texts: IK constraint following object goes haywire

texts:
So I have an armature sitting on a bicycle and have created IK constraints on the feet/legs to follow the pedals of the bike (So the pedal is the target)

The issue I'm seeing is that in object mode when I preview the animation of the pedal turning the simulation looks amazing. The second I click away, back into pose or to timeline it gets all jumbled. I'm missing something here. Any ideas?

Here is a link to a screen capture of the issue.
https://youtu.be/0a1_SQGDnW8


texts: What is the best practice for moddeling complex structures? Using a single mesh, multiple meshes or multiple objects?

texts:
I want to make a model that is big enough to have characters walk around and inside of it. I already have it roughed out (see picture), but now that I want to add detail (windows, railings, pipes...) I was wondering what the best way to do this is: keep the entire thing as a single mesh, make the details as separate meshes in the same object, or make them different objects altogether? What sections are the best to separate out?
Related to that: how do I keep everything together when the big thing is animated?

Model of the big thing. The total height is 20m. Around the 3d cursor is a human rig for scale.


texts: When trying to import a rigify rigged character from 2.79 to 2.80, the shapes disappear. Currently, the only way I know to retrieve them, is to go through the outliner, bone by bone and turn on wireframe. Has anyone found a better way to do this? Who would I contact in development to fix this? Thanks.


texts:
I'm completely new to blender but im trying to import an .obj( https://we.tl/t-X9g9ETJoBk ) into blender but I'm getting a 'location: : -1' message in the console when doing so.

can anyone help me out?


texts: How to make the sun lamp not the HDR cast shadow in Cycles?

texts: I have an object that's lit by an HDR and a sun lamp. I want that object to cast shadow by the light coming from sun lamp only. How to do that?


texts:
I'm trying to animate a bezier curve to music to create an visual equaliser type effect. I am not an experienced blender user, but I have some experience with python.

So far I have managed to put the below together which creates a curve with 64 segments, what I would like to be able to now do is to bake an fcurve for each of the segments based upon a frequency range for each. As I see it I need to create the fcurve for each of the sections and apply it to the y of the relevant bezier point. I have no idea how to do this and I can't find much in the way of information. Is it possible?

import bpy

# Create a curve with 64 divisions.
bpy.ops.curve.primitive_bezier_curve_add(enter_editmode=True)
bpy.ops.curve.subdivide(number_cuts=64)

# Cache a reference to the curve.
curve = bpy.context.active_object

obj_data = bpy.context.active_object.data

# Which parts of the curve to extrude ['HALF', 'FRONT', 'BACK', 'FULL'].
obj_data.fill_mode = 'FULL'

# Breadth of extrusion.
obj_data.extrude = 0.125

# Depth of extrusion.
# Which parts of the curve to extrude ['HALF', 'FRONT', 'BACK', 'FULL'].
obj_data.fill_mode = 'FULL'

# Breadth of extrusion.
obj_data.extrude = 0.125

# Depth of extrusion.
obj_data.bevel_depth = 0.125

# Smoothness of the segments on the curve.
obj_data.resolution_u = 20
obj_data.render_resolution_u = 32
obj_data.bevel_depth = 0.125

# Smoothness of the segments on the curve.
obj_data.resolution_u = 20
obj_data.render_resolution_u = 32

# Locate the array of bezier points.
bez_points = curve.data.splines[0].bezier_points

for i in range(0,64):
    bez_points[i].handle_left_type = 'ALIGNED'
    bez_points[i].handle_right_type =  'ALIGNED'

    bez_points[i].co.z = 0
    bez_points[i].co.x = (i**2)+20

    bez_points[i].co.y = 0

    xl = (i**2)
    xr = (i**2)+40

    bez_points[i].handle_left = (xl,y,0)
    bez_points[i].handle_right =  (xr,y,0)

    #Expression to determine the frequency range of the bars
    l = i**2 + 20
    h = (i+1)**2 + 20

# Return to object mode.
bpy.ops.object.mode_set(mode='OBJECT')

# Convert from a curve to a mesh.
bpy.ops.object.convert(target='MESH')

# Append modifiers.

subsurf_mod = bpy.curve.modifiers.new(name='Subsurf', type='SUBSURF')
stretch_mod = bpy.curve.modifiers.new(name='SimpleDeform', type='SIMPLE_DEFORM')

# Adjust modifier options.
skin_mod.use_smooth_shade = True
subsurf_mod.levels = 3
subsurf_mod.render_levels = 3
stretch_mod.deform_method = 'STRETCH'
stretch_mod.factor = 0.5

Sorry if my terminology is incorrect its all rather new to me! If someone can give me a little help or point me in the right direction, I'm struggling to piece it together from the API docs.


texts: Selecting multiple collections & all objects inside them

texts: It is possible to right click in the outliner on the collection > select objects. I would also like to select all my objects from another collection. Right clicking and > select objects automatically deselects my previously selected objects. Is there a way to select multiple collections and their content?


texts: How do I use the "Setup Tracking Scene" feature with Cycles?

texts: I'm trying to use the Setup Tracking Scene button(in the Movie Clip Editor) with Cycles. While it works fine in Blender Internal, when I switch it to Cycles, I don't get shading or shadows. Is the setup for compositing in Cycles different from Blender Internal?


texts: Painting a dog with texture paint, TOTAL NOOB

texts:
I started blender and made a model of a dog. I tried painting the dog but it would not paint in the areas I wanted it to. It paints in random spots all around. I'm stuck. Here is the picture.

As you can see, I only put the brush on the eyes, but it painted the legs and nose too. The brush did not touch any other area but the eyes


texts: Blender 2.75a: No Compute-Device for Cycles under GTX 750 Ti

texts:
I'm using Ubuntu 14.04 LTS, with a brand-new graphics card, GTX 750 Ti. I have even updated the drivers, but for some reason Blender (2.75a) doesn't seem to be allowing Cycles to render with my GPU. Even under User Preferences > System > Compute Device it says "None", with the only option in the drop-down menu being "CPU".

I'm pretty sure I purchased a decent graphics card because I bought this specially for Blender's Cycles. How can I resolve this? How do I get Blender to work with the card?

EDIT: It looks like I managed to find the answer by referring to this thread:
CUDA rendering on Linux Mint or Ubuntu variants

It seems Blender won't detect the card even if I switched to proprietary drivers. In this case, I did this:

Switch to proprietary drivers,
Installing nvidia-modprobe by typing sudo apt-get install nvidia-modprobe
Then, in the same way, I installed nvidia-cuda-toolkit

I did not need to restart the system. Just restarted Blender, and it works!


texts: can someone please explain to me what happened at 3:48 of this tutorial?

texts:
i am a complete noob trying out blender for the first time.
I am following this guy's tutorial
https://www.youtube.com/watch?v=KqZ-uUJCaAg
at 3:48 he deleted a uv sphere and added a cube, he tells the viewer to subdivided it by 2 times.
however on his screen the moment his cube was subdivided the first time. The shape turned into a ball.
My cube stayed a cube.
What happened?
i am using blender version 2.9


texts: Import custom module not working (.pyd-file)

texts:
I have a file called cmake_example.cp37-win_amd64.pyd, which I've built using pybind11 (code below). It is located in Python\Python37\Lib\site-packages.

I also have a file called test.py which is simply doing the following:

import cmake_example as m
print(m.add(39,3))
>>> 42

Everything is working just fine when I run this with the python install I have on my system.

I want to use this .pyd-file in blender, but I can't get it to import the module.

import cmake_example as m

gives the following error:

File "\test.py", line 1, in <module>
ImportError: No module named 'cmake_example'
Error: Python script fail, look in the console for now...

I've tried to place the .pyd-file according to the result I get from running

import sys
print(sys.path)

inside blender.

I'm experienced when it comes to both C++ and Blender, but not Python. However, the .pyd-file is doing everything I want outside of Blender, but not inside. Any suggestions on how to successfully import the module?

C++ code:

#include <pybind11/pybind11.h>

int add(int a, int b) {
    return a + b;
}

namespace py = pybind11;

PYBIND11_MODULE(cmake_example, m) {
    m.doc() = R"pbdoc(
        Pybind11 example plugin
        -----------------------

        .. currentmodule:: cmake_example

        .. autosummary::
           :toctree: _generate

           add
    )pbdoc";

    m.def("add", &add, R"pbdoc(
        Add two numbers

        Some other explanation about the add function.
    )pbdoc");

#ifdef VERSION_INFO
    m.attr("__version__") = VERSION_INFO;
#else
    m.attr("__version__") = "dev";
#endif
}


texts:
Once again I come for the wisedome of this forum...
I am doing a 2D GP animation of a pencil writing a letter.
I made a stroke, converted it to curve, parented the pen to an empty and a follow path constrains on the empty for the curve...
I struggled but it is working fine now...
BUT baking is reacting weird, I do get the keyframes (visual keying) but the baked animation "springs" away from the curve..l It is still doing the motion but not over the curve...
I suspect a origin/offset thing but can't figure it out on my own...
I am using blender 2.91
Thanks!
Pyrrhon


texts: Why is Blend4web's 'pick_object' giving a 'null' value?

texts:
var x = m_mouse.get_coords_x(e);
var y = m_mouse.get_coords_y(e);

var obj = m_scenes.pick_object(x, y);
console.log(obj);

This gives a null value and it does not get the object inside the mouse's 'x' and 'y' coordinates.

How can I solve this?


texts:
I want to squeeze NLA editor and Dope Sheet on Y axis to fit more objects in one screen.

For example in VSE this can be done via CTRL + MMB and dragging in prefered direction. Same thing in NLA only works for X axis or stretching timeline. In Graph Editor it works in both ways, but doesn't affect list of objects, so still lots of scrolling.

Another thing I tried, was pressing NumPad's - while hovering over the interface. In some parts of it font resizes well (like Render or Object tab), but not in NLA - it just hides all rollouts.


texts:
I have a scene with some glass windows that show through to the World background. For now, the world is just a flat color. But in post, a different background will be photoshopped in. So I need the world to be alpha.

However, the world is also a light source in the scene. I want it to be able to light the scene with its color (thus tinting the scene overall), but that causes it to tint the glass of the windows too much. This will look wrong when the real background image is added in post.

