texts:
I want to extrude a profile (either a mesh or a curve) along a "guide" curve such that:

Its local Z axis is and remains parallel to the global Z axis at every point of the extrusion
Its X axis must always intersect the center axis, parallel to the global Z axis
The rotation of the profile matches that of the guide-curve, which may be non-linear

What are my options? I am looking for an automatic way of doing it, i.e. not by a vertex-by-vertex manipulation. Should the only way possible be via python programming and you can englight me, please do so!
Perhaps you might wonder why I would want such particular restrictions, so you might find it useful to know what I am trying to do. I am trying to model a vertical wind turbine (VAWT), such as the one in this picture:
I am modeling one of the blades. Note that the blades' profiles remain perpendicular to the radius of the turbine at all times (see top view), and also remain parallel to the horizontal plane (see side view).
Update
Well I had not thought it necessary to show exactly what I was trying to model. I thought that the sample image of a VAWT would suffice to have blenders out here provide the right answer to my question. However, to quit puzzling readers, here I post an animation of the paths I want the blade profiles to follow:


texts: Blender Can't detect 3D hardware accelerated Driver

texts:
I have just installed blender 2.77a from blender.org om windows 8.1.
When i try to open blender it gives me an error as follows

Blender - Can't detect 3d hardware accelerated drivers.

I have checked my graphics card driver via windows update and it says my drivers are up to date. My graphics driver details are as follows (dxdiag) :

---------------
Display Devices
---------------
          Card name: Mobile Intel(R) 4 Series Express Chipset Family (Microsoft Corporation - WDDM 1.1)
       Manufacturer: Intel Corporation
          Chip type: Mobile Intel(R) 4 Series Express Chipset Family
           DAC type: Internal
        Device Type: Full Device
         Device Key: Enum\PCI\VEN_8086&DEV_2A42&SUBSYS_02631028&REV_07
     Display Memory: 1065 MB
   Dedicated Memory: 64 MB
      Shared Memory: 1001 MB
       Current Mode: 1280 x 800 (32 bit) (60Hz)
       Monitor Name: Generic PnP Monitor
      Monitor Model: unknown
         Monitor Id: LPL0000
        Native Mode: 1280 x 800(p) (59.976Hz)
        Output Type: Internal
        Driver Name: igdumd64.dll,igd10umd64.dll,igdumd32,igd10umd32
Driver File Version: 8.15.0010.2702 (English)
     Driver Version: 8.15.10.2702
        DDI Version: 10
     Feature Levels: 10.0,9.1
       Driver Model: WDDM 1.1
Graphics Preemption: DMA
 Compute Preemption: DMA
           Miracast: Not Supported
Hybrid Graphics GPU: Not Applicable
     Power P-states: Not Applicable
  Driver Attributes: Final Retail
   Driver Date/Size: 3/11/2013 15:49:02, 6593816 bytes
        WHQL Logo'd: Yes
D3D9 Overlay: Supported
            DXVA-HD: Supported
       DDraw Status: Enabled
         D3D Status: Enabled
         AGP Status: Enabled

Please tell me how i can solve this problem.


texts: How to paint a texture together with normal and specular maps via stencil?

texts: Assume I have a diffuse, normal, specular maps of my textures. I have modeled a creature model. First texture is skin, second is fur. How to paint normal and specular texture via stencil? I can only draw one map in one time and then save it. Is there a way to combine all my maps into one stencil and draw multiple textures for my object at the same time? Baking can take a lot of time from me and I don't want to sculpt all my fur and skin reliefs and then bake it into normal map because I already have these maps


texts: Mirror modifier creates duplicate vertices when modeling

texts:
I have a mirror modifier on a few loose meshes I've joined into a single mesh (original image).  When I try to move one part of the mesh (the leg), it seems to duplicate the vertices I'm trying to move and leave the original object behind.
Why is the mirror modifier not working correctly?
Image before moving leg:

Image after moving leg with modifier:


texts: How do you create a slice of ocean with an animated surface in blender 2.8?

texts:
I am trying to do this...

... as featured in this post, but in blender 2.8.

The only way that I can get anywhere close is to create an ocean slightly larger in X & Y than the cube, but shorter in Z. Then add a boolean on the cube with the object as the ocean and the operation set to difference. However, I can then only remove the faces of the cube above the ocean once the boolean modifier is applied, which means that the animation won't work.

What am I doing wrong?

Thanks,

Simon

EDIT: Having downloaded blender 2.79 and added a boolean intersect to the cube I get similar behaviour to blender 2.8 when the solver is set to BMesh...

...but setting the solver to Carve gives me the desired result.

So it looks as if blender 2.8 (which has removed the solver Carve) cannot generate the desired result.

So the questions stands, how do you create a slice of ocean with an animated surface in blender 2.8?

Thanks (again),

Simon


texts: What compute device does the material preview use to render?

texts: Recently I have been working on a material library, and when I am working on a complex shader, the preview is updating several times a second. I find that after a while of intense editing and tweaking, my CPU starts to overheat. I am curious if CPU still is used for the material preview even though I have enabled GPU render, or if it is from recalculating the scene data that many times. If it is the latter, are there any solutions?


texts: Blender 2.80 - Why can't I see Archimesh' properties?

texts:
I'm trying to create a room on a new installation of blender... When I press the N Key, I see the following on the properties window... The Teansform properties are showing, and the global properties are showing (this doesn't have any options in for Archimesh) but none of the properties for the actual archimesh are available... This is throughout all archimesh objects. Is there something i'm missing with this?

Kind Regards

Andy


texts: Object as transparent mask in Blender 2.8 Workbench engine

texts:
I want to archive this effect:
Create invisibility cloak alpha mask material

But I can't find the option for transparent mask in the material tab in Blender 2.8's workbench engine. I can make the object transparent (by changing the alpha in its color settings), but then it will not mask other objects in scene. Is there a way to do it?


texts: The fastest way to recreate buildings from real world cities in Blender

texts:
I found a lot of interesting tutorials about how to import terrains from the real world into Blender.

For example,this : tutorial 1 or this : tutorial 2

What about the buildings of the cities?

A friend told to me you can use another approach to import your city map into Blender. You can make a screenshot of the place, you wanna use and using Adobe Illustrator or Inkscape turn it into vector graphic (.svg) and import into Blender.

