texts: Bad image error Blender 2.9 (Asking again because the previous info was wrong)

texts:
Yesterday I asked a question about a dll file error, but the error description I pasted was wrong. Hence asking again with correct error code
Today Blender 2.9 crashed on a normal scene and it never booting up again. It shows "Bad image "error with DL2.dll I have tried everything from changing the Dll file to re installing the software, Even USB bootable version is not working.
Any thoughts ?
Here is the error

C:\Program Files\Blender Foundation\blender2.9\SD2.dll is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support. Error status 0xc000022”


texts: This looks like camera clipping, but that's adjusted, so is it something else?

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The clipping field under Camera > Lens is high enough to not clip just about anything, but this image still looks exactly like it's been clipped. The N-panel > View Clip field is up just as high. What am I missing?

Edit: The issue disappeared when I moved the origin of a couple of objects that are pieces copied from much larger objects in another file. They had been a few hundred units away, and I moved them with Object > Transform > Origin to Geometry. However, the clipping distance was much larger than this. I'd saved after that fix, but was able to recover the session and save it for the purpose of uploading it for review, as Mentalist suggested. Cheers!


texts:
I have re-targeted an animation on my model and except the movement everything worked.

Problem is that model moves forward while the animation plays, it has to be stationary.

Here is example GIF:

Is there an option to fix this?

Here is the Blender file:


texts: How to disable field overlays of particles in Blender 2.8?

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It is quite distracting to have the fields of each particle in the view port.

I don't want to disable all the overlays in the viewport, I just want the fields of the particles to be gone.


texts: Cloth with pinning and collision is not wrapping body properly

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Here are my modifiers settings

If I did not turn on collision on body, cloth does not wrap all sides of the body:

When I turn on the collision cloth did not fit on the pinning points

I am lost in it, can some body point out the issue?

Updated:
As per suggestion added the solidify result is more or less same:

Pining Vertex group and dress in edit mode showing edges


texts:
In my application I have to create up to some 1000 tetraders (objects with 4 vertices, 4 faces, 6 edges). As input I get only the absolute vertex coordinates for each tetraeder. From the mathematical background I know that all tetraeders are identical but have a different location and rotation which I do not know.

The following code works (Tetra is some class providing the vertex coordinates of an tetraeder and some other informations which is not relevant here):

# object creation
def draw_Tetra(Tetra, Faces):

    bm = bmesh.new()
    V1 = bm.verts.new(Tetra.Vertices[0])
    V2 = bm.verts.new(Tetra.Vertices[1])
    V3 = bm.verts.new(Tetra.Vertices[2])
    V4 = bm.verts.new(Tetra.Vertices[3])

    if Faces == True:
        bm.faces.new((V1, V2, V3))
        bm.faces.new((V1, V2, V4))
        bm.faces.new((V1, V3, V4))
        bm.faces.new((V2, V3, V4))
    else:
        bm.edges.new((V1, V2))
        bm.edges.new((V1, V3))
        bm.edges.new((V2, V3))
        bm.edges.new((V1, V4))
        bm.edges.new((V2, V4))
        bm.edges.new((V3, V4))

name = "T_" + Tetra.Type + "_" + Tetra.pedigree
me = bpy.data.meshes.new(name)
bm.to_mesh(me)
bm.free
obj = bpy.data.objects.new(name,me)
scene = bpy.context.scene
scene.objects.link(obj)

However the script is extremely slow, e.g. to create 5000 tetraeders takes many hours. I think that I have the same problem as discussed here:

Python performance with Blender operators

The problem is that I do not know how to use "low level code" in this special situation. Can someone give me a tip?


texts:
So the above will be a bracelet, and I want it to wrap downwards symmetrically (as around a wrist / arm). I've tried a bunch of different things, and have gotten pretty close using the curve deform modifier.

I read up on how to use it, which is why the origin of the path is on it's first point and not in the center (otherwise the mesh leaps to line up to the left.

However, as you can see in front view, this drags my whole mesh to the right instead of staying locked around the Y axis for a nice symmetrical bend. I feel like there's probably something obvious that I'm missing but I can't find the answer anywhere - something to do with the origin maybe?

Or if you know of a better way of doing this then I'm all ears.


texts: What causes the unexpected rotation of 3D models in between NLA tracks?

texts: I am using blender 2.82a and can't figure out why my 3D model rotates unexpectedly between NLA tracks when Blend Out is used. I've checked the rotation values in the viewport but nothing changes when the model rotates. As you can see the image, the model is in a 45 degree angle, the model should be standing straight.


texts: There's still symmetry even though I've turned it off? (cycles)

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I'm new to blender and trying to make a simple face I have disabled symmetry but whenever I try to texture paint its always still symmetrical. I have looked for other answers but nothing helps me.
I am using a mac.
Thank you!


texts: Node - Need to reopen texture so it is visible in render mode

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In node editor i have ImageTexture connected to BSDF and then to Output.

I am painting to image texture but it is visible only in Material or Texture mode but not in Rendered mode. So what i need to do to be visible in rendered mode too is to go to node/imagetexture and reopen same saved texture.

How to fix this?


texts: How can I create a script that can turn pictures into 2D low poly images?

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Before:

http://cdn1.digitalartsonline.co.uk/cmsdata/slideshow/3513552/DAT_004.jpg

After:

https://m1.behance.net/rendition/modules/113025095/disp/9db2282a74ec5c6e7f48aeb0f9421e3f.jpg

Does anyone have ideas on how I would do this?


texts: How do you switch to a completely different camera in a different Blender layer?

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Say I create another scene in a blank layer. How do I switch to that totally different scene during rendering?
Thanks guys!


texts: Armature is resetting it's y position every time I open the blend file

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For whatever reason, the armature ends up pinging off downwards whenever I open up the blend file, applying transformations, setting origin point, does nothing. The armature is where it needs to be in edit mode, however
Here's the blend file https://drive.google.com/file/d/1hp4gV7TZas9mHoBjiBhDD1f62L0QtY3x/view?usp=sharing I really don't want to close the file incase I want to add anything else


texts: When an object is added to particle system, it remains in original form. Is it possible to make so that these objects deform & wrap around mesh?


texts: Why does this texture appear fine in material view but appears pink in rendered view?

texts: This is about the third time I have posted this question and unfortunately I have returned to ask it again. I am trying to create a scene here where the traffic Light has this Zinc coated texture to it. However, I have noticed that with some textures, (Mainly Transparent leaf Texture's and now this) that the image doesn't show up in the rendered view port. Now all of you have suggested that the pink image means the file or image is missing. But it isn't. When I go to the Material View port I can see it and also where the node's are. Please to help me find out why these textures are turning pink in the Rendered View port only.


texts:
I am sometimes unable to sculpt at all (the brush has no effect) or I can sculpt, but pen pressure is non-functional. Eventually, after a few computer restarts (giving up for a day or two), it works again. Then it is only a matter of time before these problems repeat.
I am 80% sure that this is an incompetency issue on my part. I am doing something that I am not noticing, but I can't figure it out. I have a hard time believing this could be the result of sloppy programming. Pen pressure is fully functional in the Veikk configuration utility.
Blender Version:    2.83.4
OS:                 Windows 10
Tablet:             Veikk A15
I have tried:
Checking that the object is selected
Checking that there are no modifiers
Reinstalling Blender
Reinstalling my tablet drivers and configuration utility
Plugging in the tablet BEFORE starting Blender
Plugging in the tablet AFTER starting Blender


texts: How can I reset the cursor in the UV Editor with Python?

texts:
Observing the manual informs that it is possible to reset the projection but could not reset the position of the cursor in the UV Map.

bpy.ops.uv.cursor_set(location=(0.0, 0.0))

Location, Cursor location in normalized (0.0-1.0) coordinates

https://docs.blender.org/api/blender_python_api_current/bpy.ops.uv.html


texts: Smoke simulation not updating when in Replay cache mode

texts:
I have just started my journey into the world of smoke simulations in our dear Blender and it is not starting very well hhhh
My setup is simple. A uv sphere on which i applied the quick smoke effect. All default settings.
I play the simulation --> All good
Then I change the smoke color to green, save file, shift left arrow to go to frame one, play the simulation --> smoke is gray
If I bake the simulation, i get the correct smoke color, but that is just not practical, specially for someone like me who does not know what he is doing :D
So is there something I am doing wrong ? Or is it a bug in blender 2.92 ?
PS, I am using Blender 2.92


texts: I would like to make this ball bounce in an angle coming from the left. How do I do it? Please Help thank you very much.


texts: How can I align a model to three custom points with a Python script?

texts:
I want to align the axis of a model to three points with a Python script.

How do I do this?

I pick three points that form a triangle with a right angle
like this:

I made point A the origin (0,0,0).
Then I think I should rotate the model around the point A
so that AB and AC are aligned to the axis, but I'm not sure how I can do this.
Should I get each vector's angle that separated x,y,z?
Or is there any option in Blender to use for this?


texts: Cloth brush not working in Blender 2.91 on Macbook pro

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I am having a problem with the cloth brush in the sculpting tab. I am using an M1 Macbook pro with blender 2.91.
I have laid out a plane mesh and subdivided it in the layout window, when I go to the sculpt window and try the cloth brush, nothing happens and I see two red circles on my curser that do not move away from the place I originally clicked on.
Any help? Are there settings I am unaware of?


texts: How to move a complex object to the origin without destroying it?

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I have a complex object far away from the origin of the scene itself.

If I mark all parts and use the Geometry to Origin function, the complex object gets crumbled, because all parts are set at the origin and the relations are destroyed.

Is there a way to move the object as a whole?

The object was an import from an STL file.


texts:
July 5th lots of fireworks vids. Using VSE I would like to overlay some of them on each other.  So convert all the black in the scene to transparent then render it out and bring the .png files back in and over lap the fireworks on top of each other...
Using nodes in the Compositor.
I have seen some tutorials added the Movie and Composite output setup a colorramp off the clip to the AlphaOver node Loc; with Image1 full transparent and in image two the movie clip image.
The viewer shows the fireworks on transparent background.
output .png ; for 24 frames; click animate and all the png rendered with black where the viewer shows transparent.. no alpha channel in rendered output.


texts: How do I get a transparent background with multiple render layers

texts:
I am trying to get an animation that has 3 render layers to have a transparent background.