I want the windows to let the light in, and to pick up highlights and reflections from lights and objects in the room, but not to get colored by the world lighting. I'm guessing there's some combination of light path settings used on the glass or world to do this, but I can't figure it out.

Is this possible?


texts: I have made a curve shape with the lattice modifier. As soon as i click the apply button the curve shape turn flat. Any suggestion to fix.


texts: I am attempting to render an image but only the white plane that I am using in the background will render.


texts: Hi I'm having a problem with baking textures. I have done one but I don't know how to add this texture to an object to speed up rendering. The texture is visible in Viewport Shading: Texture. But rendering is as slow as before. Is it possible to turn off shadows and other things for only this object with baked texture?


texts: Play an image sequence in the game-engine

texts:
I have baked animated shadows for an object as an image sequence. Now I need to be able to play the image sequence in the BGE, how do we do that ?
I have found this tutorial but you are supposed to make a sprite sheet, and I'm dealing with a large mesh that needs at least 1024px image for the shadow map.


texts: Bmesh: how can I import custom vertex normals

texts:
I have a question concerning BMesh and custom vertex normals editing. At the moment I am writing a little blender importer for a custom data format and I am stuck with importing/manipulating custom vertex normals. I am using the bmesh module because I want to use it's functionalities before transforming the bmesh into a real mesh.

Can anyone tell me if it is possible to set the normals with bmesh? Do I need to import them with the Mesh module?

Thanks a lot in advance for any tipp!


texts: Sue and Freddie Project: Starting UV Texturing

texts:
I am a 3D modeler who worked with 3Ds Max in the past, so in this case, I am new to Blender.
Here is a brand-new character I started creating in Blender.  While I was doing fine modeling the topology mesh, I have came across a muddle.  This was despite that I had marked seams on Sue's mesh to unwrap the UV.

So in this case, in the Shader Node Editor, I had attached skin008.jpg to Base Color.  It looked OK when the mesh is displayed in Object Mode.  However, when I set the mode to "Texture Paint", the only mappings I could find within the "Texture" tab are:
Mappings: Tiled, View Plane, 3D, Random, and Stencil.

In addition, I would like to ask another question.  Can textures be painted in layers like Photoshop?  It's like how 3Ds Max had done so.
In conclusion, if anyone else knows the answer, I would gratefully appreciate it.
Thank you.


texts: How to lock the position of one of my bones?

texts: I want to move some of my bones without moving the entire rig. Is there a way to do this without unparenting the bones?


texts: making a character mesh collide with surfaces

texts:
I'm wondering if there is a way to make it so that my character mesh collides with all other surfaces in the animation process so that i don't accidentally put feet through the floor or fingers through held objects.

I was also wondering if there is a way to do this between rigs as well, like if i was animating a sword fight and i try to move one sword through the other, the other sword is automatically pushed back by the one i am moving.


texts:
I dont find any good tutorial to make a low poly car. I lose 2 weeks just to find an tutorial but nothing and I dont know what to do now. Can you help me as a text answer or pdf file or video. If he could help me, I would be very grateful.
This is for my mobile game.
Somne exemple:


texts: How to know which bone does the parent segmented bone will use to ease-out?

texts:
Originally, the bone use last bone created and connected to ease-out when it is segmented.

What if I want to change it? For example, to ease-out with the first created bone.


texts:
I am trying to toggle fullscreen and 3dview sidebar panels from python (shortcut 'shift+alt+space' and 'n' respectively). I found these commands, but I can't get them to work:
bpy.ops.screen.screen_full_area(True) # toggle full screen?
bpy.ops.wm.context_toggle(data_path="", module="") # toggle 3dview sidebar panels?

Any ideas on how I can do this?
EDIT:
This post asks my exact question: https://blenderartists.org/t/show-sidebar-3d-print-toolbox-with-python-api/1241410/2 . The answer is an operator with this line in the execute method:
context.space_data.show_region_ui ^= True

But this doesn't work for me :-(


texts:
Back-story: I'm using blender as a level editor for a game I'm making, this means I write an addon in Python to export the relevant data in my format, and manipulate the blender interface to add options I need. Fixtures and Bodies (basically shapes) are easy to represent with 2D meshes, and I use Properties to add my specific options. Whenever I can, I exploit existing blender options (like the rigid body stuff) instead of adding my own. I am no avid blender user otherwise, so I guess that makes me a noob vs all everyday users.

[TL;DR: just read from here...]

What blender object resembles/represents Box2D Joints the best? And if none is perfect, what can I start with and how do I modify it to suit my needs?

I need it to have:

Two "object properties" (references to other existing objects) which will represent which two bodies to connect. In Box2D these are called BodyA and BodyB.
Two "point/vector" properties. These would represent what specific points on the two bodies to link together. Box2D name: AnchorA and AnchorB

What would also be nice:

Have it visualize the joint between the two anchor points, if it draws a line or something that'd be great.
Really nice if it actually restricted the objects to, say, a certain distance away from each other when I move them.

[...to here]

Then, I'm sure I could add more specific properties like joint type, break strength, etc. myself through Python Property registration.

Note: I am a programmer; I'm not afraid to code.

Oh, and before you mention it: I have seen "rigid body constraints", but among other things they don't satisfy condition 2. I've also found them generally messy and hard to understand (if the constraint is already applied to a body, what does it need two parent properties for?) I'm assuming a lot of this is because they are focused towards 3D not 2D, but am open for suggestions if someone still sees an opportunity there.


texts: Why is sun lamp not projecting in parallel... and how to make faded shadows?

texts:
I'm using Blender's Internal Renderer....I have some flag shapes, with a sun lamp casting shadows. (see pic) But the sun lamp is not throwing parallel shadows on to the white plane behind it. Why? Is this a Blender bug? Also... I want to export the flags and the shadows ONLY... not the white plane... just its shadows.

And third... I want for the shadows to be somewhat faded (a lighter ghosted, transparent shadows). Any ideas. Thank you.


texts: Specify the inheritance of location, rotation, scale when parenting objects

texts:
I have these two objects A and B.
I want A to follow B but only A's location not rotation.

Everytime I use the parenting method, child object always follows every
detail with parent object.

This A object rotates but I want B not to rotate, just follow A's location.
How is it possible? Should I use other method? not parenting one?


texts: What is the technical reason that Blender cannot use OpenCL on AMD graphics cards?

texts: I have an AMD graphics card, and I want to accelerate Blender using OpenCL.  However, Blender does not support the use of OpenCL acceleration with AMD cards.  What is the technical explanation for this, and will there be a fix?


texts: Creating an implant for spinal surgery - workflow questions

texts:
Pretty new to Blender here and with a pretty specific set of questions.

The situation: I'm a vet looking to operate on a dog's spine.  I want to put screws in a very specific location to avoid damaging the spinal cord (the corridor is about 4mm in diameter - I'm going to use 2.7mm screws with a 2mm hole drilled at exactly the right angle).

My strategy:  I have a CT of the spine that I have extracted into CT slicer, exported as an .stl file and made a 3D printed model of.  I am planning to 3D print guides on the left and right side of the spine that are shaped to snugly fit the spine with holes already placed to guide drilling before the screws are placed.  I have imported the .stl of the spine into blender.

My plan (halfway through completion):

Make a new cube (several thereof), size and rotate for the
approximate angle, place over the appropriate region of the spine
Add a Boolean (difference) modifier to the cube with the spine as the target
Slice the (now shaped) cube in half to give a left and right side that can be placed on the spine in surgery to fit
Make a new cylinder the right diameter and length for the drill guide.  Rotate and place into each guide, add a Boolean (difference) modifier to each guide with the cylinder as a target

My problem:

With a complicated 3D shape such as a spine, I need to carve the guides appropriately so that they can be slotted into place onto the spine from either side.
I have been doing my carving with Boolean modifiers applied to each guide and extra cubes as needed for targets to shave off appropriate areas
Sometimes the carving leaves the external mesh of the guides intact, sometimes it doesn't and I have to make new faces where old ones have been removed (not very straightforward but achievable by tabbing into edit mode, selecting edge loops via multiple vertex selection, using the C button to highlight select vertices then F to make faces where necessary)
Overall I'm getting there but this is an incredibly slow process given that I still need to print the shapes and test them for fit on my printed spine before going into surgery.

Surely there is a quicker way to do this?  I tried placing each guide on the spine and moving it along the X axis in incremental stages towards the middle (where it is supposed to be), applying Boolean modifiers along the way, but this invariably disrupts the mesh and leaves me with a million faces to recreate (and not confident I'm recreating them in the right places).

Carving as required:

Recreating faces when the carving doesn't work:


texts: Help with being unable to select a specific object

texts:
I have four objects (planes) that I have worked on, and I applied image textures, etc., and they display OK in the wireframe/solid/render views, but for some reason I now can't select them, and they aren't even showing in the outliner at all (they still show if I hide all the items in the outliner).

Any ideas? Is it something dumb that I've clicked?

I am using Blender 2.76b.


texts: How to measure total size of selected objects?

texts:
In Blender I have never, except when joining multiple objects together been able to see the total size of objects in the scene.

Is there any way to achieve this, without joining multiple objects?


texts: Can I use an material texture to represent a surface of spheres?

texts:
I can cover a ball object in particle spheres but this is very processor and memory intensive.

I was wondering if I can use the new voronoi textures in Blender 2.82 to make pseudo spheres around the surface? Obviously it won't achieve the depth effect shown balls image attached.

I'm not sure if I can fake a surface displacement with Dot-product to an emission shader or use displacement in Cycles? I would be keen to try an Eevee normal displacement if its good enough.

Currently I cannot get Voronoi texture to represent moving balls very well.


texts: How can I make a rounded indentation on a cylinder?

texts: I'm trying to do a cosmetic bottle in blender but i don't how to do this thing in the image. How to do this round edge on the cap. Can anyone help me?


texts: Compositing: Can I have multiple masks in one composite?

texts:
To have one mask on a comp it will follow this compositing node flow:

Render layerA of Mask (Alpha) -connects to- Mix (Factor)

Render layerB of BG (Image) -connects to-   Mix (Image1)

Render layerC of MaskBG (Image) -connects to- Mix (Image2)

From this one Mix node is created one complete image, but using just one masked area.