I did something better than that. I used the tool Maperitive, selected an area on the OSM and then I converted the file to .dae format, this is the result that I get :

As you can see, there is no separation between the vertices, so when I extrude the points this is what happens :

It's not good at all. I know that I can go on the Open Street Map web site, select an area, export it to OSM file and then import it in Blender, but the problem is that a lot of areas (including the area where I live which is my biggest interest) aren't mapped; because when I try to import it I see only a small geometry.

So, what's the fastest and nicest way to do this?

Thanks.


texts: When I render the colors are not showing as they should, some parts are white

texts:
I've made a 3D model in Blender and I tried to render it but when I do the colors are not showing as they should, some parts are white even if they are not on the model.
I've attached pictures to show you, I don't know how to fix this, thank you very much.


texts: How to keep a custom gizmo at the same place while changing is value?

texts:
I'm using a custom gizmo with a prop, but I need it to stay at the same place.
For this, I'm trying to use the matrix_offset with a translation and the inverse value of the prop. But my problem is that it changes the scale of the gizmo.

For exemple, add a point light and run this script based on the gizmo template, and change the value of the power of the lamp :

# Example of a group that edits a single property
# using the predefined gizmo arrow.
#
# Usage: Select a light in the 3D view and drag the arrow at it's rear
# to change it's energy value.
#
import bpy
from bpy.types import (
    GizmoGroup,
)
from mathutils import (
    Matrix,
    Vector,
    )

class MyLightWidgetGroup(GizmoGroup):
    bl_idname = "OBJECT_GGT_light_test"
    bl_label = "Test Light Widget"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'WINDOW'
    bl_options = {'3D', 'PERSISTENT'}

    @classmethod
    def poll(cls, context):
        ob = context.object
        return (ob and ob.type == 'LIGHT')

    def setup(self, context):
        # Arrow gizmo has one 'offset' property we can assign to the light energy.
        ob = context.object
        mpr = self.gizmos.new("GIZMO_GT_arrow_3d")
        mpr.target_set_prop("offset", ob.data, "energy")
        #mpr.matrix_basis = ob.matrix_world.normalized()
        mpr.draw_style = 'BOX'

        mpr.color = 1.0, 0.5, 0.0
        mpr.alpha = 0.5

        mpr.color_highlight = 1.0, 0.5, 1.0
        mpr.alpha_highlight = 0.5

        self.energy_widget = mpr

    def refresh(self, context):
        ob = context.object
        mpr = self.energy_widget
        #mpr.matrix_basis = ob.matrix_world.normalized()
        mpr.matrix_offset = Matrix.Translation(Vector((0, 0, -ob.data.energy+1 )))
        #print("mpr.scale: ", mpr.matrix_world.to_scale())

bpy.utils.register_class(MyLightWidgetGroup)

As you can see, the gizmo stay at the same place but the scale is changed and I don't know why. Is there another way to do this ?

Thanks for your help.


texts: What is the correct way of using specular and gloss textures made by 3DCoat 4.5 "Smart Materials" in Cycles render?

texts:
I textured a detail in 3DCoat using a 3DCoat new feature called "Smart Materials". I exported a color/specular/gloss maps. I'm trying to replicate the look i get in 3DCoat inside Cycles render with the textures i got, but failing to do so.

What is the correct node setup to get results close to what i see in 3DCoat?


texts:
This sounds as a very basic question, I guess I just don't know proper terms to find the answer at once..

I'd like to create a complex polyhedron, so I'd like to create a tetrahedron first. Starting from a cube, I can get a figure like the one below (by deleting some faces and edges), but how do I connect those vertices with 3 missing edges?

Although the main question is the one in the title, other advices about creating a tetrahedron are welcome, too.


texts: Combine Filmic Blender and "Standard" Film Emulation

texts:
Is it possible to combine the very helpful filmic-blender Color Management with the default Blender Color Management? It helps a lot to light the scenes with the filmic contrast settings, but when it comes to artistic composition and you want to use the benefits of using both troy_s's Settings and the default film emulation, you have to stop your work, close blender, replace the ocio files, restart blender and so on.

Is there a better way to work this out? Is it maybe possible to use the film emulation settings as compositing nodes, similar to a filter in PS or Gimp?

I hope my question is not too stupid. Maybe there is a more elegant workflow to use both, the filmic-blender function and the default film emulation.


texts:
I am having an issue with Blender Guru's tutorial. When I try to make the dribbles with face snapping and proportional editing, my icing clips. I have seen a few work arounds but I really want to find the reason why this is happening.
The issue that I can see (check reference photos) is the icing is too thin to use face snapping. I have made my icing thicker, scaled it a bit larger and moved it without face snapping to achieve acceptable results. The face snapping does appear to be the culprit with such thin icing because if I simply select and click a vertex with face snapping enabled it locks to the face and instantly clips, without any movement.
Like I said, I want to find out why this isn't working on my end. It works seamlessly with the Blender Guru and I want to be able to identify the problem and learn from it to help me on down the road.
Hope one of you can lend a voice to this issue, looking forward to your replies.


texts: How do I make the camera follow two objects at .5 influence each in blender game engine?

texts: In blender, in the constraints tab, I can parent the camera to two objects, both with 50% influence. Now in the blender game engine, I have not found a way to do this.  When I start my game, the constraints I set don't do anything in the game engine.


texts: Color Management: Linear ACES to After Effects

texts: I rendered an animation in blender with the sequencer under color management set to "Linear ACES". I saved them out as an EXR sequence. I was wondering what After Effects color profile I should use to interpret the footage for what Blender calls "Linear ACES" as there is no color profile of the same name in AE. I tried ACEScg and ACEScct to interpret the footage in AE but the colors didn't look right. What color profile is "Linear ACES" technically?


texts: How to keyframe an image sequence when image is set to "as plane"

texts: For my storyboarding project, I made a small 3D setup and imported a png as an image plane and then as an image sequence ( Rather than using the grease pencil). However I am unable to key frame the material/images in the time line and when I mess with the image sequence, it changes immediately after the first frame. I heard there was a way to time the image segunce using nodes, but I'm currently stuck. If anyone has any advise, please let me know.


texts: Any way to automatically mark sharps where edges of UV maps are?

texts: I have a photoscanned object that (of course has randomly marked edges of the UVs) and placed them in the correct places on the material (right window). Is there a way to automatically select all the edges where the UV edges are so that I can then mark them as "Sharps"?


texts: Animation frames not being rendered repost with screenshot

texts:
New to this but I've gone through the process of rendering an animation I made in F360. The result is 800 odd frames in a folder but none have been rendered (takes about 10 seconds!). Is there a setting I've missed?
Thanks
Philip.


texts: Move selected faces/verts towards 3D cursor without scaling

texts:
If I am in an mesh edit mode, I can select several faces, then press S to scale and set the target to be a 3D cursor. When I move the mouse, the selected faces will start to scale and move towards the 3D cursor.