How would I do this?

Simply checking the transparent box under film does not work with multiple layers

Thanks for any help.

(Cycles)


texts:
I would like (for an electricity shader) to randomize its Location by frame...
I know Object Info has a random output but not sure how to change that value each frame.
Any idea?
Thanks


texts: Astronaut I made has a physics reactive armature, how do I make the hose collide when it hits the astronaut

texts:
So, I made this astronaut in blender, I named her Myrtle. And I followed this really good YouTube tutorial for making an armature that deforms in reaction to physics like gravity as well as deforming the mesh. The armatures work wonderfully, actually perfectly. My main issue currently is that I can't get the air hose to collide with the astronaut's arm and body, it just passes straight through it.

It looks like this before I press play in blender:

Then when I press play it falls down and straight through the arm and into the body:

I'm not sure how to set up collisions or if because I added gravity to my armature for the air hose if I could even do so, if anyone is wondering what tutorial I followed I followed this YouTube tutorial: https://youtu.be/c11l2o5uCQs

I can't figure out how to make the hose less flexible either, I want it to merely react to gravity and sway when the character walks runs etc. But it actually is too string like when I add cloth physics to it.


texts: When using warp modifier, is there a way to keep the warping speed constant?

texts:
Context:

You can see below what effect I'm achieving using the warp modifier:

What's essentially being done here is the radius of the warp modifier is keyframed to gradually increase. You can check it in the .blend file:

What's also important to mention is that there's a custom falloff curve used in the warp modifier, and the increase of the radius isn't completely linear/constant either. That is so I can control how much of the mesh is being warped to the destination over time.

Question:

What I'd also like to happen, is for all of the vertices to have a constant speed during the warping process, which is currently not the case. It seems like it starts off at a certain speed, and gradually slows down as the radius increases.

The problem, as far as I can tell, seems to be that as the radius of the warp modifier gets bigger, it's influence on the mesh becomes weaker. But I'm not sure if that's the case.

But what I can tell for sure is that how quickly the radius increases, directly influences how fast the vertices move from A to B. Which is not what I want. I simply want to control how much of the mesh is being warped, not how fast.

Idea I had:

So, I'm not sure if the warp modifier is the best to use in this case, but I'm really not sure what else to use to get this result. One idea I had however, is to take the original mesh, and and scale it proportionally to get an object like so:

Then I can animate it's location to get a constant speed, and somehow flatten it back out when it "hits" the destination object, but I'm not sure if that's even possible. Plus it would remove a lot of the parameters that I could control, so I don't know.

So, if you know a solution to this, please let me know!

Thanks!


texts: Motion tracking: object in my scene bonces around

texts: For whatever reason when ever i insert an object into my scene, it bounces around. The markers I have placed, work perfectly, 0.183 solve error, but the object just bounces and moves when I render the video. The object it's self isn't moving, but for some reason the camera sees it that way or something like that. I don't really get it, I'm new to this whole motion tracking thing.


texts: Can I run bpy scripts without all of blender in background

texts:
I need to run a blender script server side and would like to know if there is a way to run just some of blender libraries for server optimization purposes .
My script is just importing a heavy glb file and exporting it to glb again ( because blender cleans the file by itself i chose it as part of the pipeline .)


texts: Smooth shading interpolation problem when creating new mesh

texts:
I'm trying to break up a mesh in different pieces.

The problem I'm having is related to material rendering. In my original model, I have smooth shading applied, as you can see in the following capture:

To break the model in different parts, I'm selecting a set of faces and using P to create a new mesh with those parts.

Once the new mesh is created, the smooth shading interpolation is calculated differently, and you can see the part as a patch:

This do not happen if instead of using smooth shading I use flat shading.

I think this is because the interpolation done by the shading works differently depending on the complete mesh.

Is there a way to use smooth shading and have all the parts rendering as they would be part of the same mesh?

Thanks in advance!


texts: Why are there scenes that will not render on GPU but will render fine on CPU?

texts:
I've already tried GPU Rendering and it seem to be twice as fast as the CPU. However I have some situation where tried to render on the GPU, but it doesn't do anything. When I switch to CPU it renders.

I have some fur texture/materials using particle systems. I wonder if that causes the GPU not to render, I'm not really sure.


texts: Transforming a paper-like model into a 3d model

texts:
I recently started using Blender this morning and I got up all the way to this point:

But I didn't realize that it was flat (almost like a paper as shown in the image), I first concluded that I could probably change it's thickness later on in the making.

I tried using Solidify but it distorted the model, a lot.

Is there anyway I can make the model thicker without having to redo it from the start?


texts: Sculpting leads to tear in center (blender 2.8)

texts:
When attempting to sculpt on my current project, the center of the mesh distorts, as seen below.

Attempting to use the crease tool on the mesh does nothing UNTIL I get to the center, where the above change takes place. I tried several other tools and I get the same (or similar) results. Let it be noted, too, that I'm using a mirror modifier, and that center seam is where both sides meet, in case that's relevant.

Here is the .blend file, if it helps.


texts:
How do you copy things like rigidbody constraints and force fields to other objects?

I made a cell fracture and I would like to give each cell the same constraints and force fields.

Thanks in advance


texts: Two different hex values for a solid colour

texts:
does anyone know the solution to this?
I am trying to create a solid colour image for AI but blender seems to create two hex values for the same colour. I have used the lighter blue as an example Examples below:

Cheers


texts: How to add edge in a cylinder so that only the end can be scaled?

texts:
How can I split the cylinder so that I can scale only the end of the cylinder, like in the bottom image. (Not to scale all of the cylinder.)

What I have now:

I want it as such:


texts: How do I show shading for test renderings

texts:
Sample frame:

Until EEVEE gets into an official version, I'm trying different settings to test a character animation I made in cycles. Just good enough to see the character and floor shadows. No need for it to be super sharp it's just a test. I need the floor to see how the feet land. Her eyes have no lens so there is no transparencies to worry about.

1920x1080 resize @ 50% if lower difficult to see any details.

Multiple importance off.

There is only the floor and the character with a gray background as a light source.

Renders = 7 samples.

GPU rendering with my GTX1060 3GB
Tiles are maxed for GPU performance @480X270 = exactly 4 tiles per frame.
I got 0.99 frames per second.

CPU i7 2600K
Tiles are maxed for CPU performance @48X27 = exactly 40 tiles per frame.
I got 0.94 frames per second.

What else could I check or uncheck to speed that up even more?


texts: Blender 2.80 Multiple Quick Selections in Outliner

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In Blender 2.8 Outliner, what is the best way to quickly select many items that are in a row and without individually clicking on each item? Shift+Left Mouse Click or CTRL-Shift+Left Mouse Click does not work.

Like in the below image, want to select quickly all items between the first and last selected.


texts: Strange bug with the Subdivision Surface Modifier

texts:
I just started using Blender yesterday. I'm trying to create a shotgun model but I've encountered a strange bug (I think) with the Subdivision Surface modifier.

Why is this happening? I've tried deleting faces and edges and putting them back but nothing seems to get rid of these pinches.


texts:
I can't find any reference for creating this:

It works quite hard using chain & Rigid Body and it's done, but the rotated clock needle during clock is falling it's always failure.

I've used Connect/Rigid Body Constraint for a clock with the needle, but it doesn't stay as the normal. Should we always attach whatever the falling clock object & the needle also rotating clockwise?


texts:
I finished joining meshes together. Before I closed Blender, I know the material names were appearing. Then I closed Blender and re-opened it. All of the material names are blank. It also appears Blender won't let me name the materials which are blank.

Switching back and forth between Cycles Render and Blender Render yields the same results.
Using Blender 2.77a


texts: BPY, how to select and separate one side of a road-like mesh with Python script?

texts: I would like select left or right side of mesh like this and separate it from the object using script. Is it possible? Thanks in advance.


texts: NLA Editor: Tweaking an action while also playing ALL other strips and actions?

texts:
I'm animating a guy playing a guitar. Several actions are playing at the same time:

STRIP 1: ACTION 1: General body movements (moving the guitar around, swaying, etc)

STRIP 2: ACTION 2: Hands playing riff 1

STRIP 3: ACTION 3: Hands playing riff 2

STRIP 4: ACTION 4: Face bones animation

The reason it's set up like this is because the riffs are repetitive and playing at different times throughout the song, while some sections (the solo, the sung parts) are unique, so it makes sense to use NLA.

The problem comes in when I'm trying to tweak (edit) an action in any strip below STRIP 2 (the second topmost strip). While tweaking it, only this action is playing, while all the rest are ignored.

For example, when tweaking the face animation action (strip 4), this results in the whole rest of the body being stuck in a weird default pose, not animating like I want it to. I've noticed that for some reason only the first 2 topmost strips/actions can be displayed playing at the same time while tweaking one of them.

How do I make it so I can see ALL the strips while tweaking a bottom strip?


texts: Is it possible to make a copy of a plane track

texts: Currently manually tracking each plane frame by frame due to the tracker not being able to follow I assume due to lack of reference points....can I track 1 plane then simply copy for the remaining 3?


texts: I am trying to make spokes for a wheel and when I used 2.79 I used alt+r to automatically duplicate and rotate the mesh to make the amount I wanted but this shortcut doesn't work in 2.8. Does anyone know how to do the same thing?


texts: Mist doesn't work when looking through a glass object

texts:
I am working on a project. There is one scene that the camera is looking through a window that use the glass material to see the view outside. I decided to turn on the mist pass. Then I saw something isn't right. The mist just end at the window.
 Then I don't know what to do. This is an example.


texts: How to get the texture and color of a peeled and cross section of banana? Something like in the photo

texts: I want to create a composition of banana, I have made one with it's peel but having difficulty in giving texture and the color to the the cylindrical cross section.


texts: How do you change the Minor diameter of a torus in Blender 2.80?

texts:
I am trying to change the diameter of a torus in Blender 2.80.
The Blender series on this is using Blender 2.79.
How do I do this using Blender 2.80?


texts: My imported blender building in unity has loads with missing walls!

texts: I have the frame of a building in blender, I imported it as a .fbx file and it comes out with missing walls! How do I fix this?!?!


texts:
https://mega.nz/file/2lQGjD6T#YIr1GouvxZlPXPB_FL1qWfF1fShevNgNnRCrYO5wIC4
i tried everything but ive been trying to parent the mesh to the armature but nothing works
(the file was made in 2.79 and i tried this both in 2.8 because this is for a game)
(this has weights)
if anybody can help i would love it


texts: Does Blender API have any evaluation function for Bezier curves?

texts:
I'm trying to export Blender Bezier Paths to Unity, so that Unity objects can follow along those paths.