I need to create an image with multiple mask areas.  How do I do it?

The problem I run into is that I don't know what node I would need to combine multiple masks onto the one background image.

Please help.  :)


texts:
I have looked through the other things, and can't find what I am looking for. I do believe it has to do with some setting that is effecting the video card settings, but anyways I have an Nvidia GTX 1050, should be plenty to at least OPEN blender... Though, as soon as it gets opened, as I move the cursor over the screen, or click anything, the whole screen goes in and out (like my monitor is about to go out, but doesn't when Blender isn't open so it isn't the monitor). It is so annoying, like every second, so I can't even really use it, as to even attempt to make a piece of paper would cause it to go in and out 1000x times.

I have gone through the user settings and made sure it is using the Nvidia video card (I have another one Intel UHD 620), and it is. So that isn't the problem. I did change the resolution as well, as my 2in1 has a 3000x2000 and I zoom it 200% so not sure if the resolution is also not causing the issue.


texts:
I've spent a few weeks going through some excellent tutorial videos and have created a simple, rigged character. I'd now like to add some controllers using bones with custom object
What is the best way to create the control bones to get them all into the same armature? That's the case if they should be in a separate collection. When I create new bones, they go into their own armature. When I extrude or duplicate character bones they go into the character armature.
Many thanks.


texts: i'm currently trying to follow this tutorial in order to make a doughnut, however mine looks different form the one in the video. my icing seems to split into 2 when I try to pull it down, like the part I'm pulling is coming out from underneath. When in edit mode, my doughnut also seems to have some kind of layer, even though it shouldn't have one, according to the video.


texts: Graphic card performance impact on baking light

texts:
This question might be a bit of topic but currently im using a computer with a Geforce GTX 1060 6GB graphics card.
Baking the lights of certain meshes with 10k samples can take up to 8-10 hours for me.
Does any one of you guys know how much "Baking-time" can be reduced by upgrading the computer and graphic card to a GeForce RTX 3060 12GB or Geforce 3070 8GB?


texts: Adding MDD mesh cache to imported OBJ produces visual artifacts

texts:
I'm trying to import a simple test figure (Michael 4) and 60 frames of animation from DAZ to Blender. The OBJ display fine on its own, ignoring an issue with the normals on the forehead. However, once I apply a mesh cache modifier and load the MDD file, the figure's scale reduces drastically and the surface looks a mess. Moving the modifier's frame scale slider shows that the animation is indeed there. I've played with DAZ's OBJ export options, such as reversing axes and changing the scale. But the result remain the same. Perhaps someone has already encountered and solved this problem or has other recommendations?
Thank you,
d.vyd


texts:
I've struggled so much to figure out why my dragon mesh moves with the armature, except the wings, which just get stuck in place and don't move with the rest of the mesh (it's all as one object and parented). Although, I'm not sure that the object and armature have been parented corrected with weights. Below is the link to my blender file. I really need help with this and anything would be appreciated :)

https://drive.google.com/open?id=1xQ7INOLt76DE6nL1QCeCdSvZ2hn__k66


texts: I am a bit of newbie, and trying to install blender on Red Hat. I am using RHEL 6.9 and constrained to use glibc v2.12. I know this is not the latest version but I know that library is not compatible with the latest download of "blender". Anyone know of an older version in an blender archive that is compatible with glibc v2.12?


texts: Mirror modifier prevents me from weight painting

texts:
Disclaimer: I am NOT asking how to apply a mirror modifier for weight painting.
I have a low-poly model that I rigged and I am wondering why I can only use weight painting on half of my model, the right-side of it. I think that this is because I have a mirror modifier on the 3D object but am I supposed to apply it anywhere? I don't see such thing in the modifier window.
Another related-question: is it because my model is very low-poly that weight painting is very imprecise? I feel like I can only apply a weight to a vertex, but I saw several examples of smoother paint on low-poly models, I was wondering how.


texts: I dont know why my materials aren't visible, nodes aren't working

texts: I'm not sure why I can't fully edit my material in the materials tab. I tried using nodes, and I have "use nodes" clicked and that isn't working either. Help please


texts: Using Solidify and Boolean but not all meshes are filled correctly

texts: I got an object multiplied with an Array Modidifier and I used this as Boolean. Why isn't the Boolean cut filled up correctly?


texts:
The render result is below

But I would like to save the image generated by switching to alpha channel below (the black and white image)

Regular "save as" would override the alpha draw, how would I save the image from alpha channel (the black and white image)?


texts:
I search a way to dissolve a generic movie like sand effect. I animated my generic movie (down to up). But when a line come to the top of the screen I would like my text is dissolving like sand effect (wind force field left to right) and some particle take time to go to the right.

I work on Blender Render.

Currently, I am creating a Text object, convert it in a mesh and apply ParticleSystem. I add a wind force field. But when my animation start, all of my text is dissolving (Particle start at 1). Is it possible to put a force field in a tube not only the parameter, but in a cube for example and the wind work only in this cube ?

If I apply keyframe (keyframe on the particle start) on my text. When the text are near the wind the wind tube, it's works, each line dissolve. But if I change my text I need to restart all of the configuration, keyframes, etc.

I follow the tutorial from blender diplom web and some other example on web but I don't have the solution :
web link 1 and web link 2

Is it possible to have a text scrolling where each line is dissolving when this line is on the top of the screen with Blender (Rendre or Cycle).

Thanks a lot for the help.


texts: Live unwrap does not work with some objects

texts:
I'm trying to use Live Unwrap with subdivided cube's UV, no matter what vertices I pin it just does not work (I made sure that 'Live Unwrap' checkbox is checked), what am I doing wrong?

Here is the .Blend file:

Thanks in advance.


texts:
I have two separate objects, however one seems darker than the other. I've checked the normals, which seem to be all pointing outwards

Could someone please explain why the smaller object seems darker than the larger one in 3d view?


texts: Tweening for 2d strokes in grease pencil

texts: Is there any way I can tween my 2D strokes in grease pencil?


texts: How to export a mesh with armature and actions to a fbx

texts:
Im having some troubles exporting my character to an fbx.

I have a character humanoid and a custom rig for that, that has DEF bones and targets / controllers.

I animated all the targets and controllers and they follow the def so I get the animation in blender.

The problem is when I try to export it. If I export as it is it gets exported with weird bones rotation (for example a leg flipped). I tried baking too, but the animation isnt the same (for example a bone wont move). Also I tried messing with the fbx export setting but nothing. Any clue?

This happens importing it in Unity and in Blender again.

I add the .blend file too:

https://we.tl/t-924AyVEkdZ


texts:
I am trying to export this object (LEGO brick canopy) as FBX for use in UE4, but I noticed some strange normals effect/anomaly (or at least I think it has something to do with normals), and I have no clue what it is or how to solve it.
I have tried every option under Normals menu when in Edit mode but nothing has solved it.
You can see for yourselves in the picture collage below - see those differently colored triangles on sides that casts light differently in UE4 as I think they are wrong normals (all surface should look the same, of course):

Here is link to the Blender file with the mesh on ZippyShare: https://www44.zippyshare.com/v/paEX0BMo/file.html
link:
EDIT:
I just downloaded - just to test it - this brick (ID 4474) also from the most prolific LEGO 3D website called www.mecabricks.com as OBJ file and compared it to my OBJ export directly from the LDD software. To my surprise even the mesh from the absolute professionals over at that webpage HAS ALMOST EXACTLY THE SAME ISSUES, tho a bit smaller as the faces shape is a bit different, tho it is still there even with their bricks!!!
So I wonder what is it that makes it look like there are some overlapping faces tho there are none?


texts: I am not sure how I got that tilt. How can I get the viewport to be correctly aligned again?


texts: How do I create this arch in the middle of a cube?

texts:
Also, are there any techniques to do these kind of shapes in Blender?

Edit: Second part of this Q was removed. It has a new thread here


texts: Blender python (bpy) rendering incorrect depth

texts:
I am new to blender. I am trying to render RGB composite images, albedo and depth map of the context scene in blender. RGB images are rendered well, but the depth image is renderer incorrectly.
I am normalizing the input before passing it to the render layer output node.
def depth(self, normalize=True):
    self.__original(True)
    render = self.tree.nodes['Render Layers']
    composite = self.tree.nodes['Composite']
    norm = self.tree.nodes['Normalize']
    self.__linkNodes(render, norm, out=2)
    self.__linkNodes(norm, composite)

Please help me identify and fix the issue with depth rendering. Thanks


texts: Error when use: bpy.data.collections.remove(my_coll) blender 2.8

texts:
I not understand if is a bug or is my mistake,that script work fine , but i not understand tipology of error,

ERROR (bke.library): c:\b\win64_cmake_vs2017\win64_cmake_vs2017\blender.git\source\blender\blenkernel\intern\library.c:242 id_us_min: ID user decrement error: GRMyColl (from '[Main]'): 0 <= 0


texts:
As you can see in the image, after the bake was complete, some of the faces of my 3d object looks full in black, but you can see in the 3dview that faces have an texture on it. Any idea why this is happening?

Im a new user of blender, so for sure im doing something wrong.

Thanks.


texts: How do I turn off pen pressure for texture painting?

texts: I have a drawing tablet, and I can't figure our for the life of me how to turn off the pressure sensitivity for drawing in texture paint mode. Can anyone help me? Thanks.


texts: How can Edge Loops stay aligned when using the Subsurf Modifier?

texts: I manually aligned each vertext of both marked edge loops in the first image shown (additional edge loops on mudguard and the doors). When a subsurf modifier is added the gap becomes too large as shown in the second image, is there a better technique than realign vertex by vertex after adding the modifier?


texts: How do I make an ocean of independently moving objects?

texts:
Let's say I have several objects and I want to parent them to a plane that has an ocean modifier on it. The problem I'm having is that the objects move as a group instead of independently of one another. So if I have a sphere, a cone, and a cylinder and I want the ocean to consist of these objects, I would like them to all be a part of the ocean and move independently of one another, but I get one of two results:

1). The block of objects do not move independently, they move as a block

2). I can get independent movement, but only if I delete object by object until I realize I'm just down to one.