Is this possible to do this with translation instead of scaling? I want the selected faces to move towards the 3D cursor in a straight line just like in scaling, BUT without any scaling going on. (Another way to imagine it would be pressing G to move it, but it would move in a straight line towards the 3D cursor.)


texts: Unity fbx export has resulted in a destroyed looking mesh

texts: Ok so I'm making an unturned mod and I made the gun model in blender and exported it into unity as an fbx. Now when I exported it and opened it in Unity, the model looked destroyed and many faces of the gun was missing. I tried switching shaders of the material but to no avail. I cant figure out if its something in Unity or how I exported the model through Blender.


texts:
I want to track one particle in a video and have some questions:

What data files are compatible with the program?
What data (position, Velocity of the particle,…) will be obtain?
Is the software for free or are there some costs?


texts:
I'm new to Blender so not sure what I'm doing wrong.  I've tried at least a 100 times to rig a human like character using Rigify but in vain.  Can someone please help me and let me know what I've missed...  You're help will be really appreciated.

I've uploaded the rigged and non-rigged model and uploaded here -

Non-Rigged model NON Rigged Cyclops model
Rigged model Rigged Cyclops model

Thanks.


texts: Preventing mesh from entering negative Y space when animating in edit mode

texts: When animating my mesh, I can't figure out how to keep it from going past the zero degree on the Y axis. You can see I made a plane to visualize this, how her feet do not move into negative territory on the first frame but they do in subsequent frames. Adding a rigidbody to the plane only works, of course, when playing the animation but not in edit mode.


texts: How do I recover missing polygons using a UV MAP

texts: How do I recover missing polygons ( every 5th poly is gone) but I have the .PNG UV Map that has all polys in the right places? How do I import the UV MAP?


texts: Material sidebar isn't displaying default options

texts:
I'm new to blender but I'm trying to add eyebrows etc onto a mask I've created. The problem is following videos when going onto materials they get options such as specular and diffuse all in separate tabs when they create a material. I don't. I do when I create a new blender and with the cube selecting materials I get all of those different drop down tabs so it's not a version issue.

But with my mask at the moment under materials I only get - diffuse, surface, volume, displacement  and it also doesn't display the color I select onto my object.  I know its a probably a silly little thing I've done but I can't figure it out.


texts: Is there a way to not affect non manifold edges by sculpt bruhes.?

texts:
I have a big landscape modell (golf course) with an lot of non-manifold edges (everytime when a lawn is next to a hard surface). Now - i want to sculpt the greens, roughs, bunkers and so on. but when i come near or over an non manifold edge it is moved away from its original positon -

is there a way to avoid this?


texts: Smooth mode has strange patches on a flat surface. Normals are all facing outwards. Turning off subsurf fixes the problem but isn't ideal. Any ideas how to fix this?


texts: How to cut one group of faces with another group of faces?

texts: First off, I would like to apologize for any mis-terming or anything of the like, as this is my first blender project. I'm trying to make a mesh model, and I like to have everything neat and connected. I have run into one problem multiple times, that is that I need to connect two parts of the mesh at a certain point, which is inside another face. Is there any way that I can use both face to "cut" each other, sort of making a cross a corner? I have some screenshots below for clarification.


texts: Overlapping walls: edited mesh doesn't recalculate array modifier results

texts:
Trying an old Blender Guru tutorial 'how to create a high-rise building' I came upon a change I needed to make to the length of the original wall mesh. After setting the length of original mesh I applied a mirror modifier, array modifier to get four walls (offset is an empty that i rotate) and an second array for getting the 14 floors of the building. However the two left windows of the original mesh were to small (rectangular and not square). I tried to change the length by grabbing the right side of the mesh (selected). The thing is now the walls are overlapping instead of getting a larger building as a result of expanding walls. What are possible solutions?

My blend file can be found at: PasteAll


texts: Can blender export files for games, probably for mods?

texts: I'm thinking of creating mods for games. I want to know whether or not I can use blender for exporting game models.


texts: How can I make a perfect sweep with bevel object in Bezier curve(3d) (Pipe)

texts:
I can't create a Pipe 3D without annoying shrinkage in the corner of my bezier curve using bevel object. Those are my step.
I create a bezier curve (on 3 axes) transforming two corner in Vector corner (to have a perfect angle)

I generate a circle and using bevel object I sweep the circle along the bezier (3d).

Easy...BUT I can't undestand how to solve the shrinkage in the corners. Other artifacts (such as compenetration) comes when instead using a Vector corner I use a normal (automatic) corner and model it in 90 degree shape.

Thanks


texts:
Today I wanted to put some hair on my character. I used weight paint to make a vertex group. The hair particle system doesn't seem to follow the vertex group, though.

Can anybody help?
(I'm sorry for all the silly questions I've asked so far. But thanks for the answers!)
Edit: I've found the answer. Thanks though!


texts: While sculpting, or animating i would have zoomed in rotated and panned to got to a correct view to sculpt or pose. But if i rotate by accident or by need there is no way to go back to that view i had got previously. Are there any script or add on to save custon view of 3D viewport.


texts:
Why are there dots on some of the edges while other edges do not have dots?

