web" or "Blender" I'd literally like to istantiate these axis as geometric models in a scene, it doesn't seem to be a default model in blender.

What I'm trying to achieve is

Not exactly, but basically a couple of these reference frames two planes in front of each, a third plane and a couple of lines, maybe showing where the intersections happen.

Update: Something like the stuff below is more close to what I want:


texts: Rigify rig can't move my mesh only rotate 2.79a

texts:
For some reason I am unable to move certain parts of my mesh with the rig.

This is the default pose and it appears as everything is good.

However, when I try to move the arms or legs I am unable to do so. Example below:

I can still use the ball joints to rotate along the arms and move the fingers, head, torso like so though:


texts: Use Cycles baking for Blenders internal renderer

texts:
I started modeling a house that I want to use in a game. I really like the workflow of nodes if it comes to materials. So I decided to use the cycles renderer in 'material view' for modeling, texturing and baking.
I created some normal and spec maps but did not see the effect in 'material view' as if I use the BI renderer. Ok that makes sense somehow.. Cycles must be calculating the effects based on rays and rays are only traced in 'render view'?!
Do I have to change all my node based materials and switch to BI materials now to see my normalmaps applied in realtime? I still would like to use Cycles for baking.. so I still need the node based materials. Can I set up a material for every renderer and switch between them?


texts: What is the most efficient way to apply a modification to all faces of a regular object?

texts:
I have a cylinder that is being modified (for 3D printing, I'm loosely following this advice .)

As you can see, I have one segment of the cylinder modified.  However, I'm wondering if anyone knows of any good way to quickly apply these modification to all of the segments, rather than hand editing the next 5 of them?
You can get the blend here.


texts:
I'm currently developing a script for Blender to handle Mesh Frequency Decomposition.

The script is nearly complete, but i need one more thing: The SciPy library to compute eigenvalues and eigenvectors.

Following the installation instructions on their site, I'm able to install it as well as Numpy. Numpy works fine, but I can't even import SciPy:

Traceback (most recent call last):
File "/CAF_FD.py", line 4, in <module>
ImportError: No module named 'scipy'
Error: Python script fail, look in the console for now...

By the way, I'm working on Linux 64 bit and I've installed SciPy and Numpy with my package manager.

Edit: When I try to use SciPy with a terminal prompt, it works.


texts:
This is my first post, just letting you know. I'm often trying to move things in edit mode to exact locations and I find that it either won't let me put it at an exact location like it rounding the value but it's some weird value like 0.000002 when I want it to be 0.0. I can't figure out what's going on with this.

I also had an issue where it would display the location on one of the axis as being 0.0 wich is what i wanted, but it wasn't if I zoomed in and looked closer. When I'd click to change the value it displayed a value something close to 345345-e.32345.

Let me give you an example of the issue. NOTE: it's recreated, not an actual example, but it's quite close to what it's like. It only showed up like that when I clicked on the value otherwise it showed as 0.0. When I tried to set it to 0.0 it didn't take effect. I had to move it to somewhere else and then back to 0.0 before it stopped showing that, but if you zoom in to the object it still isn't centered at 0.0 – it looks like it is until you really zoom in but it will cause issues when I merge it with other geometry that's meant to line up perfectly with it. I also have issues with part of models having parts that don't line up even though I constrained all to cuts extrude and what not too axis. And I end up with tiny holes in my models, and I end up with light leaks.

I've had these issues for years actually. Usually I can fix them but it takes forever and I have better things to do with my time. While I'm at it I'd like to know how to move an object by moving the location of a vert in the transform toolbar like how in the 3d view you can move from active element rather than the median point. I'm pretty sick so I hope I'm making sense.

Here's a WIP model that has the issue described.

I've spent over an hour manually realigning the verts – it's still not done.

Here's a close up on the edges showing what I mean.


texts: How do I recreate this extrude + bevel effect on a curve? (imported SVG)

texts:
I'm new to blender and I'm currently working on an album cover. I'm looking for a way to recreate this bevel effect (see picture below) on my imported SVG, where:

The bottom of the extrusion (or the back, in the attached picture) matches the SVG curve (no deformation or added thickness)
The height of the logo grows / extrudes from there towards the center of the faces(?)

I don't really know how to explain it. If I knew, I would probably be able to find it on google. I hope you can get what I mean by looking at the picture. An important point is that the curve itself shouldn't be deformed at all. I know that bevel usually adds some thickness around the object, which should not appear in my case.
I've tried using object bevels and custom profiles (with the 2.91.0 alpha version) in the geometry settings of the curve. I tried playing around with modifiers too, but I couldn't get the desired results.
Any suggestion is very welcome!
I'm also leaving the SVG file, in case anyone wants to try doing it: https://drive.google.com/file/d/1w7cIhuAGZ8LqbWKZzbr4bruKDyTmACO6/view?usp=sharing


texts:
I'm trying to improve my texturing. Here is a model I'm doing for a game. This is the best way to unwrap it to bake from a higher poly without having the normal colors collide right? When I go to texture with Substance or Quixel, the seam is highly visible. Is there a way around this?

Blend file: blend-exchange.giantcowfilms.com/b/3756/


texts: Why isn't a button added in the panel by running this script?

texts:
This script was suppose to create a tab on tools panel and add a button in it.