The 2 ways to do this that I came up with so far are:

Blender script creates an empty for every control point in the Blender path, then those get imported into Unity as empty game objects (aka transforms) and from within Unity I can calculate B(t) based on the control points.
Blender script takes a "resolution" parameter, which it uses to
evaluate the path and instead create an empty along the path for
each sample. Then those get imported into Unity as empties and from
within Unity I just have the objects follow this checkpoints along
the path.

For approach 2, I'd need to evaluate the spline inside blender. And I was hoping that bpy.types.Curve would have an eval(t) or similar method but I haven't found anything in the API so far.

So my question is, is there anything in the Blender API for evaluating or do I need to write the evaluation code myself?


texts: TIP: How to find total number of unique objects among many instances

texts: Is there a way to know how many unique objects (with unique mesh data) are in a Blender scene when you have a lot of instances of different objects? For example, if you have a scene with 500 instances of a cube, and 200 instances of a sphere, how would you know that you only had 2 unique objects? Is this number shown somewhere?


texts: How can I inspect physics simulation data as it changes from frame to frame?

texts:
If I run a cloth simulation (or any other simulation), how can I inspect the physics data such as spring tension along the cloth as it changes over time?

I am wondering if it is possible to store the simulation data after pressing the Render/Animate button. I want to be able to pull the data out and use it in Python scripting.


texts: Displacing a 2D procreate painting to simulate thickness of paint

texts:
I am interested in creating a believable "Impasto" effect of paint. I am a 2D artist who uses Procreate. I've tried Art Set 4 and a couple other ipad programs but did not like them.
I was able to import my image as plane in Blender and paint a displacement map in Procreate and apply it in the Blender shader. I was able to do ok, but I am after this effect in particular:

The above image was with a displacement map generated in Verve painter for Windows and applied in Blender. I would like to keep to Procreate, and I don't have a windows computer but a Mac and just an iPad. Any displacement map generation techniques would be greatly appreciated!
My full question is:
How can I use blender to create a thick paint effect on top of my 2D painting process?
Is there a way to paint impasto easily in Blender or generate it? My displacement map generation process is hazy right now and could use some help because it does not look like the image linked above. Any other software suggestions are welcome too.
The Procreate forums discussion featuring some of my attempts.
https://folio.procreate.art/discussions/3/6/39383
This is the shader I used on my image plane:
http://www.reynantemartinez.com/how-to-generate-texture-maps-from-a-single-image.html
Thanks,
Arjun.


texts: Snap to face problem: object is flipped 180 degrees and snapped to inside faces

texts:
I'm trying to use the snap to face but when I move the object is snapping to the inside faces.
I've checked all the face's normal and there are all aligned correctly. The backface culling is checked. I've tried with all settings but still not working.I've tried also to flip normal and to rotate first the object 180 degress but the problem persist.

When i move the object on the face is flipped 180 degrees


texts: hair color isn't changing and stays white

texts: i created the hair of the character using blender render, and then use cycles render to color the hair, but the hair color isn't changing whatever i do. but in the tutorials that i've watched, which i followed exactly, the hair of their character is changing. what do i need to do? is there an easier way to color the hair using blender render and not cycles render?


texts: How do I obtain an untriangulate rendered image in Cycles?

texts: I have an object that is only triangulated in rendered view, so how do i un-triangulate this object for the rendered view?


texts: How to light a scene with a skybox as background and have a HDRi or sun in the world environment?

texts: How can I have a Skybox object that works as background all around my scene but also have a HDRi or Sun to produce ambient light?. In my current setup the Skybox blocks the HDRi or Sun.


texts: How to get sun lamps to get rendered indirectly

texts: Why is it, that when rendering, if the camera is facing in the direction of the sun, the sun doesn't show up in the sky? When a camera ray is cast straight in the direction of the sky, It shuld end up hitting it, and creating a bright spot on the render. Instead, there is no way to point a camera so that it picks up sun lamp light indirectly. How do I change that? (I want a visible sun without the use of a HDRI)


texts: How to select specific objects to make their keyframes appear on the Dope Sheet?

texts: I have approximately ten animated objects on my timeline, but I only need to manipulate three of those at the same time because I want to re-scale them in time. How can I select the three objects I need, and only see their keyframes in the Dope sheet without messing with the others? When I try to select three, only one of the objects appears (last one selected).


texts:
I am new to python and need to select the tail of a bone in edit mode with python. I was used this script but it doesn’t select the tail of a bone:

bpy.data.armatures["Armature"].bones["Bone.001"].select_tail=True

So i need help to select the tail of a bone in edit mode with python code.

Any helps are very very welcome.


texts: How to copy animation keyframes from one skeleton to an identical?

texts: I need to paste all of the 18 keyframes from each bone to the other skeleton which has an identical stance at frame 1.


texts:
I'm completely new to 3D modeling and animation, so please cut me some slack. I've downloaded and imported a free 3D model. Added a bone structure (armature) to it and now I'm trying to create a basic animation.

All is working perfectly fine so far, except that I seem to get some kind of distortion (not sure if this is correct naming for it) when animating the model. Here are 2 screenshots to show what I mean:

Original position:

Animated position:

How do I either prevent or fix this? Has it something to do with the bone affect range and is it a simple matter of adding more bones or is it not that easy?


texts: How do I colour a 3D terrain based on its height?

texts:
How do I colour a 3D terrain based on the height? Say, bottom green, and gradually to brown in the middle and white at the top.

When I use colour ramp node, I can see gradient colour across the 3d terrain along x-y plane, but I'd like to have the gradient upwards, in x-z, y-z plane.

Edit

Currently, my setup is using cycles and nodes like this:

Color ramp (c) -> (c) Diffuse BSDF (BSDF) -> (Surface) Material output


texts: How can I bake an action to an object without the object moving out of place?

texts: So, I have a set of objects that I am trying to bake an action to, but when I do that, the objects fly out elsewhere outside of where I want them. Is there a way to make it so the animation is baked exactly where I want it? I have a baked animation which works fine, but then I parented it to an empty and then copied everything so I could move it over while retaining proper animations. When I bake action, it flies off. How can I fix this?


texts:
For some odd reason, each vertex thinks of it's own grid.

I want to snap them along the grid line above them, but the result is this:

What's wrong?


texts: What to do when imported obj properly doesn't load on blender

texts:
A few days ago I installed Blender on my computer and after installing every time I want to open an obj in it, it doesn't load properly. Here are some examples: http://i.xp.io/2p7kTkPC.png, http://i.xp.io/2p7tzMMv.png
I first thought it was the problem in my obj. Then I tried to open it with 3D viewer, and it loads properly. Here is an example of it: http://i.xp.io/2p7n9eMJ.png
This is a mega annoying problem that I am facing from a few days. Please help.
My pc specs: OS is Windows 10, Core 2 duo, Graphics card is Nvidia GeForce GT220 1GB.
Please help!


texts: Brush to "Spawn" Several meshes on surface?

texts: I have a ground and i would like to put lots of grass meshes [ 2 planes , With a grass texture , Image below ] I want to know if its possible to add lots of these meshes on the surface to where i click , instead of having to duplicate then place each one.


texts: I've added the Displacement Modifier to my object with a Wood texture for displace. How to change its location, rotation and scale (like you can do with image textures: Map a procedural texture like an image texture)? There are no mapping options in the Displace texture panels. I'd like to rotate the pattern pictured below, so it's mapped verticaly. How to achieve this?


texts: Blender 2.90.1|Where's the UV Layout Export function?

texts:
I'm using Blender 2.90.1 and I can't see the UV Layout Export
In older versions, it has located on UV Editor > UV > Export UV Layout
It's gone?
Regards,


texts:
I'm just trying to add numbers on to a basic shape. Most of my numbers turned out fine except my #3 which has this sharp edge on the right side. Is this a basic fix? I'd really like some help to know how to fix in the future.
Much thanks!


texts: Reduce sine wave f-curve modifier frequency?

texts:
I've got an animation of an object with an f-curve with a sine wave (Built-in function), and a Noise modifier in the graph editor.
When I exported my animation it was too fast.
I know I can increase the number of frames to reduce the speed but I don't want to do that.
Instead, I want to reduce the frequency of the sine wave from the graph editor. Is this possible?
If not, is it possible to slow down the frequency of the graph editor as a whole (for all animations?)
(The second option would be way more preferable actually)


texts: Unregistered "static draw" handler for sequencer

texts:
I'm trying to write a sequencer add-on. I need it to add a bgl UI on top of the sequencer timeline, without a real interactive part, so I'm trying to make it a kind of "static handler" (I'm no coder, I don't know the specific term for it) instead of a modal operator with timer.
So far, I have this working, but I can't find a way to unregister it correctly when deactivating the add-on...
Here's example code with "hello world":

bl_info = {
 "name": "modaltest",
 "author": "tonton",
 "version": (0, 1),
 "blender": (2, 7, 9),
 "location": "Sequencer",
 "description": "",
  "wiki_url": "",
 "tracker_url": "",
 "category": "Sequencer"}

import bpy
import bgl
import blf

def draw_callback_px():

    font_id = 0  # XXX, need to find out how best to get this.