How do I remove these dots since they affect the subdivide smooth results?:


texts: Python exporter - texture exported twice when packed

texts:
When I export my mesh from Blender, it exports the texture even when I disable it, but only if the texture is packed into the file. It is not exported if the textures are unpacked.
'use_texture_copies=False'
bpy.ops.wm.collada_export(filepath="game/assembly/export/mesh.dae",
                      selected=True, check_existing=False,
                      use_texture_copies=False,
                      export_global_forward_selection="-Z",
                      export_global_up_selection="Y")

This what I should be seeing.
Blender 2.83.5 (hash c2b144df395f built 2020-08-19 06:05:02)
Read prefs: /home/jesse/.config/blender/2.83/config/userpref.blend
/run/user/1000/gvfs/ non-existent directory
found bundled python: /home/jesse/blender-2.83/blender-2.83.5-linux64/2.83/python
Read blend: /mnt/game-dev/qsw/test-cube-subdir/test-cube.blend
object: Plane
found material: Material.001
warning: material is missing texture channel 'Emissive'
qbs: exported image 'game/assembly/export/materials/material.001/albedo.png'
qbs: exported image 'game/assembly/export/materials/material.001/roughness.png'
qbs: exported image 'game/assembly/export/materials/material.001/normal.png'
**Collada export: Added image:**
Collada export to: game/assembly/export/mesh.dae
Info: Exported 1 Objects**
Info: Exported 1 Objects
Error: Not freed memory blocks: 7, total unfreed memory 0.002380 MB

Blender quit

This is what I actually see
$ blender test-cube-packed/test-cube.blend --background --python tools/qbs-export.blend.py
Blender 2.83.5 (hash c2b144df395f built 2020-08-19 06:05:02)
Read prefs: /home/jesse/.config/blender/2.83/config/userpref.blend
/run/user/1000/gvfs/ non-existent directory
found bundled python: /home/jesse/blender-2.83/blender-2.83.5-linux64/2.83/python
Read blend: /mnt/game-dev/qsw/test-cube-packed/test-cube.blend
object: Plane
found material: Material.001
Error: Unable to pack file, source path '/mnt/game-dev/qsw/test-cube-packed/textures/Material Base Color' not found
ERROR: Image "//textures/Material Base Color" not available. Keeping packed image
Error: Unable to pack file, source path '/mnt/game-dev/qsw/test-cube-packed/textures/Material.001 Roughness' not found
ERROR: Image "//textures/Material.001 Roughness" not available. Keeping packed image
warning: material is missing texture channel 'Emissive'
qbs: exported image 'game/assembly/export/materials/material.001/albedo.png'
qbs: exported image 'game/assembly/export/materials/material.001/roughness.png'
qbs: exported image 'game/assembly/export/materials/material.001/normal.png'
**Collada export: Added image: materials/material.001/albedo.png** WRONG - use_texture_copies=False
Collada export to: game/assembly/export/mesh.dae
Info: Exported 1 Objects
Info: Exported 1 Objects
Error: Not freed memory blocks: 7, total unfreed memory 0.002380 MB

Blender quit


texts: What are some places to get good reference material?

texts: I want a few sites to get good reference images of objects, machines, humans. Anything. I want to model objects more precisely, but in the end, I always end up using my creativity since I don't find good reference material on objects


texts: How to create automatic follow-up (delayed) animation for child objects?

texts: I have a parent object with several child objects. I would like to animate the parent object with child objects following up with slightly delayed time. How can I achieve this? Thank you.


texts:
For too long I’ve struggled to get mist to work in Cycles the way it works in the Blender Internal render - that being mist that sits just around the horizon, giving a distant look. To my disappointment, the mist generated in Cycles tends to cover the whole sky giving an overcast look.

How does one achieve a distant horizon where mist only hovers around the horizon?


texts:
I saw a tutorial where he used the decimal point on the numbpad to make the 3D view screen kind of anchor to that object so when he rotated the screen it would stay on that object. I tried to do that on my laptop but I dont have a Numbpad and use the 'Emulate Numbpad' feature.
Any thoughts on how I could do this with just the laptop numbers?


texts: How do I resize nodes in the node editor?

texts: How do I make my nodes smaller? My nodes currently look like the top one, but a node from someone else's .blend file look like the bottom one. How do I make mine look like the bottom one? I can resize them horizontally, but not vertically.


texts: spline editing or clever non spline editing?

texts:
I have always liked the example x.files that ship with the DirectX sdk and have wondered if the bigship1.x is a product of some type of spline editing as I have heard the term spline editing used in the context of editing mesh objects.

So, is the following mesh a product of spline editing or not and if so what type of spline editing would edit the curves (or is it just mesh smoothing?).

How would you create this model using Blender?


texts: Action Actuactor interrupting Motion Actuator

texts:
I have a character thats move forward by Motion Actuator but I need to make an accurate jump, so I made the jump movement by animation. In the "Jump" Action I've deleted the X and Y curves so only the Z curve will affect the character. I put it on a Action actuator and enabled the "Add" and the "Local" modes. but when my character jumps it cuts all the other movements, even the gravity, it don't affect the rotations thought, but I imagine if I put a Action whith rotation curves, will happen.
I'm going to need make a lot of objects movements based in animation. Help?


texts: controlling speed of an action by driver or scripting

texts:
I'm scripting some crowd animation. I was searching about a way to control action speed by a driver or keys.
Is there is some attribute for action speed that can be controlled? Something I can access through Python?

I found some related scripts in the game engine which is not what I needed.


texts: Why am I getting errors with Cycles baking from materials?

texts:
So I'm fairly familiar with Cycles, but I just ran into some odd issues baking textures - problems that I don't have with Blender Internal.

I want to bake the colours of the materials that I've assigned to faces of my UV-mapped model to a diffuse .png.

In Blender internal (this model is on layer 3 of my file), the baked diffuse looks as I intended:

In Cycles (this model is on layer 1 of my file), the baked diffuse (using the same UV layout) is oddly laid out:

My .blend file can be found here.

Can anybody explain to me why this is happening? Much obliged!

--Rev


texts: How to use loops.foreach_set and polygons.foreach_set to add faces to a mesh

texts:
I have problems getting my head around it:

I have two arrays:

verts = np.array([1, 1, 0,
                  2, 1, 0,
                  3, 1, 0,
                  1, 2, 0,
                  2, 2, 0,
                  3, 2, 0,
                  1, 3, 0,
                  2, 3, 0,
                  3, 3, 0])

faces = np.array([0, 1, 4, 3,
                  1, 2, 5, 4,
                  3, 4, 7, 6,
                  4, 5, 8, 7])

The mesh (me) is prepared with the 9 verts from array "verts" in it already. Now i want to add the faces but the explanations i found were scarce at best.