I've tried to parent objects to individual vertices, but it didn't work.

Here are the steps I followed:

Line up all objects in the order I want them
Select all objects and select plane last. Parent objects to plane (ctr + p) (I've also tried going into edit mode on the plane and parenting one object to one vertices)
Under the object panel, I used Duplifaces to duplicate according to vertices (I've also tried faces)
I added an ocean modifier to the plane, set my resolution, depth, etc

But all objects move together as a bunch of small groups. This first image shows an example of how I might want the line-up/order to be. The second image shows a what this looks like if I parent the objects to the verts. Notice that they move in groups. The only way I can hide it is by making the resolution really high, but that is going to cost me in verts/rendering load.[![Objects I want moving independently][1]][1]
[![enter image description here][2]][2]

Edit: Duarte's solution down there works very well, but there's one issue in that the objects overlap one another. I'm using a 4x4 group and have the following settings/followed the following steps:

Create plane
Modify the plane with an ocean modifier
Group target objects together (I'm using a 4x4 configuration)
Add particle system
Under Particle System > Emission add a high number (I chose 5,000). Also, select "Verts" and tick the box for Use Modifier Stack
Under Particle System > Render: tick boxes for "Unborn" and "Die." Also, the target group in the "Dupligroup" field
Under the Ocean Modifier, mess with settings to suit your project. (I've got my resolution at 4, choppiness and scale are at 1, smallest w at .01, wind velocity at 30). The biggest thing here to mess with is probably the resolution.

I have three unique objects and it looks like they are overlapping and I can't figure out how to keep them from doing so. I mess with resolution, tick on and off things like global, but no luck. Here's an image of the current issue. You can see the image highlights both a blank space and a space where objects overlap. Edit: just kidding, Stack exchange won't let me post a third photo because my reputation is less than ten, so... you'll have to go off of description.


texts:
How to resize evenly?
The part in the Youtube tutorial.


texts: How to achieve this spline and particle effect

texts:
does someone have any idea of how to achieve the following effect in Blender?

the source of this file is http://www.rawandrendered.com/camp-2016-titles

I tried to apply curves to a deformed surface, but that was a bad idea. the distribution of the curves looks like a magic texture, but working with such didn't work either.

Is this something that can be done with animation nodes? Or with a particle system?

Some advice would be helpful.
thank you in advance!

EDIT - further Question

Hi Omar,
thank you very much for help. I have deep respect for your knowledge in both math and programming. I hope the edit of this post is the right place to ask further questions.

I tried to follow your steps, but until now, i ran into two troubles. Please refer to this image:

As you mentioned, for the sake of using AN 2.0, i replaced the vector noise node with an expression node. But how can i combine the expression node with the group output? The Problem occurs at the point marked with "A" in the image above.
Second, at the point marked with "B", i did not manage to get a loop output. Would you be so kind to explain how this can be achieved?

Thank you very much for your help!

*EDIT Related question: Trace visualisation in 3D - how to wrap curves onto a 3D mesh


texts: Blender Cycles 2.69 on Ubuntu Server 13.10 64bit

texts:
I trying to render an image/animation using Amazon EC2, but Cycles rendering fails with this message:

Fra:1 Mem:17.09M (0.00M, Peak 17.09M) | Mem:0.00M, Peak:0.00M | Scene,
RenderLayer | Synchronizing object | Cube Illegal instruction (core
dumped)

For testing I used the Blender default scene, I only changed the rendering engine to Cycles. (To make sure it,s not some advanced feature that is broken).
Using the default Blender Renderer seems to work fine.

I installed the current version of Blender according to this instruction.

I start rendering using this command :  blender -noaudio -b test.blend -f 1

Using the default version of Blender (2.66) works for the default scene, but is not compatible with the scene I want to render (results in empty images). I would prefer to render using 2.69 instead of converting my scene for compatibility with 2.66.


texts: Change shortcut for indicate Number of Cuts (Loop Cut Tool)

texts:
Can't find a way to assign my custom shortcut to change Number of Cuts for Loop Cut Tool. Out of the box it is possible to change this number with the mouse wheel or with the Page Up and Page Down keys. But when using a graphics tablet and a pen, these combinations are terribly awkward. I want to appoint my own (Q and E) instead. How to do it?
P.S.: By the way, for most other operations that use the mouse wheel and PageUp/PageDown, I have already successfully remapped shortcuts (for example, for proportional editing). But for the number of cuts, there is no such option in the Preferences (or I did not find it).


texts: UV Editor does not preview the corresponding image texture of selected object

texts: I could've sworn that UV Editor automatically shows the corresponding texture of an object but now it's stops doing that. How do I fix this?


texts: What is the best solution for this UV problem?

texts:
I am following tutorial for an AKM and I am having trouble straightening these faces. The reason I am asking this is because the modeling and UV parts are done in 3DS MAX and I use Blender. So far, I have been able to follow along but this part is giving me some trouble. I want to straighten them because I want the texture to follow the shape of the magazine but I don't know how to do that.

I am still learning how to use TexTools and UV Squares and the Rectify option does not work, as you can see in the first image.

What is the best solution for this problem? Thank you!


texts:
I am working with blender and I am trying to add a checker board texture to a plane that is on the back ground. this is how I was able to get it:

I am not able to make it into a solid texture, that doesnt look like this but an actual checker board.

this is my workstation in blender:


texts:
I selected a bone and then tried to add another bone to the selection. But instead of the other bone getting selected, the first bone gets blue. I had to click another time on the second bone so I could actually select it.

What does the blue color indicate?

I made three clicks, I will post an image for each click, the red X indicates the bone where I clicked at.

First click

Now its blue... and the second bone is not selected

Last Click (why I had to click twice on that bone to select it?)
The second bone is a duplicate btw, there are two exact bones at the same place.


texts: Render result is worse than render view mode. It looks very flat like 2D. How to fix it?

texts: I am a newbie, using Blender 2.91 to make a sword. But my render result looks very flat like 2D, even worse than render view image. I am not satisfied with images on render view and material view mode either. Can you tell me how to fix it? I have tried to change the viewport settings and shading nodes on world, but it still didn't come to the ideal result. (I want the blade looks metal and handle looks lead.) I spent the whole afternoon but no good effect. Can you help me take a look? Thanks in advance.


texts:
I want to import FBX file from Mixamo into blender to render some animation but regardless of what settings I try the armature twists the model into unhuman positions. It functions proparly with the model so by reseting the rotation I can get the model with armature standing in Tpose but I cannot get any of the animations working because of the twisted position.

I also noticed that the animations are not realy animations, only frames that have the same values.

anybody running into this issue as well? or am I missing something important.

The settings

With Apply transforms on(actually rely gives bad results)

And the settings that I show on the pictuer only the manual orientation was different by the (laying figure) but thats not something I would be confused about...

I can un-check the use pre/post rotations but that way I achive only the same as if I reset all the bone rotations. figure in T-pose with no animation attached.

thank you everyone I am trying to figure this out for quite some time already.sorry for the lack of knowledge if Im missing something obvious.


texts:
How can I cut a sphere in half twice?
I have been able to use the bisect tool to cut a sphere in half.
However, it will not allow me to cut one of the half spheres again.
I am ulimately looking to create a visor for the helmet of a knight mesh.

Thanks


texts: How to assign different faces of the same object different materials?

texts:
I have subdivided a plane into 50 x 50 faces,
then I random selected some of those faces and saved them as a group,
I hid them with h and random selected among the other faces and made them another group.

I repeated this a couple of time, so that I had one objected which contained several groups of faces.

From this point on, I tried to select one group and assign to them one material and to another group another material and so on...basically to achieve a floor of tiles with different kind of tiles.

But, it did not work.


texts: How come when I'm sculpting with this subdivided sphere, it doesn't pick up vertices outside or inside of these four dots?

texts:
I'm following along with a youtube tutorial on how to sculpt a basemesh, here's the link if it helps:
https://www.youtube.com/watch?v=BJ6wUtR6cWo
I'm near 5:30 where he begins sculpting, but I've run into a problem; I can't select vertices within or outside of the four circled in the image below and I'm not sure why.

I've re-watched it a billion times, maybe it's to do with it being in blender 2.8 in the tutorial when I'm using 2.92? Any help would be appreciated, this is my third day modeling and first day sculpting.


texts: The title basically says it all, but not in any explanation. I have a weapon, and, for instance, it fires every 30 tics if you hold down mouse click. I am not sure how fast 30 tics is as of now, but I know I can say someone can click fast enough to shoot faster than expected and implemented. How can I have clicking also work at 30 tics in logic bricks as simple as possible?


texts: How do you animate the labels for a diagram in Blender?

texts:
I'm making this animation and the parts need to be labelled.

This means that the lines from the label to each part will be animated and so will the text be animated.

two examples showing what I'm trying to achieve, here and here.

However, please remember that the lines will have to have an entrance in some manner. This is the context:

This is the type of animations I wish for the lines: http://vimeo.com/27093074
Current .blend file.


texts:
I used skin, mirror and subdivision modifiers in my blender, but I'm having trouble not being subdivision on only one side.
I want you to help


texts: Can't get the bevel tool to do single edge curves

texts: I think I messed something up & can't get it back to normal, I used to be able to bevel one single edge ie between two vertices so that it would create a rounded edge, but now its doing corners, doesnt matter if i select two faces or one line its always doing the corners & not what I wanted. I have fresh installed blender 2.81 with no effect & also Loaded factory presets from the preferences tab but still can't get it to act normal.. The re-install done nothing as it still retained my add-ons & other preferences... How can I fix this please...


texts: How can I use my Blender models in WebGL

texts:
I would like to create WebGL applications and use Blender as a modelling tool. I don't necessarily need to translate game engine functionality to WebGL but I would like to retain as much of the UV mapping, vertex colors, materials, etc. info as possible.