    # draw some text
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 20, 72)
    blf.draw(font_id, "Hello Word ")

def register():
    bpy.types.SpaceSequenceEditor.draw_handler_add(draw_callback_px, (), 'WINDOW', 'POST_PIXEL')

def unregister():
    bpy.types.SpaceSequenceEditor.draw_handler_remove(draw_callback_px)

I tried a bunch of ways to unregister the handler, nothing so far has worked. Do you know what I am doing wrong? Thank you very much in advance! :D


texts: Matching Surface Indentations with Particle System (Dandelion seed particles on head)

texts: I'm creating a dandelion model in blender. So far I've created a single dandelion seed which I intend to instance/duplicate as perhaps particles and spread them over the surface of the head of the dandelion stalk. Is there a way to create surface indentations on the head that match where the seeds are, like in the image below?


texts: Python: How to display per render layer properties in a UI list?

texts:
I'm trying to make custom properties per render layer but I get an error. I tried to add a property to bpy.types.SceneRenderLayer and it seems to work. Then I try to make an UIList to show the render layers and that works, but it can't find the prop. I want to make a blender submitter for our render farm and want to have the ability to change things per layer.

The error is:

rna_uiItemR: property not found: SceneRenderLayer.test2

when I print(dir(layer)) for the renderlayer test2 shows up. Here is my code:

import bpy

class RENDER_UL_my_renderlayers(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layer = item
        row=layout.row()
        print(dir(layer))
        row.prop(layer, 'name', text='')
        row.prop(layer, 'test2', text='')
        row.prop(layer, 'use', text = '')

class TEST_PANEL(bpy.types.Panel):
    bl_label = "TEST"
    bl_idname = "RENDER_PT_ui_test"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.prop(context.scene, "test1")
        col.template_list('RENDER_UL_my_renderlayers', 'RenderLayers', context.scene.render, 'layers', context.scene, "testindex")

def register():
    bpy.utils.register_class(RENDER_UL_my_renderlayers)
    bpy.utils.register_class(TEST_PANEL)

    bpy.types.Scene.test1 = bpy.props.IntProperty()
    bpy.types.Scene.testindex = bpy.props.IntProperty()
    bpy.types.SceneRenderLayer.test2 = bpy.props.IntProperty()

def unregister():
    bpy.utils.unregister_class(RENDER_UL_my_renderlayers)
    bpy.utils.unregister_class(TEST_PANEL)

    del bpy.types.Scene.test1
    del bpy.types.Scene.test2
    del bpy.types.Scene.testindex

if __name__ == "__main__":
    register()


texts: How can I remove doubles without creating intersections?

texts:
I've got a mesh of a terrain. I'd like to create a simpler version that follows roughly the same shape. I've been using Remove Doubles to do this (which gives me a better result than the Decimate modifier), but have noticed that it can create intersections in the mesh, which causes me problems later on, particularly when using the Boolean modifier.

Original mesh:

When removing doubles (red areas are intersecting faces):

What's the best way to remove these intersections after removing the doubles (or preventing them from happening)? I'm scripting this process, so would love to hear of any solution that doesn't involve manually selecting visible/invisible faces. Thanks!

Edit: Here's the Blend file in case anyone is interested.


texts:
I would like to know if depth camera exist in blender, I mean camera that instead of returning  RGB value of each pixel return a value that is a distance to closed object?
If yes, link to some tutorials can be helpful.


texts:
was following a tutorial where I stumbled into this weird line in my mirrored mesh (sorry for the feet lol)

You can also download the blender file


texts: How can I make a rigid body interact with a fluid simulation?

texts:
I am confused as to why the rigid body sphere is not making any sort of splash when it hits the fluid. I have the "export as animated mesh
 box checked, but that did not change anything.

I would really appreciate anyone who could help me solve this.

Here is the link to the .blend

This is my first post on stack exchange, sorry if I am doing anything wrong.


texts:
I'm trying to run the game with a camera background image, like pre-rendered background games (Final Fantasy, Resident Evil...) When I run "embedded start" it works, the camera background image appears, but it doesn't appear when I run "standalone start". Do you know which is the best way to do this? Thanks so much.
Miguel


texts: Why does Joining objects together stretch UV mapping for some individual faces?

texts:
I've seem to encounter some kind of anomaly in my model. I have created a model of a car, composed out of multiple meshes. After joining the pieces together, i began texturing the model, however, the UV maps of certain parts are stretched (but cleanly unwrapped) and distorted in a certain direction, while some unwrap normally.

I've nailed the problem down to where it seems only the base, or mesh i began with unwraps normally, while the other meshes i joined onto it have bad unwraps. I've tried unwrapping individual faces and get the same result, even after marking seams

Here is an example

What is causing this?


texts: Blender 2.8 Beta will not run on Linux Mint.

texts:
Blender 2.8 Beta does not launch on Linux Mint Cinnamon 19.x

I installed 2.7 to test (blender-2.79-f7e9642da9c9-linux-glibc224-x86_64.tar.bz2) and works fine. Basically download, extract and set execute permissions on blender.desktop and then double click on blender file.

Here is the version:
blender-2.80-a30bdcc142f1-linux-glibc224-x86_64.tar.bz2

When I try to launch 'blender' file it literally does nothing.


texts: OBJ import disappears behind 'screen' when zoomed out

texts:
I'm a newbie but am familiar with CAD and modeling.

I have a strange thing happening after I import a .OBJ file into Blender from IronCAD.There appears to be a vertical plane in the 3D modeling space that cuts through the model when I zoom in and out. I'm not able to see the whole model because I have to zoom in too close for the model to be in front of this strange plane...

Has anyone encountered this before, or know how to get rid of it?

Cheers,
Mike.


texts:
I get a weird artifact when working with EEVEE, and it seems to be related to how my mesh distorts with the use of some modifiers.

I see this happening often, has anyone also see this kind of anomaly?


texts: Strange behavior of animation constraints

texts:
In my recent rigging tests i encountered some weird behavior when using animation constraints.

In this example you can see the foot is lagging some frames behind. Also if you cancel the animation, the bones are not snapping back to its initial position. This "bug" triggers (i believe) randomly. but you can force it by switching to the "iTaSC" IK solver and switching from animation to simulation and then back to the normal ik solver. if the "bug" is still not there, redo the procedure.

In this example the bones are switching to a wrong location when canceling the translation (G) by hitting the right mouse button.

I know that currently most of the constraints (like the "track to" constraint) are calculated after the IK constraint, so that using it can cause some glitches in the viewport. but i believe this is something more complex than that.
Is this a bug and should i write an offical bug report, or is it a known issue?

Here you can download both blend files:
First:Human_Rig_Bug
Second:Bug2


texts: Make dialog windows windowed and not fullscreen by default

texts:
I don't know what I changed but since a few days ago all context windows appear in fullscreen. But this causes problems, that all blender windows will get black. How can I change that new dialog boxes aren't displayed fullscreen?
This happens at least since 2.83
So how can I chose this:

Instead of this:


texts:
Do you have any idea why is it oval?

I need it to be like this


texts: Can I choose when animation in animated dupli-groups starts?

texts: I'd like to use some sort of re-usable animations (think little animated effects, simple but a lot of them), that I can play during my main animation, without creating multiple actions, or having multiple nla blocks. I was thinking that animated dupli-groups would be ideal. But can I choose when animation in animated dupli-groups starts? If not, then this way clearly won't work.


texts: Execute function on object property change

texts:
I'm searching an equivalent to the observer design pattern.
I want to execute a script function every time an object position changes.

To achieve this there might be some options directly in blender UI, but if there is any possibilities to set up the observer using scripting, please provide both.

As an example I would like to do something like that in my script :

bpy.data.objects["cube"].location.onChange(myFunction)

def myFunction():
    #do stuff every time location is changed...

I am using Blender 2.67b


texts: Particle System Dupli Object's Children Not Rendered

texts:
I have a model which consists of a few levels of parent/child relations, with a single common ancestor P at the top. I'd like to set up a particle system which emits instances of the whole model, but when I set the dupli object to P, it emits only P.

It's going to get ugly if I have to join all of the objects into a single mesh.. Is it possible for a particle system to emit a parent with all of its children?


texts:
This is how far I got:

But the tyre is not smooth and has some artifacts on it. If I use more subsurf, it gets more weird.

The steps I took:
The bump map tyre will be of high poly, right? This is what I did:

Make a base mesh with high subsurf.
Model a patch of seamless pattern (this is very hard) and shrinkwrap it to the base mesh. Here it is:

Array it using empty as offset.

More info: https://blenderartists.org/forum/showthread.php?442524-Modeling-a-motorcyle-tyre

Can anyone help in in this regard? I am modeling a wheel for harley davidson sporster.

I also tried the Blenderguru's tutorial. Didn't help as his tutorial aims toward different bump.


texts: How can I get rid of the black dots or black pixels in a float 32-bit EXR baked displacement map?

texts:
When I bake a 32-bit displacement map, it has these annoying black dots or black pixels in it:

How do I get rid of these?


texts: How do you remove the line in the noise texture?

texts:
I have a line in my noise texture when I render it, it's really visible. I'm using Cycles, with a spherified, subdivided, cube. I also let it smart UV unwrap, but the gap was still there.
blend file


texts: Why do bones subdivide in the wrong numerical order? How to fix?

texts:
Please try this experiment:

Create a new armature with one bone.
Subdivide that bone. Choose a number greater than 1.
Review the names of these bones:

The base bone will remain "Bone".
The topmost bone will be called "Bone.001"
The bones between will ascend numerically in top-down order.
Shouldn't it be bottom-up order?

This is the behavior I see in Blender 2.82 and it drives me crazy, especially since I routinely create bone chains that are long.


texts:
This is my propeller:

And I'm trying to make it rotating like in this video tutorial:

Propeller rotation

At 2:22 in the video he clicks on the automatic key frame button, so I did it too. Then I moved the frame green line to the end (250). Then clicked N and under Rotation I changed the 'z' axis to 5000. Then I moved the green bar back to frame 0 and clicked on Play but it's not rotating.

Also I saw he is using a bone? Or something so he could rotate first the propeller with the mouse before making the animation.