So, how do i add faces using (an explanation would be great):

    me.loops.add() #should be 4 loops per (4-sided) face, right?
    me.loops.foreach_set("vertex_index",) #no idea...

    me.polygons.add(faces.size / 4) #4 Faces in this case
    me.polygons.foreach_set("loop_start",) #no idea...
    me.polygons.foreach_set("loop_total",) #not sure... number of loops per face in a list: [4, 4, 4, 4] in this case?
    #me.polygons.foreach_set("vertices", ) #needed at all? List of vert coordinates if they were no verts in mesh already?

I would be very happy if anybody could shed some light on it for me.

EDIT
After some investigation of "from_pydata" code in "bpy_types.py" as suggested by batFINGER i am a bit further but still not fully able to create the correct mesh.
I now have most of it right i think but because i have shared vertices for some of the loops and edges i am now pretty sure I need to use:

me.loops.foreach_set("vertex_index", vert_idx)

i thought i would need to add two verts per loop (start and end), so:

vert_idx = (0, 1,
            1, 4,
            4, 3,
            3, 0,
            1, 2,
            2, 5,
            5, 4,
            4, 1,
            3, 4,
            4, 7,
            7, 6,
            6, 3,
            4, 5,
            5, 8,
            8, 7,
            7, 4)

or "faces" but both leads to a crash, like everything else i tried.


texts: Iv just found an issue where 2 vertices are on the same Y location yet they are not in the same Y location. And this isn't just me being stupid I have a straight line of vertices along a Y axis yet when I typed the location of the Y axis for that vertices it wasn't the same as the others I had made. I don't see the logic in this


texts: how should i align the axis to the propeller center in this model.so that i can rotate it in animation

texts: Hello guys,so i want to create a axis which is alligned to the propellor surface.i want to later animate the propellor


texts: How can you use vector blur in Cycles with fluids?

texts:
I know (at least I believe this to be true) that using cycles motion blur wont work with fluid simulations when rendering, however, I know that vector blurs can be used in place of motion blur.

With that said, however, I seem to be unable to get the vector blur to work in a cycles render of fluid. I have generate vectors enabled as well.

This doesn't seem to make sense to me, since vector blurs are applied after the render in compositing and therefore, in my opinion, shouldn't be affected by the rendering engine.

Any thoughts? Help?


texts: Matrix math to translate, rotate, scale with respect to a pivot point in Object mode

texts:
So i need to need to replicate translate, rotate & scale with 3d cursor as pivot point action using Matrix or bmesh in a script.
i read Rotate objects around their origin along a global axis (scripted) without bpy.ops and after changing the matrix order the object was rotating around 0,0,0 but i was unable to change this pivot position.(mainly cause I'm blindly copy pasting code without understanding it).
What is the correct way to set a custom pivot point ?(example: (1,2,0))
I found a way to perform this using bmesh+matrix but the results are transformed in edit mode so the origins stay at the same place. Since the object I'll be rotating has many child objects, i would like to perform the rotation in Object mode and avoid having to merge everything into one object.
Here's the function which is used to rotate or scale with 3d cursor as pivot in edit mode
For blender 2.83
import bpy
import bmesh
from mathutils import Matrix
from math import radians

# Rotate or scale with pivot point

def rotate_or_scale(tr_mode, obj, value,axis_value):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    context = bpy.context
    scene = context.scene
    pivot_point = bpy.context.scene.cursor.location

    ob = context.edit_object
    mesh_dat = ob.data
    bm = bmesh.from_edit_mesh(mesh_dat)
    S = ob.matrix_world.copy()
    S.translation -= pivot_point

     if tr_mode == 'rotate':
        translation_matrix = Matrix.Rotation(radians(value), 3, axis_or_value)
    elif tr_mode == 'scale':
        translation_matrix = Matrix.Diagonal(axis_or_value)
    else:
        bpy.ops.object.mode_set(mode='OBJECT')
        return

    bmesh.ops.rotate(bm,
            matrix=translation_matrix,
            verts=[v for v in bm.verts if v.select],
            space=S)

    bmesh.update_edit_mesh(mesh_dat)
    bpy.ops.object.mode_set(mode='OBJECT')

rotate_or_scale('scale',bpy.context.selected_objects[0],0,(1,1,1.1)) #scale z by 1.1
rotate_or_scale('rotate',bpy.context.selected_objects[0],45,(0,0,1)) #rotate 45deg on zaxis


texts: The Image textures on nodes and the UV texture of UV image editor are not showing

texts:
I followed this tutorial of how to make a realistic eye.

Everything was fine; I saved the file and then went to sleep, the next day... BOOM, the textures were gone, and when I check on the nodes I can see they are there but not showing in the 3d view nor material preview, the same with the UV images editor, and even when I made the process over again (selecting all, unwrapping, editing, bla bla bla), they were still not showing.

Everything, every image texture has gone, I mean, what happened? I didn't touch it, I just let it the same as I finished.


texts: Where can I find the rig layer menu in blender 2.9

texts: in blender 2.8 the rig layer menu appears when pressing the "N" button, but where can I find the rig layer in blender 2.9


texts: "expected a string enum" error when attempting to add text strip

texts:
I use the following code to add a text strip:

tStripAdd = "frame_start=" + fStart + ", frame_end=" + fEnd + ", channel=" + tChan + ", type='TEXT'"
print('tStripAdd = ' + tStripAdd)
#tStripAdd = frame_start=1, frame_end=164, channel=4, type='TEXT'- result of print command
bpy.ops.sequencer.effect_strip_add(tStripAdd)

I get the following error:

TypeError: Calling operator "bpy.ops.sequencer.effect_strip_add" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

Any suggestion as to what the problem is? How to solve it?


texts: I copy-pasted in another file exactly the same hair. Why did it explode in the second file?

texts: I copy-pasted in another file exactly the same hair.   Why did it explode in the second file ?


texts: Is it possible to determine emission shader value by other lights?

texts:
Is it possible to take a lamp/sun/point light and use it as a value on the scene to tell materials that are not affected by the light source to emit their own light?