But after I run just the panel is added. Any directions what I am doing wrong?

import bpy
from bpy.types import Menu, Panel, UIList

class View3DPanel():
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

class MyPoseLibraryPanel(View3DPanel, Panel):
    bl_label = "Legs"
    bl_context = "posemode"
    bl_category = "My Pose Library"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        layout.operator("bpy.ops.pose.select_all(action='TOGGLE')", text="Legs.Idle.1", icon="MOD_ARMATURE")

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

print("my stuff loaded")


texts: Some vertices stopped moving in sculpt mode

texts:
On a project I was working on creating shape keys and sculpting the model for those keys, suddenly while attempting to create a new shape key some of the vertices of the model stopped reacting to the sculpt mode brushes and won't move at all. I was able to sculpt the same vertices earlier for the other shape keys and they still move if I change their weights. I tried all of this to try to figure out what's going on:

Isolated the "frozen" vertices by deleting all the other ones.
Deleted all other objects and modifiers in the project.
Deleted all the shape keys
Extruded some of the frozen vertices (by extruding edges) to create new geometry
In edit mode added a UV sphere as part of the same object where the frozen vertices are

The frozen vertices and the newly created by extrusion remained frozen and impossible to alter by any of the sculpt mode brushes. I was able to sculpt the newly created sphere without any issues.

I then applied a modifier to the object with the frozen vertices (tried with subdivision or with bevel) and this un-froze the vertices and I was able again to sculpt them. Is the vertex data corrupted? Is there a way of fixing this in the full project (I can't apply modifiers without loosing all my shape key work)?

Project file with the frozen geometry (can you sculpt this?): Blender file


texts: How the Normal Map baking works, what is the ray direction

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I've gone into some trouble understanding how the ray shoot out and the size relationship between the high and low poly mesh, below is my understanding,

But which one is right? From the menual it says the ray is generated from the low poly inwards to the high poly, then I suppose the first illustration is not right, because it points outwards.
The second illustration, the middle section should been working properly, but the left and right section has no high poly surfaces to point to, because it is starting point is inside the high poly, I searched and found someone says I can set the ray distance, then setting the distance won't change where the starting point the ray started, am I right?
The last one is I think how it should work, by having the low poly encapsulating the high poly, but I still needs some basic understanding how blender works with Normal map baking, thanks!
Edit:It turns out the ray will travel in both direction as opposed to what the Doc. says towards inwards.

The above shows the low poly has a cube inside and sphere outside, both have been reflected on the low poly cube.


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Creating a plan of a room with 2 types of wallpaper.
I am using a UV map for each wallpaper.
I managed to get the UV map for wallpaper 1 (called StripeWallpaperLivingRoom) to successfully apply to the first set of walls. At this time, during development, I had unwrapped the other walls with this map but was going to sort that out when applying the second wallpaper (PlumWallpaperLivingRoom) to these walls.
I am attempting that now and unwrapped these walls so that they appeared default blank. However, although I have the unwrap mesh set up correctly aligned for my second wallpaper, it is not reflecting on the actual wall render.
The image for the correctly rendering StripeWallpaperLivingRoom is called 20-944_3.jpg and PlumWallpaperLivingRoom is called graham-brown-wallpaper-20-200-76_1000.jpg.
In Materials, these are called StriaStripe and StriaPlum respectively.
The Texture property does seem to only reflect the 20-944_3.jpg so maybe I should have done something here?? Also, even though I did unwrap to remove from the original UV map, the maps for the original 3 walls have appeared randomly on the original StripeWallpaperLivingRoom  and I think this is overriding my new PlumWallpaperLivingRoom map.
I am still a NOOB so if you can see where my misunderstanding is, please can you explain in detail. Thanks.
I am attaching screen prints to relate this info to.


texts: Why are my brush strokes in sculpting not smooth but leaves dents

texts: So im having some issues with sculpting and looking for a solution is difficult. Im in sculpting and im trying to make scratches on an axe head. I make strokes but they are not smooth but look more like im making a row of dents. I have scaled the object and remeshed and played with the brush settings but no luck. I am using a XP-Pen. Does anyone have any idea how I can solve this please? Left is me going slow and right is me going fast.


texts: How to apply an image texture on a cylinder

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I've tried googling it, but nothing I do works.

See my screen shot:

I've applied the image texture, and the pipe has the image on it but its just stretched for most of the pipe.  It's no different when I render it out.  I've tried adding a 'mapping' mode, but that doesn't work.  What confuses me is that the in the materials tab it says 'repeat', so it should be repeating.

How can I get it to cover the pipe?


texts: What can I do to blend the transition between 2 materials in specific parts of a mesh in Cycles?

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I need to blend or smooth the transition between theese materials on my charecter:

]1
I need to mix the 2 materials but only where the dark blue hits the light blue
I need it to smooth, blend or anything that does not make it look so bad hahaha


texts:
In 2.79 I was using exec() with a string to run operators, however in 2.8 copying from the info panel into exec() gives an error with the constraint_matrix:

exec("bpy.ops.transform.translate(value=(29.2064, -10.7433, 26.947), constraint_matrix=(1, 0, 0, 0, 1, 0, 0, 0, 1))")

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "<string>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2-8\2.80\scripts\modules\bpy\ops.py", line 200, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties:  expected a sequence of float, not int

Is there any way to be able to exec() from a string copied straight from the info panel?


texts: Exclude one metaball from interacting with another metaball only

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In the image below, Is there a way to make A and B not interacting with each other, but both interact with the U meta-balls?

I need to prevent A (specific metaball) from connecting to B even if there surfaces intersect, but both (A and B) should keep connected to the U.

Hard to explain.


texts: I made this santa doll in seperate parts, cause i figured this would be easier with the shape of it. But now all the parts are obviousy loose even though together in 1 mesh group. So when i unwrap them they come out as loose part in the uv, but i prefer them to be the exact shape of the doll, so the texturing would be easy. How do i get this done? All the loose parts are also wrongly places and turned as you can see... This is useless for texturing and will take me a day to figure out.