Not sure how I messed it up.


texts:
How should I go about animating a growing tree?
Just using scaling and shrinkwraping does make it look kind of like it's "growing" but it's not how a tree really should grow.
My idea is, to have the tree go from a single twig as a sapling, then adding on new branches and "leaves" as it grows further. If I just scale it, then a fully grown tree looks the same as a sapling, just bigger (duh) so it doesn't really feel like it's growing.
I can't get shape keys to work, as I would need to increase/reduce the amount of vertices and also, I'm using the skin modifier, but I can't get the vertex radiuses to animate to make the branches thicker/thinner.
Is there an easier way than just manualy animatin every single vertex? Maybe if I make intermediate models and transition between them if that's possible?
Also as an extra, would it be also possible to add on bones as the tree develops, as to add wind effects and other interactions?


texts:
I have several objects that intersect each other:

I would like to draw lines on the silhouette and key details with Freestyle, however Blender does detect intersections between objects and gives a very strange result:

What I'm trying to make is something like this:

Note: This is just an example, what I'm trying to do has about 10 highly detailed objects which intersect each other, so manually combining them is not possible.

Is it possible to make Freestyle detect edges at face intersections? If not, is there a simple way of combining the objects to create a single object with the outer faces of all the objects?


texts: Why Applying scale to my armature moves its position?

texts:
I think applying scale means changes the Object data dimensions and makes object scale to 1 but why its moving my armature?

No Animations attached and no delta transformations present also.


texts: Is there a way to smooth without making holes in a face?

texts:
First of all, I can't add or delete vertices or change vertex order because otherwise I'll mess up the UV mapping for this mesh, which I can't do anything about because it's applied by an external program (this is a skyrim model, the program is Outfit Studio).

This is what I'm dealing with. The left-hand side of the torso is all in one piece, but for whatever reason the right-hand side is multiple disconnected pieces. The unselected parts are the "seams" where the mesh splits.

This is what it looks like if I select everything.

And then if I apply smooth.

The left-hand side is fine because it's one piece, but if I smooth the right-hand side the pieces of the mesh end up shrinking. How do I get the right side looking like the left side without changing the vertices?


texts:
I have a simple scene. Added an icosphere and emission to it. Set the volume scatter nodes. I can't find the rays coming out. Just at the fog and there's no clear light coming out. What setting am I missing?

Simple scene

No Gods Rays


texts: Bake normal map have different intensity

texts:
I just finished a house model, to implement in a video game. So I proceded to bake all the maps that I need (normal, diffuse and roughness).
Here is the result:

While in rendered mode, it looks like this:


texts: Blender Remesh Error in Sculpt mode. How do I decrease the polygons correctly and save the project?

texts:
I have a big problem.
Some time ago I asked a question about this project regarding the selection of polygons to be able to work in zones.
The problem now is another, not being an expert in polygonal sculpture, I immediately started creating my character at the maximum polygon resolution. For this reason now the file weighs too much and when I open it despite having a PC worthy of power, the 500k vertices and 900k faces I would say are really excessive.
In fact, every action that I go to perform in blender, whatever it is, needs time to load it.
In the previous question, I received an answer that my project had too many polygons and was advised to remesh my character, thus creating a low poly copy.
However, after some time I just tried to perform the remesh, perhaps inserting wrong values, I don't know, even if I took reference from the screenshot that was recommended to me.
Performing the remesh I encountered these problem.
Problems :

The whole surface is pierced, and my mesh is corrupted as shown in the figure.
even the color used with vertex paint is canceled and transformed into a totally reflective surface.

Principal Questions:

Am I still in time to be able to recover this project or is it to be thrown away and redone from scratch?
How can I consistently decrease the weight of my file without completely ruining the character?
Why does remesh create these holes? Can it be caused by vertex paint? How do I resolve?
(I also tried using the Decimate modifier too, but I think it's not the exact tool).

Extra questions:

What would be the right technique to create a character, what are the precautions to use, especially not to stumble into certain errors.
Above all what are the steps that should be followed for the complete realization of a character? Such as creating a low poly copy, how to color in the right way, but above all when to do one thing instead of another.
For these two points it is clear that a simple answer is not enough, so if you know where to send me to document me I would be grateful. (A site, a guide relating only to this). Or even some simple basic concepts that make me understand the steps to be respected.

p.s. After completing my application I was able to find several questions already asked, related to some of my extra doubts, so if you agree I will not delete these questions as maybe they can be used by someone who is looking for the same things and cannot find them. However, I have found several interesting answers for these extra questions of mine, which I will attach the links to my question. while obviously higher priority will have to be given to questions concerning my project. However, opinions, reflections and advice are always welcome.
For example this question, yes, can answer some of my doubts and I also found a video on how to paint in layers. Paint high-poly mesh and then bake for low-poly, OR just paint low-poly with normal-map applied?
But I think I need a specific answer to this question because I can't work on this project anymore. I want to resolve my fault.
While that other question has managed to answer some of the polygon sculpture questions about how it's best and what it's best to sculpt a certain way for.
What is the importance of low poly vs high poly?
-I tried to upload the file but it weighs 90mb, and the maximum is 30mb. how do i compress the file to upload it through the exchange? or should I use something else?
[ https://drive.google.com/file/d/1Idc8Jg9wtHwQey5V7qpwuxwtw1QjEM4K/view?usp=sharing ]
Thanks in advance.


texts: How to get vertex coordinates after modifier in Python in Blender 2.80?

texts:
I have a mesh with armature modifier. Is there any efficient way to read its vertices coordinates with modifiers accounted in Blender 2.80?

So far the only way I found is to duplicate the object, apply modifier, read vertices and remove duplicated object:

def extract_vertices(my_object):
    # Duplicate object
    for obj in bpy.data.objects: obj.select_set(False)
    my_object.select_set(True)
    bpy.ops.object.duplicate_move()

    # Apply modificators
    duplicated_object = bpy.context.scene.objects[-1]
    bpy.context.view_layer.objects.active = duplicated_object
    duplicated_object.select_set(True)
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier="RIG")

    # Read vertices
    vertices = [v.co for v in duplicated_object.data.vertices]

    # Remove duplicated object
    my_object.select_set(False)
    bpy.ops.object.delete()

    return vertices

It works, but very slow. I need to run this thing thousands of times in the loop, adjusting modifier every iteration.

It seems that Object.to_mesh() described in answer here could be exactly what I need, but it's signature is changed in Blender2.80 and there's no apply_modifiers parameter anymore.


texts: How to update/overwrite an existing rig with Rigify

texts:
I have rigged a character with Rigify. I would like to adjust some bone positions (edit the armature). The documentation states I can adjust the metarig and then again press Generate Rig. The default action should overwrite the existing rig. I have also tried enabling 'Advanced Options' and selecting the current rig (https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify#Advanced_Rig_Generation)

However, 'Generate Rig' gives the following error:

Incorrect armature for type 'utils'
Can't add new bone 'root' outside of edit mode.

I only found 1 answer, stating to rename the existing 'rig'. But this will generate a new rig, unparented to the mesh and with no weight painting.

How can I adjust/overwrite an existing rig?

Thanks in advance!


texts:
When I place my 2d gif over a 3d static object like a book, it works but the edges are zigzaged after I render it in my custom developed programme. There is no requirement to view the final gif in 360 view, just want the gif to be placed wrapped around the static model for example ebook.ebook model template was also designed in house.
Can I use blender to test this by importing my gif and static 3d ebook model and then render it as a gif again and wish the edges are smooth?
Basically when gif is rendered with transparent background,  I see these edges, with coloured bg, its fine


texts:
I was trying to create a simple glass and use physics on it. Well my problem is, that it can not fall on side and it is still going back standing on bottom.

Does anybody know how to solve this? it looks like it has bottom heavy as block of concrete.


texts: My color/material nodes aren't applying to the entire object

texts: Here is a screenshot of what is happening. You can see that the sides of the fireball are grey rather than red, and the sides of the skull are the same way. When you render preview it, they are both the color they are assigned, and also white. When you move around to view the objects from different sides, the white/grey sheen will move around as well and different parts of that object become colored. Anyone know what is going on?


texts: heres the issue- the image shown is in rendered mode and in material mode the background IS visible


texts: TypeError: 'SCA_PythonController' object is not suscriptable

texts:
I am confused by the error:

  File "main", line 113, in
  TypeError: 'SCA_PythonController' object is not subscriptable
  Python script error - object 'Empty', controller 'Python':
  Traceback (most recent call last):

The code seemed to work beforehand, which is the confusing part.

The line I get the error refers to:

for ii in range(cont['DnpolymeraseNum']):

Full code:

cont = bge.logic.getCurrentController()

input = []
for i in range(2):
    input.append([])
    for ii in range(cont['DnpolymeraseNum']):
        if i == 1:
            input[i].append([0,0,0,0,0,0])
        if i == 0:
            input[i].append([0,0,0,0,0,0,0,0])

This piece of code was working before, I'm not sure as to why it isn't working now. I am aware suscriptable code describes objects containing objects, such as lists or tuples, I'm just not sure how this relates to the sensor controller actuator controller as I have not used any actuators in the game logic, and why I am getting this error after it worked beforehand.

I have an idea that it maybe because I have called the controller in the line of code; but this worked fine beforehand and I was able to access the property.

After looking around, common mistakes may include '[]' instead of '()'to implement the code, only this doesn't seem to be the problem here.

I have tried:

own = cont.owner
 my_property=own['DnpolymeraseNum']

To see if that accesses the game property and overrides this error somehow, but to no avail. A new error will appear as a result of me perhaps overlooking something:

  File "main", line 11, in
  KeyError: 'value = gameOb[key]: KX_GameObject, key "DnpolymeraseNum" does not exist'
  Python script error - object 'Empty', controller 'Python'

Does anyone have an idea what I am doing/have done wrong?