This is photoshopped example of effect that I want to achieve. Ball + particles with diff/emit shader is lit from left by sun, the darker it becomes, the more light is emitted from particles.


texts: Vertices deforming in the wrong way... can't figure it out

texts: I gave my character a belt and I want it to keep it's form when he sits down but it seems like I can't get the belt to not deform regardless of how I paint the weights. I left him in the pose where the deformation of the belt is most noticeable  but if you reset the rotations you'll see what it looks like normally. Can anyone help?


texts: Why does Grease Pencil color and stroke move separately when animated?

texts:
I am new to Blender. I painted my first character ever, and once I animated it the color animates separately from my stroke.

Is there a way to fix it so that the color stay within the border?

BEFORE:

AFTER:


texts: Creating volumetric lighting (crepuscular rays) in Cycles

texts:
Crepuscular rays (a.k.a. "god rays" and many other names) can be created in Blender Internal by checking the Halo checkbox in the lamp properties box.

How can I create a similar effect using Cycles?


texts: I dont know what I did but now all my object move around when I move one object

texts:
Alright what I did is a mystery to me as I'm a new comer to the software and all that but everytime I try move one object (nothing is joined or I dont think it is) everything else follows the object I move, so I tried to move the camera and the objects didnt neccessary follow it but they like split up...

Example... I have a plate, cup and solid model form of liquid (meaning I haven't touched liquid yet so I made a solid object glass so its water now) anyway when i move the camera... then the liquid will stay where it is and the cup will move up and the plate will move down and light source will move in another way...

I have no idea what I did to make this happen and I'm too scared of playing with any settings yet as I dont feel like starting over if I done screw up

Any possibilities on how to fix this... I tried clicking everything and then clear parent but problem still there


texts: Help with creating color tinted glass with dusty look

texts: I'm creating a mars scene and have a glass pane on the roof of a building. I want to give it a better look than just clear or straight one color. I would like to make add a orange reflective tint to it and make it look almost as if it were dusty with Martian sand.


texts: Is it possible to merge several vertices at once?

texts:
I wanted to ask if it is possible to merge several vertices at once? like not having to select the two single vertices that I want to merge everytime and then merging them manually but rather select a bunch of vertices at one?

what I have:

what I want:


texts: How can i create the same smoke and light effects as in this Bob Ross canvas ? (see image)

texts:
For my first big project, i plan to made a 3D version of "Campfire", a painting by Bob Ross.
The project is progressing in a good way, but i still can't figure out how to recreate the "smoke" that we can see behind the fire.
How should i approach it ? a tweaked smoke+fire simulation perhaps ?
Here you can see the reference image, and my latest render:

note that the background is a placeholder, just to have an idea of the atmosphere and the global color.

thanks a lot


texts: Rotation of character affects eye movement wierdly

texts: When I rotate my character the eyes rotates in a wierd angle. I have followed this tutorial: https://www.youtube.com/watch?v=1MfxTdq0V2I&list=LLHLJ8TJSfN5oli9iZK6e99Q&index=19&t=253s I'm new so I really don't know what how to explain it... Think it has something to do with local/world space in the copy rotation constraint. Would be happy if anyone could help!


texts: What voxel format is used by blender to store smoke data?

texts: What voxel format is used by blender for storing smoke data? There is an easy way to export this data to something like OpenVDB? It's for use the simulation in our current rendering engine (Guerilla Render) that support openVDB format. Or is it an easy format to get the voxel back into Guerilla Render.


texts: Python Addon : Update modifier in real time

texts:
I'm trying to create a little addon to add modifier with pie menu.
I didn't find a way to update modifier values when I add them.
You can find a demo of the addon (and the .py) here: https://www.youtube.com/watch?v=o9fyIWJ80Og
I am new to Python, the solution is probably very simple and my code is probably very bad.
I've actually added 8 modifiers, here is an example with Solidify modifier :
class MoSolidify (Operator):
    bl_idname = "wm.solidify"
    bl_label = "Solidify"

    th = bpy.props.FloatProperty(name = "Thickness", default = 0, min = -10, max = 10)
    off = bpy.props.FloatProperty(name = "Offset", default = 0, min = -1, max = 1)

    def execute(self, context):
        obj = bpy.context.selected_objects
        for ob in obj:
            new = bpy.data.objects[ob.name].modifiers.new
            be = new(name='BagaSolidify',type='SOLIDIFY')
            be.thickness = self.th
            be.offset = self.off
        return {'FINISHED'}

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


texts:
I've just passed the point where I'm no longer a total blender-newbie.

One of the most important lessons I've learned is that if something appears not to work, it's probably because there's a setting somewhere, in some panel that needs to be tweaked.

Now I'm trying out blender 2.8, and since I mainly do 2d-like animations of 3D objects (motion graphics style) - that's the first I test.

I notice that the addon "images as planes" is pre-installed and pre-enabled, but I have no menu-item 'images as plane' in the 'add' menu nor in the import menu.

Instead I try simply dragging an image in to the 2d-animation workspace, and yeah - it works!

I see my image - I don't know what kind of object it is, it seems like it may be a new kind of object called 'image' rather than a simple 'plane'-mesh with an image-texture/material - but I'm not quite sure.

However when I render - the image is not there. I've tried to add a simple cube next to the image, no texture, no material, just the cube, and the cube is rendered, the image is not.

I'm thinking "well at least they didn't take the mystery out of it" :)

So the very simple question is this:

How do I get that image to render?

UPDATE:

I just realised that the added image is of type 'empty' - so it will never render. That answers my question ... I guess


texts: How is the direction of interpolation determined?

texts:
I keyframed two poses and expected the arm to move upward (shortest way) like:

But what actually happens is that the lower arm moves the other way around to reach the second pose.

Is the interpolated movement always clockwise? Can the direction be influenced, or could there be some other reason for this behaviour?

I use quaternions if this matters.


texts:
i want to move an object along a path and i want to create a "trail" behind this object. So i created a path (shift A > cuve > path), i moved the points, added some, created some loopings, etc...

Then i used a constraint on my object to make it follow the path. It worked perfectly.

In my curve settings > path animation > frames i have 150. I added some "extrusion" in curve settings > geometry, Bim, i have a curve mesh that i can render. I added a keyframe to the frame 1 in the  curve settings > geometry > bevel > end with the value of 0. At the frame 150 i did the same with a value of 1. But when i play the animation, the object move faster than the "trail", and at the end of the animation the "trail" and the object are finally at the same spot. I tryed to change the keyframe to have a linear interpolation for the bevel value, but the object still moving faster and slower depending of the distance between the anchors of the path curve.