I already know I should keep the polygon count low. What are the other things I should keep an eye on? (Such as don't use feature X because you won't be able to export it)

What tools do I need to learn? (WebGL framework specific plugins, generic tools like OBJ exporter)


texts: Cycles OpenEXR output way too dark when imported into After Effects

texts:
When I render to OpenEXR (multilayer) in Blender 2.80 (Cycles) and then import it back into After Effects (2019) the image looks way too dark.

What it looks like in Blender 2.80:

What it looks like in After Effects:

I've tried playing around with the color management settings in Blender but it doesn't seem to make a difference. I've tried opening the EXR in other applications like IrfanView and Photoshop but that doesn't work at all (either an error or a black image).


texts: Normal map not applied to selected faces

texts:
Following:
Blender text not being properly applied onto cylindrical object
I've created a normal map with text that I tried to apply onto a cylindrical shape:

Strangely, what happens is:

parts of text appear onto faces onto which the texture (material) has not been applied to
the UV map of the central selected faces seems to extend way outside the map
moreover, the selected faces are not scalable on X (height never changes; they can only be scaled on Y); no matter for how long I scroll the selected faces (line) over the map does not seem to have an "end"

Why?

Added map to .blend:

Text appears mirrored on the cylinder:

Fixed! Text had to be remapped and rescaled to X -1:


texts: Array + Curve modifiers - dealing with overlapped faces effectively

texts:
Is there any automatic way to avoid overlaps in sharp curve angles you can see in the screenshot?

I know I can manually select the area, delete faces and fill it using Grid Fill or so, but as I need to make countless of these, I will lose lot of time by such editing.


texts: Combined Object with different Materials but Seams are obvious

texts:
Blender fans and team,

I have created a building that for its wall, I combined a couple of different materials. I would like to mention that all of these materials, are the same Plaster (or stucco)texture, but each of them has a different decal.
The materials have colour, roughness, normal and height maps. Additionally, I have merged all the vertices.
But unfortunately, when I render (cycles) the seams between these materials are obvious. Is there anything that I could do, so to erase these seams?

Thank you


texts: render multiple frames using a for loop, stack overflow after one image. Is there anyway to avoid stacking while rendering?

texts:
I am trying to move the camera around an interested object, and then render frames along the camera trajectory. The trajectory part worked well, but when I tried to render frames and save the depth map from a node (see the attached code), I have overstack issue. Is there anyway to solve the problem?

PS: I am a newbie in Blender, so I don't even know if I did it completely wrong in the very beginning. Any suggestion would be appreciated, thanks.

SCENE_NAME='123'
viewCount = 0
stepSize=12
scene = bpy.context.scene
stickGroup = list(i for i in bpy.data.objects if 'stick' in i.name)
camera = scene.objects['Camera']

def getPath():
   myPath = savePathConfigure();
   myPath.gtSaveDIR =
   os.path.join(os.path.dirname(bpy.data.filepath), 'Dataset/'+SCENE_NAME+'/')
   myPath.outRGBpath = os.path.join(myPath.gtSaveDIR, 'RGB/')
   myPath.outDepPath = os.path.join(myPath.gtSaveDIR, 'Depth/')

   if myPath.pathConfig()=={'FINISHED'}:
      print(myPath.gtSaveDIR)

   return myPath

class getRGBHandler:
   def __init__(self, path_in):
      self.base_path = path_in

   @persistent
   def __call__(self, scene):
      bpy.context.scene.node_tree.nodes['File Output'].base_path = self.base_path
      bpy.ops.render.render(write_still=True)

class getDepthHandler:
   def __init__(self, path_in):
      self.base_path = path_in

   @persistent
   def __call__(self, scene):
      pixels = bpy.data.images['Viewer Node'].pixels
      np.save(os.path.join(self.base_path, str(viewCount)+'.npy'), pixels)

def moveCamHandler(scene):
   cameraOrigin = camera.location
   newTheta = stepSize* (math.pi/180)  # rotate the camera completely around the focused point
   # This rotating is in global coordinate system
   rotationMatrix =np.array([  [math.cos(newTheta), -math.sin(newTheta), 0.],\
                            [math.sin(newTheta), math.cos(newTheta), 0.],\
                            [0., 0., 1.]  ])
   goal = Vector(np.dot(cameraOrigin, rotationMatrix))
   gaze = Vector(np.array([0,0,0], dtype=np.double))  # look at the origin
   camera.location = goal

   gazeRay = gaze - camera.location
   camEulerAng = gazeRay.to_track_quat('-Z', 'Y').to_euler()
   camera.rotation_euler = camEulerAng

def callMyHandlers():
   saveDIR =getPath()
   myGT = groundTruthStruct(whatScene= SCENE_NAME, objectGroup = stickGroup)

   bpy.app.handlers.frame_change_pre.clear()
   bpy.app.handlers.frame_change_pre.append(getRGBHandler(saveDIR.outRGBpath))
   bpy.app.handlers.render_post.append(getDepthHandler(saveDIR.outDepPath))

# Main loop
callMyHandlers()

for i in range(30):
   scene.frame_set(i*stepSize+1)
   viewCount+=1
   scn.render.filepath = '/outputDIR/'+str(viewCount)+'.png'
   bpy.ops.render.render(write_still=True,use_viewport=True)
   scene.update()

I have a node tree like this (see image), what I want is the depth value. Directly adding a File Out Node will lose some accuracy (double -> int16).

Thanks.


texts: Screw modifier not following spiral curve

texts:
My screw modifier is not following spiral curve the way I want it to. Im using Curve Spirals > Archemedian (from the extra curve addons).
I can best explain it with an image.

I do not want it to make itself thinner and fatter periodically, but cannot find a solution.
Thanks for helping.
EDIT: File for anyone that wants it:


texts: Scripted Copy of all Materials/Material slots from another Object

texts:
How can i copy all Material settings from one object to another using Python ?

In the materials settings drop down menu in the user interface i can copy/paste materials:

Copy Material ( which calls bpy.ops.material.copy() )
Paste Material ( which calls bpy.ops.material.paste() )

When i try to call bpy.ops.material.copy() from the python console i get a {'CANCELLED'} and the subsequent bpy.ops.material.paste() does not work.


texts:
I'm new in Blender and I have a issue  with keyframes. In 3D view I have Text objects and I set keyframes. In Image Previw in Video Sequence Editor it looks all OK(objects hide and show properly how I want), but when i render it
objects show from beginning (they are keyframed to be hidden). I don't know how to fix it.


texts: Parenting Object Instancer into Matrix of Flipping Polygon Faces

texts:
It might have been answered but not sure. Anyways:
- I setup this Flipping Poly Face, basic one
- I made duplicate of Suzanne head and place it on the Center of each Face

Need to do parent to each Poly Face, but my setup is not working as expected. Probably Matrix basic, but need some pointer.

In short:
How to parent object into Poly Face ensuring when the Face is rotated, the Object follows like Vertex Parenting?

Thanks!


texts:
I want to create transparent texture using texture paint. Everything works fine but i'm just not convenient of how to preview the trasparent area. How to paint the transparent area and see the result instantly ? I'm using Blender 2.8. Eevee can't show transparent texture (i don't know if this is a bug) so i use cycle to preview. The problem is when i paint in cycle mode , it records my strokes, but doesn't update that transparent area i paint. I only can paint  black on white texture in realtime (when turn on overlay texture paint).

I just want to paint that transparent texture and see the result immediately.

Any idea ?


texts:
This is probably too many questions at once but my time is short as the semester is coming to an end and I really want to work this issue out before my class time is over.  Please humor me.

Yesterday I asked how to move the vertices so that they stitch together and got two answers that worked quite well.  At first though selecting the vertices that I needed to move to the origin of the "Y" axis and scaling them to "zero Y" left a split with parallel lines of vertices because I had not set up my mesh exactly correct from the beginning of my modeling effort.  When I moved the mesh so that they them moved to that "zero Y" point I found that I could not drag them accurately.  I went a little beyond that point each time so I then scaled them again to "zero Y" and things looked better.  It would help if I knew a way to accurately move the mesh to that point.

Today I find that I cannot flip the normals so that I can see the material on the mesh.  Supposedly, according to the book I am using in class I can find it in the Mesh Tools while in Edit mode.  That command may have been there in the release of blender that the text was written to, but it doesn't appear in my 2.72 Blender.

I tried selecting all the vertices in Edit mode as directed and pressing "Ctrl-N" as directed, but all that did was make the normals appear to face the wrong way on both sides of the Mesh.  Can you help with this?
Also, Please tell me how to make Blender have only one screen after I have split it into two vertically.  It is hard to get the Properties window to show up where I want it to be when I have two windows up.


texts: Finding the sources of files that are unable to pack

texts:
I was trying to pack all textures into my blend file.
When I do this, it says

  Unable to pack file, source path '...' not found

However, in my opinion, I have fixed all the paths and I can't find any pink objects which would indicate a missing texture. I'm using Cycles materials.

How do I find out which objects still use textures in an unaccessible path?

I have tried:

opening the console to see whether it displays more information.
select every object in my scene (luckily not so many) - none of them seems to have a missing texture
Select File > External data > Report missing files - but it also displays the texture file names only, not the object names
How to find which materials use a missing texture - but the Addon fails with the error message

for node in bpy.data.materials[mat].node_tree.nodes:
AttributeError: 'NoneType' object has no attribute 'nodes'


texts: How would I set the movement scale in Blender 2.79?

texts: Now, I know how to set the global scale. What I'm concerned with is how I would set a movement scale. For example, let's say I'm extruding a cube and I need it to exactly be 20 cm/global units taller. The ideal scenario would be that in some setting, I can just take four vertices and extrude it up by 20 and it locks in as soon as I drag my mouse up. Is there any easy way of making that happen without having to resort to eyeballing or the properties menu?


texts: How can I have Screencast display keys pressed during transform operations?

texts:
I'd like for the Screencast to display keys that are pressed after a transformation is begun. For example, after I select this cube and press S to scale, I then press Z 3, but neither the Z nor the 3 are displayed:

How can I get these keys to show?


texts: How can I render an object with an hdr background?

texts:
I have an object with an hdr for the background. What do I do in Cycles to render the background with my object?

How is this different from an ordinary render in Cycles?