Your answers and time are much appreciated, thanks.


texts: Im new to blender and I'm having issues with colour differences in solid mode and render mode

texts:
In the pictures theres quite alot of difference in colour, is it an issue to do with light or material?
help ;-;


texts: Iterating Hair Particle Settings in Python code help!

texts:
I'm working on grooming an animal character and want to keep my over all groom while being able to duplicate it to adjust different settings, keeping each iteration in tact and separate from its original. Blender currently wont allow iterations of a Particle System's Particle Settings if you have made adjustments in the Particle Editor.
So I found a call operator code some one released on Blender Artists (https://blenderartists.org/t/duplicate-edited-hair-particles/1247900) that allows you to iterate a Particle System and it's Particle Settings after you have already made adjustments in the Particle Editor. The only problem is it does it for every Particle System in the entire index, and not just the selected one. Is there any way to add to this code to allow the iteration of only the selected Particle System?
Also, I'm using 2.93 beta. Don't know if that helps.
Thank you in advance!
import bpy

class DuplicateGroomedParticles(bpy.types.Operator):
    """Duplicates Particle System With New Settings"""
    bl_idname = "particle.duplicate_groomed"
    bl_label = "Duplicate Groomed Paricle System"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
         object = bpy.context.object
         object.active_index
         bpy.ops.particle.duplicate_particle_system(use_duplicate_settings=True)
         return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()
```


texts: Can I permanently change some default settings like inset size, remove doubles threshold, new mesh size?

texts:
Ver. 2.79. I was hoping I could change some annoying settings by just editing some of the .PY files bundled with blender. Especially default inset amount. Maybe it's not that easy.

But for example, I see this file - "C:\Program Files\Blender Foundation\2.79\scripts\addons\mesh_inset__init__.py"

Within that file is this code:

inset_amount = FloatProperty(name="Amount",
    description="Amount to move inset edges",
    default=5.0,

I was hoping just changing that default might do what I want, but it doesn't seem to have any effect. Does anyone know if/how I can do this without having to recompile Blender?


texts: Custom bone weights lost when switching to object mode

texts:
I've written an operator to check all vertices' bone weights and change them according to some rules, in Edit Mode. If I check the new bone weights while still in Edit Mode, they have the correct value. If I switch to Object Mode and then back to Edit Mode, however, all the new bone weights are lost and the vertices have the old ones. Why is this happening?

This is an example of what I'm doing to change the bone weights:

for vertex in context.edit_object.data.vertices:
    for gr in vertex.groups:
        gr.weight = 1

EDIT: Doing context.edit_object.data.update() after chanigng the bone weights doesn't fix the problem.

Thanks in advance!


texts: Blender Object Glowing in Dark with no Emission Shader?

texts:
For some reason an object in my scene glows in the dark no matter what I do (including removing all its materials) any suggestions?

[EDIT]
Here's what happens when the materials are removed:


texts: animation nodes error: node editor red outline and render error

texts:
im trying to use animation nodes addon. here is an image of my nodes. I am trying to make the animation nodes control the colour of the cube but when I eye-drop the cube i get a red outline around my nodes and the render result isn't right. (see picture) can someone please explain what im doing wrong? im new to this addon

 I eye-drop


texts: Circular Array Modifier places subject too far

texts:
I've been following few tutorials on how to use the Array Modifier to duplicate objects around something. I'm going mad as for some reason it places the arrayed objects ridiculously far from each other, I can't even see them but its dimension is X:38515587km ... As shown below.

The way I did it:

created a circle
placed its origin to somewhere away
set the 3D cursor to the origin of the previously created circle
created an empty
added an array modifier to the circle
set object offset and other stuff according to the screenshot

What am I doing wrong?


texts:
I'd created glass bottle filled with corks, rendered it in Cycles and I've got low resolution pixeled render. It does not look like the problem with fireflames everybody writes about: number of samples and other things does not help. :(
Any ideas?


texts:
I made this simple house for a game i'm making in Unity but I'm not sure about how to export it.

I know I can bake it but when I bake it the progression bar is stuck at 0% and I don't think baking will work with glass. What should I do ?


texts: Absolutely black object in 3D view/texture display

texts:
I have a .blender file that works fine on one computer, but when transferred to another one, the model is displayed in black in 3D view.
A material and a texture exist, the texture preview shows the correct image. The object is rendered correctly. But in the 3D view/Object mode/Texture display method, the figure is absolutely black. Material display method yields the same result, but the Rendered display shows correctly textured object. Shading mode is GLSL.
What gives? Could it be something with the video driver or some other system-specific features?

Here is the system information reported by Blender: https://gist.github.com/Fruchtenstein/ffbc2b5c1c65a48aa97f28d8cd9ab209


texts: How to completely reset blender or find missing files

texts: Something is wrong with blender and it's preventing me from extruding so I reinstalled blender twice but it still won't fix. I'd their any other way you can reset blender?


texts:
I'm attempting to make a circle with straight lines (in the picture) - I need it to remain whole.
Any advice on how to go about this? The bisector tool kept saying 'error: selected edges/faces required', but I've seen people cutting it by simply dragging across before?


texts: Retarding the start of an animation. How?

texts:
I have been working on this low poly dragon awakening animation and all is going fine.
However, due to camera movement in the final render, I would like the animation of the dragon to start at around frame 100 and not at frame one in the final render where I have the Background ready.  I tried to move the whole dragon animation in the final render to 100 but it still starts at 1.


texts:
I'm fairly new in blender but I reached this basic level, i can't sculpt the hair so i just model a flat surface and bend it over the head of the models.....

and Haven't yet tried to texture,i just use colored materials. I know for sure I can't .... I can't even draw at all.But, i want to learn and give some color to my models, so where do I start?

Usually how much time does it take to learn texturing?


texts: How to fill vertices that have been traced with color

texts: I already know how to trace a background image. I just want to know how to fill the vertices with a color of my choice. I have looked around, and even tried selecting vertices and assigning a material color, but that doesn't work. There is not enough info on the internet on blender. Please help an ambitious kid.


texts: Cycles image sequence node offset and the object info random

texts:
I have 3500 cubes and I want to randomly place about 119 different images on the sides of the cubes. I loaded the images into an image sequence node and changing the offset changes the picture. How can I connect the object info random node to the offset so that each cube gets a random texture?

I have tried using a driver to pass the value from a math node field, but it does not update with the object info random data...

Thanks


texts:
I use the image below as my "learning vehicle". I have now learned how to model balloons, texturing the balloons and put text on the balloons. One of the qualities of this image is the reflections (of a window ?). I have no idea how to do that. Is this a background image ? Some HDRi lighting ?

I used the answer of m.ardito to create this test file. I create four planes with the array modifier and made these planes emissive. I also created a sun lamp. This resulted in the image below. Although I now have the "window like" reflections" I still have a couple of issues left:

1) I think I need a second lamp (sun lamp) for lighting the sphere but this gives reflections I don't want. How to solve that
2) How to get those window like reflections with sharp edges ? My reflections have very soft edges


texts: Braid not colliding with clothing (Curve Problem?)

texts:
UPDATE: I noticed during the animation the curve the armature is following stretches out and although is still attached to its origin point keeps falling. Is there a way to keep the curve from stretching so much?

I am currently working on a model that uses a softbody on a curve that controls bones on an armature (like in a tail.) I got everything to work except when I run the animation the braid does not collide with the clothing on the mesh (no clothing modifier is applied, the dress is controlled by the armature). In fact, the settings for the soft body act differently once they were parented to the rig. (on previous tests I did get this to function.)

You can see in the attached picture that the braid is disappearing into the clothing. I tried putting various collision objects in front of it but nothing responded, which leads me to believe it is a problem with the braid

You can download the .blend file here. https://drive.google.com/file/d/0B8yH3EeGiUo4bkxmV2kzMkZvazg/view?usp=sharing

I would really appreciate any advice, I have been working on this for days!


texts: I have a fluid sim that is baked and looks good when I play it, my water flows nicely.  When I attempt to render it to png as a series for future image sequence, the water does not even show up.  This must be a simple problem on my part.  None of the fluid sim videos seems to have any issues like this.  I reviewed and reviewed and searched, to no avail.  Help is appreciated!


texts: Keep losing "sub" pose library after re-openning the file

texts:
I am trying to categorizing my pose library into many "sub-libraries" such as mouth, eye, expression.  However, blender only keeps the last sub-library selected before closing the file, and loses all the other when the file reopened.

Currently, 2.79

What do I need to do?
Is there anything else I have to do to keep other sub-library before closing the file?

Will move to 2.8 after this project.  Hopefully, the principal can be transferred.

Thank you very much for your kind help.


texts: I have a scene where I render many falling tickets which consists of a textured plane with some text on. Currently, since it is a single face, the text on the backface is flipped. Is there any way to render both faces un-flipped? Or is the only option to have two faces?


texts: How to do proportional editing and keeping wall thickness?

texts:
I've got an object to edit, figured out how to proportional edit it, but now its wall thickness is ruined. How to address this issue?

As the image shows, the inner and the outer surface of the wall of the edited hull got far away from each other (The top part of the hull is being hidden).


texts: How to convert a mesh with vertex colors to grease pencil and keep the vertex colors?

texts:
I have a Mesh that has Vertex Colors. Is there a way to convert the coloured mesh to grease pencil, and keep the Vertex Colors? Right now, when I convert it, the lines only become black.
I am using Blender 2.93
Thanks in advance for help!


texts: How to extract the normal map of an object?

texts:
I am totaly new in Blender.

How can I access the normal maps of an object in such a way to have their x, y and z values?


texts: Merged characters hand to the arm and got a weird choppy result


texts:
My model normal. Rigging then break and distance.
How i fix?

Breaked and Distance and Location my part of model error.


texts: Character's feet moving strangely between keyframes of walk cycle

texts: I'm very new to blender and was trying to make a basic skipping animation to learn some of the basics. Between two of the keyframes, the feet or hands may sometimes act weird and suddenly flip up or rotate, causing the animation to look broken. Since my two key frames seem solid, I don't know why there's unexpected movement between them. Why might this be? In the gif, the key frames are at frames 30 and 35. You can see at frame 33 the foot bone suddenly flips up.


texts:
For what I understood, I know that an object can be deleted by running bpy.ops.object.delete() when that object is active.

But how can I verify that the object is deleted?

For example:

o = bpy.context.active_object # object I want to delete
print(is_deleted(o)) # False
bpy.ops.object.delete()
print(is_deleted(o)) # True

What should I write in the function is_deleted?


texts: Is blender more superior with the node editor then without it?

texts: What I mean is - Can you do things in the node editor that would not be possible if it is removed? Is the node editor only a visual representation of other approaches for the same thing?


texts: I'm using the BGE and I have an object that I defined as a "Rigid Body" in "Physics". I need to lock the X local coordinate but, if I lock it in "Lock translation", this lock the X global coordinate. How could I do to lock only X local?


texts: Why will only this appear but nothing else?

texts:
I'm trying to make an animation where a sun spins, then explodes into a supernova and a black hole appears. But I can't seem to get the flares for the sun to stay and when I try to do a test render for the supernova all the light stays in one spot.
Yes, I am using 2 domains for this because I can't use 1 domain for what I need
I baked everything multiple times to make sure everything did what I wanted
I'm using the particle system to get the explosion effect than using the settings for the smoke.


texts: How to remove black color and use as transparent

texts:
I have image which as black background and i want to remove the black background and use the image as transparent only color smoke.

Image


texts: How to extrude the selected faces of a cylinder symmetrically outwards?

texts:
There is some way of extruding all the selected faces toward outside
 so that the extrusion is symmetrical in the object, using blender. Thanks for answer my question.

The I want is to do this in a symmetrical way, an extrusion outwards,
I maked this selecting the faces indeviduously and extruding them outwards.


texts: Image Plane with Alpha Transparency, I want to remove lighting effects

texts:
I'm trying to do a multi plane image effect in blender. I want the image textures to render, with 0 lighting effects, so basically like an emission texture, but I can't use emission, because I want the paintings to have alpha channels.

As you can see, I have them side by side. I don't want to light these images, cause I don't want shadows cast on one another. I just want them to be the correct color, but with the alpha channel applied.
Thanks!


texts: How to properly add a chrome-like material in cycles to a thin object?

texts:
i was trying to put a chrome-like material in a curve that i'm doing, because it needs to somehow 'shine' on the borders, like a detailed curve/tube, something like this:

Is this possible to do with a thin object like this? i need to zoom it in the animation, so that's why i need it to be detailed on the material...oh and also, it should stay with black background so it will not reflect anything at all.

Thank you in regard.


texts: I made some snow particle; however, I can see the particle in the render preview but when I render, there are no particles. I checked and everything seems normal. Does anyone know why this is happening?


texts: What does the "make screencast" button do?

texts:
In the info view header, under Window there is an option to "Make Screencast".

It's tooltip says

  Capture a video of the active area or whole Blender window.

When I click it a circle appears over my mouse and an option to stop the capture appears on the right of the header.  When I click the button everything goes back to normal and nothing happens.

So what does this button do?  If it really made a video of what I did where did it save it?


texts: Bug report Python script Mail is possible?

texts:
I compile little addon work fine but,
Question is: Is possible make "Report a bug" button in Addon preference link to my mail?


texts: How can i get shape keys from a animation with keyframes?

texts: I hope this is not a dumb question. I am a newbie and im not sure if this is proper. How can i make shape keys from a animation with keyframes? how can that be accomplished?


texts:
i have watched many tutorials on how to reduce noise in cycles. however, no matter what i do its still grossly overflowing with fireflies. i must be missing something basic but i dont know what it is. i was watching a tutorial where he put the emitter plane in a hallway and changed its location and size and it made it crystal clear. i tried this and it just makes it worse. i have no idea what i am doing wrong.

Here is the tutorial i was watching.i was just trying to recreate the first example.
https://www.youtube.com/watch?v=81k22ijYiIw


texts: When erasing in a new 2D frame one of the layers stays from previous and gets erased for both frames

texts:
I've been working on a 2D animation in grease pencil and was using two separate layers so I could move and copy only specific pieces from each frame to the next.
So far I had been copying each frame and just moving lines or erasing and it was working just fine locking whatever layer I didn't want to be touched.
For the frame I am now working on it was an entirely different scene so I didn't copy any of the the previous frames but instead moved the node the amount of spaces I wanted and began to draw. One layer disappeared as I expected but another layer is still on top of the new work.
I tried to just erase the lines in that layer but, when looking back at the previous frame, the same lines that the new frame had copied were also erased.
I tried changing the layers but nothing happened and now I'm confused if either of my layers are even separate any more.
I have some ideas now after typing this that I will try but I would like to know how to fix the issue future preference.


texts: Can make perfect voxels with Blender using an addon or tools? How?

texts:
I've tried this using the remesh modifier with cubes and looks great, but it loses the texture/coloring, and the cubes aren't perfect, the cubes aren't at same size and position on a 3d grid.

The cubes must be all the same size, and the positions be align by the cubes size.
The texture/colors and uv must be made from views(front,back,left,right,bottom,top) and pixelated interpolating colors.


texts: Rendering messes up my image but its correct in viewport. please help

texts:
I was wondering if anyone could help me with a problem I have when rendering in blender.
So my Viewport looks like

But when I render it looks like

If you could please give me some advice on how to fix it I would be very grateful.
Thanks


texts: Twisted bones in unity but not in blender

texts:
We have mocap animations and when adding those animations to characters in unity their lower bodies get twisted like that.
But when I import those animatinos to Blender to inspect they don't have such problem.
Also I remember, we asked another person to look at these animatinos in another 3D software and he said, he saw errors in animatinos right away. I can't even see Them in Blender, and don't know where to look to solve this problem.
Would be so thankful if anyone could give me directions. Thanks a lot.


texts: Plane I Sculpted isn't showing up in the Final render

texts:
I would just like to ask the community a question, I've been at this for an hour now, and its driving me nuts. Im pretty new to blender, and I'm wondering why this plane I sculpted isn't showing up in the final render.

Please help, I'm actually doing an animation for school, and I've been stuck with this
P.S: its rendered in Cycles


texts: Is there a way to remove all weight paint on an object/armature?

texts:
I set automatic weight paint from an armature to an object, but I wanna undo it but it won't let me ctrl+z that far back? So... can I get rid of ALL weight paint without using the subtract brush ? Like just clear absolutely every paint. My character's hair mesh intersects with the arm mesh just a bit, so the paint for the arm bone got on the hair mesh, and it's moving the hair wherever the arm is, and it looks bad, lol.

Thanks for your time.


texts: How do I remove a texture node from my animation after using it

texts: I am making an animation by using keyframes on the node sliders, for example i used a noise texture node and the scale goes from over 100 down to zero. I want to stop having the noise affect my texture after the frame where it gets to 0 and start using other ones, but if i remove or disconnect the noise it removes it from the whole animation. How can i get the noise to stop affecting it while letting it work for the first few frames?


texts: Modify Points of a Multires Modifier through Python

texts:
Is it possible to modify points of a Multires Modifier through Python? I can get points from the Multires Modifier but I cannot modify them. Here is my simple test of a Cube:
import bpy

bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.ops.object.modifier_add(type='MULTIRES')
bpy.ops.object.multires_subdivide(modifier="Multires", mode='CATMULL_CLARK')
bpy.ops.object.multires_subdivide(modifier="Multires", mode='CATMULL_CLARK')

active_obj = bpy.context.active_object

depsgraph = bpy.context.evaluated_depsgraph_get()
multires_mesh = depsgraph.objects[active_obj.name].data

# test to modify
print(len(multires_mesh.vertices))  # It Will be 98 Points. Multires!
for v in multires_mesh.vertices:
    v.co[0] *= 2.0

#depsgraph.update()
active_obj.data.update()

But if you run this code no points will be modified.


texts: Correspondence between two sets of meshes

texts:
I've stumbled across a problem that seems rather easy but couldn't found a satisfactory answer. What I want to do is get some sort of (weighted) correspondence, constraint, parent-child functionality ... between two sets of meshes such that if a vertex or face of one mesh is transformed, the related vertex / face of the other mesh transforms accordingly.
What I found was constraints relating the transformation of entire objects but not single vertex points / meshes.
Thank you all!


texts: Is there any way to subdivide the faces going around the edge of this so that the curve is smoother?

texts:
Butterfly knife trainer

The edge on this trainer butterfly knife model that I'm making is very rough (obviously).

However is there any way to add more subdivisions so as to smooth it out without using the smooth button? If not, then what is the best way? Thanks and have a great day!:D


texts: Blender 2.8 VSE "No Items available" when adding the scene to the sequencer

texts:
Hi,
I am learning how to use the VSE, how i can add my 3d scene (collection1) to the sequencer ? (I've deleted the defaut scene and create a new one )

EDIT : Ok,i have to save 2 times the same project ( test1.blend and test2.blend for exemple ) Then, File/Append and select the first blend file, navigate into the scene folder, and select my scene.


texts: Uploading Model from Blender to SketchFab Problem

texts:
Hi. I am having this problem with SketchFab whenever I try to upload
the model from Blender 3d.

This is what shows up in SketchFab site while

this was the output that I was hoping to see.

As you see, they both looked different. I am also confused, what went wrong with the potion and handle of the sword? It won't appear in SketchFab. Please bear with me as I am quite new in Blender. Thank you so much.


texts: How do I get bookmarks to appear in 'fileselect' panel?

texts:
I'm a newbie to both Blender and Python so I'm not sure of the terms I use.

I have a number of button events that bring up the file select panel using

context.window_manager.fileselect_add(self)

when the panel is displayed on the right side I wish to see the
System (drives), Bookmarks and Recent files.

Is there a call I can make to have these displayed every time or
something else I need to make this happen?

Thanks


texts: Get error trying to connect segments(Bezier Curve)

texts:
Trying to make this a raised image. I get the Error:"Cannot make segment" when I try to close it.

Confused as to what I am doing wrong.

Edit: I have tried to use F to connect them and E Wow Alt-c did it THANK YOU


texts: Blender 2.8 UI is different on Windows 8

texts:
I have a Windows 8 PC and I'm using Blender 2.8. However, some of the UI elements are different when compared to a Windows 10 PC on which I used Blender. The Windows 10 PC's UI was completely normal, but for me, it's a little weird.

As you can see, the buttons are only half-filled by the blue colour and moreover, it's not flat. The drop-down menus too have a gradient which becomes more transparent towards the end, making it slightly irritating and difficult to see. I tried resetting the theme, but it looks like this is the default theme. Is there any way I could change the UI?