Is that possible to make make this speed constant ? Considering the path as a line with a start and an end and not as a start, few checkpoints and and end.

thanks.

(english is not my native language, so i hope the question is clear)


texts:
So I am working on a project and I would like it to be a 360 video. The issue is eevee currently doesn't support 360 rendering. Is there anyway I could get passed this? Maybe rendering a reflection or a cube map? I would need this to be an animation so it would be a hard manually rendering frame by frame.

Would I be able to code a script that renders to a 360?

Thanks for the help! :)


texts: Algorithm for random distribution of circles in a square

texts:
I am searching for a concept to distribute circles in a square randomly, so that they dont overlap. All circles are of the same size. The area covered by the circles can be high, up to the theoretical maximum of ca. 90 % of the square (in which they are completely ordered). About 200 circles should be placed and I want to specify the number of circles exactly. (The distribution is needed as input for a model generation of a FE-analysis, btw).
Can you help me for generate the maximum with script
Example for the distribution:
https://zoada.com/html5/brute.html


texts: Camera Rotation Randomly Lagging and Choppy

texts: Whenever I try to move the camera around with the middle mouse button, it starts randomly stopping and acts as if I let go of the middle mouse button, even though I didn't. So every time I have to move the camera around, I have to repeatedly let go and hold down again every time this happens. It just started doing this today and it is really frustrating. It doesn't happen with panning the camera.


texts: Join objects for shared vertices and edges

texts: Probably a very banal question. But how do I, for example, bring the two objects in the photo together so that the vertex marked with the arrow is on the edge of the other object and so that I can, for example, fill the free area in the y-direction without any problems?


texts: Camera Changes Its Position After Rendering

texts:
I have set up a scene and the camera is in place but when I render the scene, rendered image is in a completely different place.

Here is a video: https://drive.google.com/open?id=0B4S33z5XcMIsc3M0UmZzQlZhb3M


texts: Blender FBX to Xnormal uv export not working

texts:
I was trying to export a simple cube from Blender to Xnormal in FBX format. However, when baking it said:
The low poly model mesh has no texture coords assigned

How do I export with texture coordinates?


texts: Is it possible to execute an add-on when choosing 'New' to open the default file?

texts:
I am interested in creating a script that would prompt the user to either set up or starting working in a set of project folders when blender starts up.  Thanks

more details...

I was hoping to do this as a modal pop-up prompting the user whether they would like to create a new project file.  If yes, then present them with a dialog window that would allow them to either accept a set of defaults that they can create/save or alter for specific use in any given project.  For instance, a VFX project would likely need a place for media files but would probably not need a folder for a rig(s).

Perhaps this will be a moot point with the work going on in asset management now.


texts: Same image sequence one offset but not the other

texts:
plane A assigned material A that has an image sequence.
plane B assigned material B with the same image sequence.

When i change the frames offset of the image sequence in material B both are changed

How to offset only one without effecting the other?


texts: How to recalculate bone roll in action keyframes or in pose mode

texts:
I hope my title is specific enough

Is there a way to recalculate the bone roll while I am editing an action? It seems like you can only do that in Edit Mode which goes back to the rest position automatically.

I need it to work while I'm not in rest position, but while in in the Action Editor moving between keyframes or in Pose Mode at least. I need it to clear rotation with respect to the global axis somehow.

I'm semi-new to Blender, so forgive me if I have the terminology wrong. Tell me if I need to explain more.

Here's the armature after I recalculated to bones so that they are straight:

Then I clicked back into an old action and it is like this:

Consequently, I concluded that I need to recalculate the bone roll for all my key frames. Luckily, my actions are rather simple so I don't have many, but still, I can't see how to change bone roll in pose mode.

All those planes were re-rotated with 90 X rotation and 0 Z rotation to supposedly make it simpler to animate. We'll see about that! Anyway, when the roll gets messed up, all the planes get out of whack.


texts: Hide the UV layout while in Texture Paint Mode?

texts:
Is there a way to hide the UV layout while in Texture Paint Mode?

I understand the logic behind being able to see the texture you're painting on (and its UV layout), but sometimes I want to look at a reference image while I paint on my texture image. Having a bunch of lines covering the reference image is distracting.

Here is a related question, but I want to do the opposite.

If the mesh object is selected in Object Mode it is still possible to view the reference image without the UV layout over it. But upon switching to Texture Paint Mode, the UV/Image Editor switches back to the texture image and even after re-selecting the reference image the UV layout lines remain.


texts: Including an animatied plot in animation

texts:
I made my first animation using blender and now I want to include an animated plot graph in one corner of my initial animation such that a point on the graph moves with time to show the change of temperature. What do you think is the best way to achieve this? I was thinking of making several graphs with a point drawn on them on excel and then making a gif of this and adding it to the corner of the initial animation. Would this work and how? Are there better solutions?

Best wishes,
Nenko


texts: I have problem with selecting in sculpting. It only wants to sculpt the last object I selected in Object mode. Here only plane.010 is being sculpted and its mesh icon is highlighted, when I press double A, everything deselect but that triangle icon before Plane.010 name is still highlighted, and so when I select some another than again same problem but only with that Plane. If I select multiple, last one I selected is highlighted and being sculpted etc. What am I doing wrong?


texts: Save value on first occurrence in Animation Nodes

texts:
In this setup Random number defines Y position of Empty, which is shrinkwrapped-constrained to "Array of stairs".

I'd like to save Z value (orange circle) in memory, when the first positive number will be generated (green circle) and keep it until animation ends.
And please, do not modify Random number node.

EDIT: I've added another attribute to workaround saving value from previous frame. Looks messy, but works.


texts:
Is there any option in blender to load a sculpt mask from a file?

Let's say I want only affect the sharp edges of a mesh in multires sculpting and flatten them (the edges of a stone sculpture, for example). I would create a cavity map, load that into sculpting mode as a mask and could merrily proceed to sculpt only the sharp edges.


texts: How do I create a hinged door that opens and closes in Blender? If I knew how to do this, then it would help me also create moving control surfaces on model aircraft, such as the rudder and horizontal stabilizers.


texts: After dissolving faces, subdivide on the face doesn't work

texts: Try making a cube, subdiving a face, dissolving it and subdividing it again. You'll see it doesn't work. This needs to be fixed.


texts:
I’ve started learning Blender 2.8 this week and I can’t seem to focus on object with the numpad shortcut .