The hdr is a big one, 350MB.


texts: I have been trying to remove this black patch for some time now but got no lead. I surfed the internet but couldn't find a thing about this. Please help!


texts:
I placed the camera on a certain position and want to start drawing with the grease pencil, but the lines appears somewhere else. Sure I can move them in front of the camera but I want it to be aligned correctly.
Someone asked here a similar question but it doesn't work for Blender 2.9. anymore.
Attach the grease pencil to the camera
Edit
What I've tried:

I position a new camera and and set it as active camera

set it as active camera and added a blank grease pencil object.

started drawing. looking good for the first impression but

its seems that it's aligned to the first camera


texts: Change start time of camera following a path?

texts:
I made a path and have my camera following the path (Shift + A: Curve->Path) based on a youtube tutorial and this question: Camera angle should follow path angle.

However the camera starts following the path at the very beginning of my animation and instead I want the camera to be stationary for the first part and then start following the path in the middle (time-wise) of my animation.  How can I achieve this?

I tried looking in the dope sheet and I see NubsPath and Evaluation Time but I don't really see how to adjust the start time.


texts:
Okay, so I have this

and I can cut it so when I 3d print it I can take off the head and have something in side of it like an Arduino Uno and other stuff


texts: Why are my Eevee renders much slower to output than they are in a viewport?

texts:
So I have an animation I want to render out. I can play it back in near real time, at full resolution via Eevee in a viewport. However when I select "Render Animation", each frame takes in excess of 5 seconds.

I've set the Viewport and Render sampling options both to 16. I've turned off Compositing and Sequencer post processing options. The final render and viewport images look pretty much identical. What else am I missing?

(I'm using v2.80 Beta)

Any help much appreciated :-) Thanks!


texts: Tips on making materials fewer in numbers?

texts:
and thank you for taking the time.
For a while I have been working on a character concept and it is reaching the late stages of creation by now. I am happy and positive with the outcome so far, but there is one obstacle for me left.

I have to run this model and export it through a specific addon in Blender, however this addon requires me to use a maximum of 8 materials on the whole work, that is the maximum limit of the addon. Please do not ask me why!

But my work has led me to a stop for now where I am trying to work out the UV map and my materials, I have managed to cut it all down to 10 materials, but this is two materials above the requirement. I cannot remove any more, as it will mess up the UV map? I tried it out, the textures goes crazy.

However, I do use several body parts with the same material.
I already tried to use Ctrl + L to link the materials together, but it did not really resolve the issue for me and now I am at a complete halt.

I guess my question is, does anyone have tips on making the materials fewer in numbers now? Is there a way for me to merge or say make two of them go together to reduce the material count? I can't for the love of me figure this out so far, been trying many features but in vain.

Support appreciated!
Thank you in advance.


texts: fluid simulation showing and odd box instead of working

texts:
Need some help guys...

Pressing object > quick effects > fluid give me this. Whats happening.
Version 2.79.4.

Not working here.. Tried with different shapes, new scenes, with and without subdivisions.. nothing works. Only shows this odd box instead.

HElp!


texts: I have this problem where when the cloth plane falls onto the object (A smooth edge square)it jitters a lot similair to how elastic reacts when pulled and released. Im not sure what to do. Any advice?


texts: ruler shows way higher value than n>mesh display>edge info>Length. how to fix?

texts:
i made an model which i wanted to 3d print. for editing i used n>mesh display>edge info>Length. when i exported it into an stl and tryed to import my model into another program it showd that my obj was like 10m long instead of 10cm. i went back to blender and checked my distances with the ruler tool. heres what i got:

so im asking now: what do i have to do to fix that? ill take everything but an solution that makes both measurements the same would be best. cause id like to use blender for ""cad"" applications.

-laurin


texts: Using global nodes to control environment quality?

texts:
I'm working on a fairly large environment render with multiple houses, trees, grass etc. and I'm on the limit of maxing out my GPU memory. Depending on what angle I'm doing a render, I will manually hide objects outside the viewport or lower subdivions, disable displacements or make glass non reflective to avoid maxing out my GPU memory limit. It works but it's really time time consuming and I do forget to redo those changes when I switch to the next angle.
I'm curious is there a good workflow using nodes to control quality? For example if I could have a set of nodes with values from 0-5, I could somehow utilize those values on textures or controlling will some objects be visible?
I could not find any tutorial relating to this kind of workflow.


texts: Pixelated doughnut (Blender guru tutorial)

texts: Once I go from object mode to View port/ render mode. The doughnut becomes completely pixelated and i'm not able to get rid of this problem . Would really appreciate any help.


texts: Mirror modifier - the mirrored half is darker

texts:
I am working on a complex project with different 3D models I downloaded from the internet.

I have to mirror many of them relative to the global x axis (I used a plane as mirror object), but as you can see the mirrored half is darker both in solid and rendered view. The material is the same, the lighting is uniform, the normals seem to be correct and there aren't double vertices.

Also, I would very prefer to not apply the modifier

Here there is a simple .blend with one of the objects that give me this problem:


texts: How to use Blender to capture handmotion with a hand glove using flex sensor

texts:
I am doing a project that using a hand glove with flex sensor and I have to capture the hand motion of fingers and wrist.

I don't know how to connect arduino with Blender, so I searched that we have to use pyserial code for Blender. Then, I wonder how can we change from arduino code to blender code for connecting them together? And How to apply the code for the motion ?

This is the file of the hand that i downloads from Github for this kind of project. They have code already!


texts: data transfer failed in avragin the normals and blend two meshes any idea why?

texts:
i was trying to use data transfer:
in order to cancel the difference between
the base mesh and the shape that wraps on it.
for some reason it dont worked even tough it worked greately before. any idea how to solve it?


texts: Objects rotate strangely when entire mesh is rotated

texts:
When I rotate my model, or even part of the model, each object in the mesh rotates by itself.
It's like each object has it's own origin (even in the same part of mesh)
I tried setting object's parents, but that didn't work. I tried applying all modifiers, that didn't change anything. I tried changing all of the objects' origin point to 0,0,0. And that didn't work either. This still persists after joining all of the meshes together. Can anyone help?


texts: Non-Random Particle Emission from all vertices

texts:
Is there a way to control the emission of particles from a mesh vertices so that they are emitted sequentially from each vertex in turn?
If I set the emission to Random then the particles are emitted evenly from each vertex, but the sequence is indeterminate. If I set the emission to non-random then one vertex emits all of its particles first, followed by all of them from the next vertex, followed by all from the next one, and so on.
Is it possible to have the emission for individual particles in sequence. ie, given a cube with 8 vertexes to emit from 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 3, etc.
At the moment I'm just getting 1,1,1,1,1,1,1,......, 2,2,2,2,2,2,2,.....3,3,3,3,3,3,3,3.... etc.

Note : The cube started at the origin and travelled along the path shown by the particles (which are not affected by gravity). You can clearly see that they're all emitted from one vertex first, then the next (where there's a break in the line of particles), then the next. I want to be able to emit in strict sequence, one at a time.
Incidentally, I don't actually care what sequence they are emitted from, just as long as each set of (8) vertices emit in the same sequence for each set of (8) particles.

EDIT: I haven't been able to come up with a way around this and it seems the latest Blender versions don't address it. Possibly 'Everything Nodes' might eventually solve it but that's an unknown time in the future. I've raised it on the developer website as an issue : Particle Emission from Vertices non-random emission sequence. Hopefully a nice Blender developer can work some magic.


texts: Texture paint on 2nd object is not working

texts: I have created an object and drew the texture on it, it worked and still works fine. Then I created another island, created and assigned another texture to it. However, Texture Paint mode doesn't work for it! I can draw only on the left side, on the texture itself, but not on the object... How can I solve it?


texts:
We set up Blender on my wife's laptop, and everything works nice so far but the Shader tab has obviously a problem with the HDRI Settings, down below I've uploaded a screenshot, has anyone had this issue already and know a solution for that?
If I open up Blender it has no HDRI selected and no light at all. I managed to make a downloaded HDRI working but the shader ball below stays black all the time, no matter what I change.
I also thought it might be a problem with her graphics or blender itself so I decided to re-install blender, but that doesnt change anything, and then i Re-installed graphic drivers to make sure it's not the graphics. But the ball still remains black...
Is it maybe a bug that it doesnt show up correctly?


texts:
I installed the PIL library using the .exe installer of the version 4.0.0 taken from this site (The Python Software Foundation website). Then I checked using the python shell if the PIL library was installed and it didn't give me error, so I assumed that's installed. Then I tried to copy from the installation folder of the library the folder named PIL into the folder C:\Program Files\Blender Foundation\Blender\2.78\python\lib. Then I tried to put in a text "import PIL", and it worked. (Before doing the copy of the folder PIL told me that no PIL modules were installed). Then I tried: "from PIL import Image" and it gave me errors. Any way to make blender use properly the PIL library?

EDIT:
The error it gave me it's the following:

Traceback (most recent call last):
File "\Text", line 1, in <module>
File "C:\Program Files\BlenderFoundation\Blender\2.78\python\lib\PIL\Image.py", line 67, in <module>
from PIL import _imaging as core
ImportError: cannot import name '_imaging'


texts: How to overlay someone (and his/her movements) in a video clip tracking eyes,face,mouth of a 3d character

texts:
I want to replace/overlay the faces and the bodies of the people that are in a video clip with a series of 3d characters of the same size and shape.

I set up 8 tracker points for the character's face and eyes in the Movie Clip Editor. The solve camera motion gives a value of 0.6,as you can see below...

After that I have added a camera solver constraint to the head/neck/clavicles bones of the character...

but when I play the animation I see that the mesh does not move correctly according to the movements of the girl that's behind it,rather it breaks. Can someone explains what can I do to fix this ?

Here you can see a video to better understand what happens. And here you can give a look inside the blender file. thanks.


texts: Particle as Hair on oval Sphere act wired, goes crazy

texts:
I changed form on a Sphere, added hair and the hair acted crazy.
Tested when Sphere is round, everything works fine. But the moment I change shape from round to oval, hair explodes from the sphere.
What's wrong here?
Add particle like hair to sphere
2. Changed the length and set hard dynamics = true
Start animation and hair will go crazy.


texts: How to bake multiple materials on a single texture

texts:
I can not bake my character's materials to a single texture for export into Unity.
When I have the "selected to active" I get an error message "no valid objects". See bottom right.