This is how I want it to be. As you can see, the buttons are filled and flat and the UI is cleaner.


texts: Why does armature change normals in UE4?

texts:
After hours of testing, I've encountered a strange problem.

I have an animated scifi table asset I've imported into UE4. I've also imported the exact same asset without animation. Both assets were exported with the same fbx parameters. Both are using the same material and textures. They are the same in all ways except that one has an armature.

The one with the armature has bent normals. The one without an armature looks correct. I ran several more tests after encountering this strangeness. The mesh with an armature doesn't render correctly.

I've added a screenshot of the two assets side by side. The one on the right has an armature. They are in all other ways the same, including export presets and material.


texts: Mix Shader between values of 0 - 0.5 is the same as 0

texts:
What I am trying to do is a glowing transformation, like Pokemons when they morph.
The idea is that I will have a monkey model and an elephant model, and I will make the monkey model glow from 0-1 and whilst I turn the monkey model transparency to 0 and sneakily switch to the elephant model and make it (de-)glow from 1-0. Voila the transformation. The problem is when I change the shader value (the shader for the glowing material), my monkey is fully transparent until the value hits 0.5 and then it will start showing up. There is no in between subtle glowing up or showing up, which is confusing...anyone got any suggestion?


texts: Problem with subdivision modifier making a hard edge have curves between each vert

texts:
I have encountered a problem while using the subdivision modifier I also have on it a mirror modifier (image below of their hierarchy if that is what's effecting the outcome)

The outcome is that there is a wave like texture/look to the asset. image blow is it without the the wire mesh on and the one below that is with it on. I have tried changing the subdivision mod to being simple but to no avail and I have tried to move the verts about to make them able to work without the weird bendy waves and again to no avail.

Thank you for reading.
Edit the fix I had found was that the creases was only marked at 98% which was the culprit to there being the wavy lines.


texts: How do I make objects transparent in edit mode in 2.8

texts: I want to be able to make objects transparent to see my reference image better. I can't seem to find anything though.


texts: I select the default cube, file > export and there are 7 formats to choose from, but no GLTF?


texts:
With the curve in edit mode i have deleted & with the draw tool, I have created some infinity shape. With the tolerance 3, Why the curve not overlapping curve on each other.

I tried this way.
Im looking to model this type of folded wire / cable.

Any other way which i can create in quick way, other than mine, plz do mention. Thanks


texts:
I wanted to ask if there is a way to convert a particle system to a fluid?
Is it possible?


texts:
I have multiple characters linked to a blender file, but i moved the original character files and now blender is sating they're missing.

Is it possible to get blender to find the missing blender files like it finds missing image files so that i can preserve the previously made animation?

On a side note is there a way to also view a list of all the missing files?


texts: I am making a smoke simulation and although I can change the color of the smoke in solid mode, it does not apply in rendered and stays a dark grey. Everything is lit brightly. I am using cycles in Blender 2.78.


texts: Dropping keys - Can anyone suggest an alternative to a straight physics simulation?

texts:
I'm trying to do an animation which includes dropping a set of keys on the table.  No matter what I try, the physics engine fails.  Just running a simple simulation of keys hanging on a ring fails.  The keys dance and jiggle and frequently explode off the ring. The settings I use are shown below. The actual keys use default values with a mesh collider, 50% friction, and 0 margin. I've tried every suggestion I've read about.  I've even set the steps per second to 1000 and the solver steps to 100 thinking that more steps would produce a more accurate result.  In some cases, this just makes everything worse.

So, unless someone sees something I'm missing, I'm just giving up on the physics engine for any kind of interactive simulation.  Can anyone point me in a better direction?   I've tried playing with physics constraints, but haven't been able to figure out a way to allow the keys to move around a ring and constrain their spinning.

Thanks in advance.


texts: Can anyone point me in a direction towards learning WHY you can't pack PNG sequences in a blend file? I know that you can't... But it seems like it would be an easy feature to add. Thanks!


texts: Simplify F-Curves of Shape Key animation

texts:
i am trying to clean-up animation curves from facial mocap data.
The recorded data/animation is containing keys on nearly every frame.

Usually i would use the Add-on 'Simplify Curves', wich does exactly what i need (Reduce keyframes).
Unfortunately Simplify Curves does not seem to work with shape key animation curves. The option is just not available from the quick menu.

I am not that comfortable with python, so i can't tell if Simplify Curves is supposed to work on shape keys the way it does on other objects.

If you happen to know more, please let me know!
I am interested in any other tools/approaches for animation clean-up!

Thank you!

f.bra


texts:
i have found a realy good procedural shader tutorial to learn and use it on my model... but the set up nodes are to big and with the 2.81 is more harder.... i reach to a part that i´m stuck and can´t find the 2 nodes to complete it, the stain and grooves icon, i search evreywhere and i cant find them in blender did they disapeared or move or changed names?
this is the shader tutorial im folowing https://www.blendernation.com/2017/10/20/procedural-cc-0-pbr-wood-shader/


texts: Keyframing orthographic camera scale and reproducing it as an action?

texts: I have keyframed the scale of the camera in my scene so that it always does kind of a zoom in and zoom out to an object at the beginning of the scene.  Using the logic bricks I have established an "always" sensor with an "action" controller linking that specific action but it isn't working!  I have read this post and tried it but still is not working. Is it even posible to do it in the BGE? I am using v 2.72


texts: Why are particles are missing, when using Volume/Grid Emission?

texts:
I'm having an issue filling a cube with objects using a ParticleSystem.  It's as if a diagonal plane has cut through the cube and eliminated particles.  This doesn't happen to the front plane of particles though, which can make it difficult to tell that it's happened from that view.

I only added the UV Spheres to help visualize the problem.  They don't have any affect on the missing particles.

I've tried many setting, including, but not limited to;
Changing the particle size, Cube Scale, Resolution, etc...
I also tried double clicking Hexagonal Grid (I heard that will sometimes set things straight).

Thanks for any help.


texts: I am try to make an anthro fox but the eyes never seem to fit the sockets. Is there any way to model the eyes to fit or do I need to adjust the sockets themselves?


texts:
I've been trying the spin tool in new Blender 2.81.

I was trying to change the axis value so that I can get my desired result.

But the value sliders for changing the position of the faces are quite fast and I can't get the precise value I'm looking for without typing the value manually which can get very annoying.

Is there a way to slow the sliders down a bit or any other method to precisely change values other than typing?

I know that the ⎈ Ctrl changes the value by 10 and ⇧ Shift makes it faster but I didn't find a key to make it slow.

I tried almost all the keys (except the alphabets), even crashed Blender and deleted my whole mesh accidentally but I couldn't find it.

Anyone know how to slow the sliders without crashing the whole thing?


texts: How to find the correct information for creating shortcut ?

texts:
i really want to create shortcut by myself and im struling to find the correct code for what i want to create

this kind of code

"screen.trigger_shadeless"

how do you find such information with anything inside of blender to create a shortcut ?

thanks


texts: I have a minecraft image as a reference image in my blend file, but it automatically blurs it.  I know how to fix this with materials, but not with ref images.  How do I fix this?


texts: How to animate the coiling of honey during pouring

texts:
I am looking for methods to animate the coiling of honey when it's pouring from a certain height, like in this video starting from 1:00.
https://www.youtube.com/watch?v=zz5lGkDdk78&t=60s

I would like to be able to tune the position of each honey segment in each frame (similar as posing bone and making animation). I am not looking for a real simulation.

Anyone has some idea how to achieve this? Thank you.


texts: Gaussian blur is not exactly following the tracked path

texts:
There's a video in which I'm trying to apply a gaussian blur to a moving object and in order to do this, I've followed a video tutorial which shows you how to track an object in the 'Layout' and add a circle shape to that. This shape can later be given an adjustment layer and a gaussian blur afterwards. The tracker works perfectly and does exactly what I want it to do in a segment of approximately a minute. The moment I switch to the video editing and work my way to the gaussian blur, however, the blur suddenly isn't following the path I had earlier seen in the Layout interface. It starts at the right place but then stops following the intended path. It is still moving about but always slightly off. If I go back the the layout-interface, however, then the shape is still following the exact path I intended.
Some background info: The video is a total of 1767 frames but my tracking only starts at 510 frames and ends a tiny bit before the end of the video. I honestly don't know what other info would be relevant. Please let me know what you need and I'll supply you with that info.
It's also important to mention that I'm completely new to video editing so my knowledge of the software is almost non-existent but I hope we're still able to solve my issue!


texts: How to change animation easing in Blender 2.8?

texts:
As a blender noob I do animations using auto keyframes. I like to experiment with different animation easing curves. Which I have to choose before adding animations.

In most cases I d like to experiment and try out a few easing curves, but it is anoying to always reproduce the animations.

Is there a way to simply change the animation easing in Dope sheeteditor?


texts: How do I know if Blender is making use of CUDA to render?

texts:
I am using Blender 2.69 from the Linux Mint Software Manager on a system with a GTX 950, just checking to see if it will recognize CUDA. After some work, I've gotten the CUDA drivers from Nvidia installed and now there is an option to use CUDA as the compute device in the user preferences. I also selected GPU compute in the properties panel. I rendered a short, one minute clip of video using Cycles Render and monitored my GPU usage in Nvidia X Server settings. It didn't seem like the GPU was being used much (hovering 5-10%) but the video did render a little quicker than I expected.

How can I know for sure if Blender is using my GPU to the fullest to render?


texts:
is it possible in blender v2.70 or with a python function deselect neighbours faces, so that they are alone ?

i'll upload a picture to understand what I mean.

I hope it's doable.


texts:
After "with automatic weights", nose became weird.

Why is this happening?

Here's a video that shows the problem: https://youtu.be/1izcoGULxDo

Here's the .blend file: https://www.dropbox.com/s/3u3wcv485pujeaz/2b_09_af%20generate%20rig.blend?dl=0


texts:
I'm trying to use a texture and maps for a chain-link fence, nut for some reason when I try to use opacity it makes the whole thing turn black

this is what mine looks like

and this is what it should look like

I got the maps from here: https://3dtextures.me/2019/10/01/metal-fence-001/
no matter what i do it won't change


texts: i've been experimenting with the BGE and i'm a beginner programmer. I was wondering if their was a way to apply a texture to an object that could be read from an XML file, for the purpose of making a billboard with a changable display? if anyone could give me some help as where to start i'd appreciate it.