When I have object in my viewport that I can see, selecting them and using the shortcut will frame up on the object just fine, it’s when I drag away in to no mans land and can not see my object in the viewport were I’m having my issue.

Selecting the objects in the object manager and using the shortcut doesn’t work as it does in the tutorials I am learning from. Sometimes when I select objects in the manager they will have read text but mostly it’s orange.

To reiterate, I can’t  frame up on objects once out of my viewport and selecting them on the object manger does nothing either.

Any help would be appreciated as it’s a useful shortcut.


texts:
Link to blend file
Whenever I try to  move my armature it bends weirdly. I set all the vertexes I wanted onto the bone and I can't find a way to fix it. I feel like its something stupid simple that I'm missing. Does anybody know what I'm doing wrong?


texts: Blender Game animation recording: specific recording

texts:
I am currently working on a simulation where I want a pillar to be destroyed by a sphere, when I click on record animation and run it, the sphere does not move.

How do I prevent this from happening so my sphere's animation is not overwritten?


texts: how to export each animation separately into gLTF 2.0?

texts:
I am making a game with godot game engine(3d game), but my friend who is responsible of modeling and animating made all the animation in one blender file.

Now to continue working, how do I export each one of these animation separately in gLTF 2.0 format?


texts: Q:Multiple root bones after exporting to UE4

texts: I have seen similar questions before but couldn't find an answer. When I try to import my animated mesh to UE4 it gives an error saying there are multiple roots in the armature. I did export other animated meshes from blender to unreal and didn't have this problem.


texts:
I've installed and activated ProRender engine, but materials won't render even in a basic setup. However from the materials side pane it looks like it can render it correctly.
I'm running macOS Big Sur on MacBook Pro 2020 (cpu only).
Edit: rendering of the image works... only render preview does not
Many thanks for your help!


texts: If you look to the right of the photo are the girl's arm it has black dots on it.


texts: How to use the outset option from the inset command?

texts:
Inset, with the outset option : nothing is moving...

How to use it ? Or what is it supposed to do ?


texts:
Here I have created a rectangularly-shaped object.

I applied the scale using Ctrl+A and then selected the bottom face.
I press E to extrude, tap enter and then S to scale.
I hold the Shift+Z to scale the face only on the X and Y axis

It doesn't scale evenly (see below):

I have no idea how to get around this problem. Is there a way to scale it evenly, sort of like a reverse inset function?


texts: Landscape topography from grayscale image

texts: Trying to do some golf course layouts in 2.73a. Would like to use topo elevation info. Currently have grayscale .jpg of site - top view. How do I get this into Blender as a "lumpy" plane?


texts:
im new to blender and want to ask your help. I have this kind of issue:(tabel top made from 2 different pieces) 2 different objects reflecting light in a strange way. Can you help me figure out what i have done wrong and how i can fix it. (maybe i messed up with scaling when modeled this)

PS. Thank you, for help


texts:
I am working on a small scene you can see below on the render picture. It's almost done, but I have a problem with the trees. They are fully 3D objects, with some textures UV unwrapped.
My problem is, whenever I try and render the image, the trees look super flat, like they are 2D. I have no idea why it does that, I tried rotating them, didn't work, and while it's not that visible if you don't point it out, it still irritates me.
Any idea what could cause this? If you need more information just ask questions I will gladly answer :)


texts: How to create a render layer in blender python

texts:
In Blender's 'Render Layers' tab in its 'Scene' section there is a list of render layers. I wish to know how I can create a new render layer and customise that layer using a script.

For example, to create a render layer called "Characters" that only renders scene layer number 1 (ignore mask layers for now).


texts:
Suppose that I have 2 identical objects created by copy and paste. How do I move one and left the other
stay at its position ? What are the hot-keys for this and clicking options in the Blender's workspace ?


texts: Mirror vertex group (topology) isn't mirroring properly!

texts:
I'm looking for any relatively easy way to copy over the weights. I believe I might be going mad and have missed out on a simple solution...

Whenever I try to mirror the vertex group after copying the vertex group it seems to take a line/segment of the weights when copying over to the other side as opposed to the whole damn thing?

Help is much appreciated!!


texts:
If I import a Stanford ply mesh, scale it using S, export it, and import it again, the mesh data hasn't actually changed.

How can I use blender to scale the vertices contained in mesh data, and export them correctly or preserve the scale of the model?


texts: Are Blender 2.8 Halo Particles meant to render? [EDIT: Or ANY particle, for that matter!]

texts:
That's it, really.

Are Blender 2.8 Halo mode Particles meant to be seen in render – Cycles, Eevee or otherwise?

I've been running whatever the latest-latest ver. of Blender 2.8 for Win10 64 bit is, over the last few weeks, and have seeN no evidence that the Halo setting is for anything other than setup, but does anybody know For Sure??

I completely understand that this IS software in development and that Things May Change, I'm just interested in whether to bother working around the issue or not.

Q


texts: Is there some way to map different image textures to instances of linked duplicates?

texts: My understanding is that linked duplicates share an object's material properties and mesh data, but not its object transform properties. In a scene I am working on, I very much like the efficiency of having the mesh data being shared while also being able to scale and rotate instances. But I need to be able to assign a different image texture to each instance sharing the mesh's UV map (which comprises only a small portion of the mesh). If there is no way to make an actual linked duplicate do this, is there some other approach that will keep the mesh data linked?


texts:
I'm making an intro with music, and I have objects that need to move with the music. It's not on the beat, slightly random, so I can't use regular intervals.
Is there a way to do this? I'm not sure if you can use a similar method to lip syncing. Any help greatly appreciated!


texts: I'm trying to fill this hole to make a bowl out of this model. I tried patching it the hard way by taking a mesh plane and slowly transforming it to make the shape I need but I'm sure there's a faster way to do it right?


texts: How to make individual hair strands wavy?

texts:
How to make individual hair strands wavy in Blender? I tried using the kink stuff but all that is very confusing to understand and it just makes the whole hair move in strange ways. I want to stop making the hair strands being so straight all the time. I want to add a soft wavyness to it.

How can I achieve this?