When I remove "Selected to Active", I can bake the image however the texture ends up looking like this.

So thinking this is a UV unwrap error, and using the tutorials from others. I created a new UV unwrap image. Did a smart unwrap and I get a perfect unwrap, but no baked textured image :-(....

So I short 3 tutorials later, I can't bake multiple textures from a single object onto a single textured image. I realise I must be doing something wrong ...


texts: How do I split the edges on all objects in a scene with a script?

texts:
I want to create a script that opens a blender file and splits the edges of all objects in it, perhaps ignoring those that are specified as smooth.

This is for a custom renderer that takes in blend files but interpolates ALL mesh normals from its vertices, which makes it difficult to have walls when they have a volume (i.e. their vertex normals don't match any of their faces).

It should be pretty straightforward, but blender's API comes off as strange to me, and I don't quite get the best way of doing things.

This is what I've got

import bpy
import sys

scene_file = sys.argv[sys.argv.index('--')+1]

bpy.ops.wm.open_mainfile(filepath=scene_file)
bpy.ops.object.select_all(action='DESELECT')

for i in bpy.data.objects:
    i.select = True
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.edge_split()
    bpy.ops.object.editmode_toggle()

bpy.ops.wm.save_mainfile(filepath=scene_file[:-5]+'modded.blend')

I'm kind of trying to emulate the steps I'd take on the GUI, go through every object, get into edit mode, select all vertices/faces/edges, split edges, exit edit mode and continue. But it doesn't seem to do what I want (or anything in fact).

I've also seen the bmesh.ops.split_edges(bm, edges, verts, use_verts) operator, but it requires mesh, edges and vertices, which I don't know how to retrieve from the object.

Also, I may want to make all normals consistent before splitting them just in case.


texts: Matching blender dimensions to paper cutout

texts:
I just discovered that you can export your blender model as a paper model, that you can later cut out.
https://blender.stackexchange.com/a/2353/75504
Github: https://github.com/addam/Export-Paper-Model-from-Blender
Home page: https://blenderartists.org/t/export-paper-model/476597
I tried it and for some reason no matter what I do the dimensions in blender don't match with the real model. Is there a way to deal with this, or do I have to just accept it?


texts:
I'm practising with this sphere object, and as seen in the example I have chosen a selection of faces, which I then merge by (faces), but the merged faces doing retain the sphere contour, but rather merge to a flat mesh surface. Is there a way to merge these faces but the same time the sphere retains its shape without the deformation.

Thank you.


texts: Fluid simulator not working in animation

texts: I made a cup and some liquid inside the cup using fluid simulator. The cup is animated thus moving. However the liquid would leak out the cup and would be spilled on the floor. The cup is the effector and the liquid is the flow. The liquid is shaped like a cup with a ceiling.


texts:
How should I deal with the horizon in a scene? I have tried blocking it with fog, a hill, or even water but they all tend to look tacky.

Showing none of the sky tends to make it look flat.  What should I do to make the horizons look nice instead of just cutting off into the sky?


texts: Objects in animation moving at different speeds on the same keyframe

texts: I have a crown that is composed of a gold frame and pearls. The gold frame is one object and the pearls are a second object. I hit "a" in order to select both the crown and the pearls. Then I added two key frames one of the current location then one 10 frames later of the crown rotating and moving downwards (like it is falling through the air). However, in frames 1 and 10 the pearls are in the correct location but during frames 2-9 the pearls move at a different speed and follow a different path then the crown so they don't look like they are connected to the crown when it is falling. How do i fix this?


texts:
If you have a node, it's pretty easy to get it's output in a visual form. With colors, normals, and values between 1 and 0, an Emission shader can be used with a Material-mode viewport...

...but when any node math results in a value higher or lower than 0, there's no color to represent it.

Is there any way to view these types of nodes (preferably as a number)?


texts: It seems that at times I'm able to see editable boundaries of the render region to make a small adjust to min/max X/Y and see corner grabs to adjust an X-Y boundary.   At other times I cannot get these and have to redraw the Render Region.   How do I get these adjusts to appear/disappear?


texts: inverse kinematics with bone constraints only work, if i stop cursor movement and release mouse button

texts:
Is it normal, that my inverse kinematics movement which is restricted by a bone constraint only works, if i release the mouse button?
e.g. -> movement restricted to x rotation. I can move with IK in any direction, so it "ignores" my constraint. If i release the mouse button, the position will be corrected.
video here: https://youtu.be/KavMfJzCESE
blend file:


texts:
I have a game set up that involves users selecting objects and text.

The text is contained in a separate scene with text objects which are parented to planes that have MouseOver Sensors.

The problem I am having is that if an object appears behind some text, when the user clicks on that text the game selects both the text and the object.

In this case I want the game to only select the text i.e. I want the text object to obstruct the rays to the object.

I imagine there's a setting to do this? But I can't seem to find it...


texts: Move multiple objects to new vertices in animation, assign automatically

texts:
During animation from keyframe A to keyframe B, I would like to move many objects from their starting positions to the location of vertices in an object.
Example:
Start:

End:
Is there a way to assign them automatically, getting the shortest path for all and avoiding collisions / keeping a minimum distance?
I would need to do this for dozens or hundreds of similar objects and several times, so manual is not an option.


texts: Body is deforming badly, thinking it's because of Catmull-Clark

texts:
I am very new to Blender, I watched a lot of tutorials and I'm trying to keep up and learn more, but I have been struggling with the following issue, I can't really find any answer and most of tutorials are really old.
So I am working for some models for a Dota SFM Animation. I have the models from Valve in .fbx format. They come rigged and everything is done. Basically, I got the model, tweaked some stuff (literally just scaled a couple of faces) and then retextured a bit. Everything good. But I think I created a problem after applying Catmull-Clark (I just want to improve their quality), because when I go back to Valve's SFM and animate, the body behaves very wierdly, it looks like there are literally no bones and everything is elastic.
Here I have some screenshots. I would like to know at least what causes this, where do I fix it. I really need a beginner explanation...
Here are the legs of my character in the default pose.

And then when I try to move them around a bit.... the legs just get completely deformed

And everything is like that really, feels like it's playdoh.
In my mind, what I'm guessing is when I applied Catmull-Clark I created more vertices/edges or something? And there are some unassigned vertices or something. No idea, but when using the model without Catmull-Clark, it works pretty much fine (I mean even before, Valve's models are a bit scuffed, but still way better than what I get). I really need the version with it though, it looks a lot smoother and better. As for the weight paint, I don't know, I am comparing both the old version and the new one and they're literally the same, so I'm not sure if it's from that?. I have no idea how to start on this, so everything is appreciated.
PS: If needed I can post the model but really I don't need someone to just fix it for me, because I'm going to do more models so I need to know how to fix it, so if you can please explain. Thanks a lot for reading (and sorry if it's an annoying question)
EDIT: The model:


texts: How would I make the unpainted part of a texture paint image not affect object color when mixing?

texts:
I am trying to model a face in Blender.

I am having an issue where I am trying to use texture paint to make the lips red. I have already set up a procedural skin texture for the head, which works perfectly except it also makes the lips skin-colored.

In order to fix this problem, I tried to texture paint on a red color. Unfortunately, when I created the image for the texture paint, everything was black. This made it impossible for me to combine the procedural skin texture and the texture paint image into the base color of the face without severely darkening the rest of the head.

See if this image helps:


texts:
Is it possible to rescale image textures inside the node editor?
For example lets say I load in Base Color at 4k. Is it possible to use nodes to turn this image texture to 512 with nodes?
(Just noticing when playing around with .glb's that the textures tend to make the files pretty big so it'd be nice to be able to downscale the textures for final export while working with bigger textures.)

Thanks


texts:
I would like to crop a video strip from top as well as bottom in Video Sequence Editor.  When I tried by checking the "offset" check box and the "crop" box, I am able to crop from the top, but when I crop from the bottom the whole image moves. I do this in other video Editors but I could not figure out how it can be done in Blender VSE.
Thank you.


texts: Extrude/Scale evenly in a mirrored circle

texts: I use the mirror modifier to mirror a circle shape. Now I want to add a lip on the end, but with even width all the way around. But I can't get this to work because the origin seems to be off center. Is there a way to do that?


texts: Why don't my renders reflect the updated scene?

texts:
I have a fairly simple scene with an object that had some weird artefacts due to the weird topology:

...which I mitigated by separating it into 2 standalone objects, hoping that'd give me a cleaner render:

But every time I render in both Eevee and Cycles (the final render needs to be in Eevee) I keep getting the old render (see first image) that won't reflect the changes I made.
I've come across threads mentioning how disabling the Sequencer option in the post-processing tab should fix it, but I still have the issue even with it disabled. Which is weird as I only have audio strips in my Sequencer:

Any help in troubleshooting this would be massively appreciated!
[Edit]
After trying to troubleshoot it, the issue doesn't seem to be related to the sequencer, but the actual material, which seems to be blending with an unrelated PBR one in my file. (SSGI v1.4 addon enabled for context):


texts: Removing duplicated objects (from dae imports)

texts:
I work with other people who design using CAD program, i convert them using freecad.
I import those drawings as DAE files (sometimes as obj or STL, dae works best).
I do not know the cause of it, but in general their drawings contain a lot of identical objects in identical locations. So a single screw for example is repeated 4 times at exact same location (however the whole dae import uses 1 shared origin by all objects).

I would like to remove all the duplicates perhaps by a script (set origin to selected object volume) then do a vertex count, and check if a similair object exists at the same location with same vertex count (screq and bolt may contain similair location but have different vertex count) so that would retain both.

Any idea on how to script it ?


texts:
https://gyazo.com/1bcb0ae93258d5d19efc42b5a008ec59

I tried parenting an object to a bone but when I rotate it it doesn't rotate as I expect, it is not supposed to leave a little gap between the horse body and the saddle, why does it rotate like that?


texts: Motion tracking: I have a solve. Now how to get the camera position for each video frame?

texts:
TLDR: I've solved camera motion for a video clip. How can I export each camera's position and rotation to "real", unconstrained camera objects?

I'm using Blender's motiong tracking tools to reconstruct 3D spaces from still images (from an old game I love). I added in two image "frames", set up a bunch of tracking points, solved it (with 0.20px error, good enough for my purposes) and clicked "Setup tracking scene" to export the whole thing to my 3D workspace. Now I can press the arrow keys to jump between frames so I can see my 3D space from each solved camera position.

But I want to export each frame's camera position to a "real" camera object so that it stays in my scene even if I delete the empties etc. How can I do this? When I look at the properties for the 3D camera object, the position and rotation values don't change as I switch between camera positions, even though the camera clearly did move several meters.
I tried selecting the camera then clicking Object -> Constraints -> Clear object constraints, but this resets to the first frame in the video clip, so I don't see how to get camera coords for subsequent frames.


texts: Clearing the Rain model's pose doesn't reset it back to it's rest position

texts:
I've been messing around with the Rain model to practice animation, but tonight when I opened up the file and starting to pose the model I noticed the lower lip was doing something weird. I tried clearing the transform of all the face control bones, Nothing. I then selected every bone in the face and cleared the transforms of everything, still nothing. Then I selected every bone in the entire rig and cleared the transforms, and still nothing.
I was worried I did something and really messed up the rig. But I noticed when clicking on the rest position button everything gets back the way it should.

I'm new to asking questions on here so I'm not sure how to upload the .blend file so I'll try doing that later if it's needed to help solve this issue, but I'm hoping someone might know what's causing this!
Thanks for all the help!!


texts: Cannot enter edit mode or change to orthographic view?

texts:
I'm a beginner to all this video creation thing and started reading the "Introduction" and "Starting" of the Doc. 2.6 Manual. At the end of "Starting" there is "Your First Animation" where I tried "1/2: A static Gingerbread Man". There I had the following problems:

After moving the camera and lamp to the 10th layer the cube was not selected anymore. I selected it by Select -> Select All by Layer. Is this correct?
After using Numpad 1 I hit Numpad 5 but the front view still remained and did not change to the orthogonal view. By the way, why should I use Numpad 1 during this example?
By pressing Tab I could not enter into Edit mode.

Could above problems result from my German keyboard and using Windows 8.1?


texts: How can I control one modifier on five different models

texts: I've made a part of an watch chain containing five different models, how can I easily control the array modifier on all of them as if they were a single object?


texts: How to make hair grow for werewolf movie

texts: Ok, so super new at Blender as in I have no idea what I'm doing. I want to use Blender as a CGI tool for indie horror film. I have a werewolf movie being made and I want to learn how to 1. Create the effect of hair growing animation. 2. Attach that animation to a scene to give the effect hair is growing from the skin.  Any tips or training guides to either is much appreciated.


texts:
Why this is happening!?

osl script:

shader TestNoise(
    vector vec = (0,0,0),

    output vector outV = (0,0,0)
){
    outV = (vec[0],vec[1],vec[2]);

}

In this case, it should not modify anything. It just passing the same value. Why is this happening?

I mean, if the public input vec is receiving the texture coordinate object vec = (x,y,z) and the outV = (vec[0],vec[ 1 ],vec[ 2 ]) is should vec = outV = (x,y,z) = (vec[ 0 ],vec[ 1 ],vec[ 2 ]), right?
In this image, instead of a black and white stripe is should not be a default checker?
I don't know, can someone explain to me?


texts: Keyframing specified object location at frame from csv data

texts:
I've been trying animate a large amount of objects based on location and frame data from an excel sheet. So far I've read through a dozen different threads both here and other forums, but I'm just not able to understand how to do it. My only previous coding experience is only a small amount of html/css, so having a slightly hard time wrapping my head around this.

Object_id,X-Loc,Y-Loc,Z-Loc,Frame
Sphere_01,0,0,0,1
Sphere_01,6,0,0,25
Sphere_01,6,-6,0,40
,,,,
Cube_01,3,3,0,1
Cube_01,3,3,10,25
Cube_01,3,3,0,40
Cube_01,10,3,0,60

This is what I use to test on. The goal is to have the script select each object, set its location at a specified frame and keyframe it. So that I can then manually tweak the transition between them if needed.

So far this is the code I have so far, partially copied from here. And i somewhat understand what it does, I think, it at least moves the sphere in the scene.

import bpy
import csv

csvfile = open('FilePath/Sphere_Anim.csv')
readcsv = csv.reader(csvfile, delimiter=',')

for i, row in enumerate (readcsv):
    if i==0: continue
    obname = row[0]
    loc = [float(x) for x in row[1:4]]
    frame = row[4]

    bpy.context.object.location = loc

Would greatly appreciate it if someone could point me in the right direction.


texts:
How to make equidistant 90deg turns with skin modifier ?

As you can see, when there is a turn, there is no regular 90 deg turn but somehow shrinked.


texts:
This might have been answered before, but my problem is a little bit more complicated. I'm porting some WW2 warship models and they have lots of different small models like cranes, anchors, lifeboats and whatnot. Each one of those models has its own material, making it absurdly complicated to export them all as textures one by one.

This is the problem I'm currently facing, as you can see on the right there are dozens of individual materials, and my goal is to join them all into a single one if possible so I don't have to export them one by one:


texts: How to move wedge directly away from center?

texts: See attached picture. How do I move the wedge(s) directly away from the "circle" center, along the same plane?


texts: I try make a model of a bottle, i started the shape from a bezier circle, though the bottle got a rounded, squared look. Extruded it up to the top of the bottle. The problem is that this bottle is not symmetric on both sides so i need in some way to scale only 1 side of the bottle, i just dont know howto. I include a photo of my blender. Would be very glad if some one could tell how to do this. I am new to blender, so this might not be best way to start with a bezier circle? Also glad for advices.


texts: Deforming a mesh in realtime (Game Engine)

texts:
I have a subdivided plane I want to act as a niveau map.

I want to change the niveau extremes' locations and want the map to display the niveau in the form of z=f(x,y) with x,y as the location of a significant niveau point and want to plot z to the plane with a function f of my choosing.

How can I change and apply the vert's location (z value)?

1) I'd like the changes to be real time. I'd like to show the movement of the niveaus with it.

2) Because of that they need to happen while the game runs

3) Yes I tried to find and change the objects vertices like this:

bpyobject=bpy.data.scenes[scenename].objects[bgeobject.name]
for vert in bpyobject.data.vertices:
    vert.co[2]=vert.co[2]+1
bpyobject.data.update()

But this only updates the mesh after the game engine ends.


texts: Adding the "render" operator to a menu (addon)

texts:
I tried to add bpy.operator.render.render() to a menu (e.g. invoked via Q key) for quick access, but the rendering operation executed via the menu runs without having the rendering image shown and without showing the rendering progress and without the ability to cancel (escape) the rendering.

If the same operator is placed within a panel the rendering operation works just as expected.

Is there a solution to having the render operation to work as expected within a pop-up menu?


texts: How to make particles of an object that is made of several arrayed objects?

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I made a lupine with an array of leaves and 3 different arrays of flowers(for different sizes of the buds). Now I want to make a particle system of this whole lupine. Is there any workaround to do it without connecting all those meshes as I really want to keep it procedural?

----edit----
So sorry I don't know why I typed array instead of particle, I mean I want to use the whole lupine in a PARTICLE system to make a bunch of them. I tried to make an instance of the collection, then put it in a collection then choose it in the particle system, but nothing comes out.


texts: How to add unique materials in duplicated bodies?

texts: I duplicated a football player but when I wanted to work in only one of them the changes of materials happend to both of them ! Please tell me how to work on materials seperatly !!!


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I am trying to learn how to use a lattice and on the image can you see what I have so far. I made the roof and the beams follow the lattice but now I also want the side walls (marked with a red color) to follow the same lattice so that I get an easy to edit shape.

I tried to create a plane and link it to the lattice but that did not work.
I tried to seperate the top vertices of the plane and let them follow the lattice. did not work.

Download the blend file here

Is there anybody here who has an idea how I can fix this?

thanks in advance


texts: Bone Problem (not bending) - Following Animated Book Tutorial

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I'm following this tutorial
https://www.youtube.com/watch?v=MDK9i9T8bwM

And one of my bones looks completely straight, but it should bend

On the other side both bones look ok, the only difference I've noticed is the connected checkbox

This is how it looks for the bone that is not working

and this is how it looks for the bone that works correctly

I'm lost, I see the parenting the same for both, same constraints, same number of segments. I checked the lattices and they are called the same, and it looks like the vertex points were defined correctly as well.

What else could it be?


texts: I imported a model from the "Blender-Kit" Addon, but there´s only Object mode available. There´s also no "Material" Propertie on the right side... Is it possible to fix this, or can´t be Models from Blender-Kit edited?


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I'm having a bit of a trouble with the curve modifier. The object seems to not be following the curve. I have checked other threads and posts about the similar problem, and I followed their given solutions. Still, the issue remains. What do you guys think might be the problem to this. I have provided a screenshot with my blend file.

http://pasteall.org/blend/index.php?id=49106


texts: So I have a cube coming back inside of another cube ( it's the trigger guard thing going inside the gun handle ) and I want it to not go inside ( merge with the handle ) thanks !


texts: I get this annoying green colour and can't figure out why is this happening I tried most of thing's but still couldn't figure out a way to fix it.


texts: How to overide custom node operator variables in the execution

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Related to the question here I wanted now to use the export custom node from the same addon. Considering that the invoke() function calls the file browser for setting the path the filename I would like to call the execution() function directly but by overriding the self.filepath variable. I've tried to follow the same trick as in the linked question, meaning:
override = {'node': bpy.data.node_groups['<node_group_name>'].nodes['VI CSV Export'], 'self.filepath':'<path_to_save_file>.csv'}
bpy.ops.node.csvexport(override, 'EXEC_DEFAULT')

But this complaints with the following error:
Error: Traceback (most recent call last):
  File "/ttsesm/blender-2.83.6-linux64/2.83/scripts/addons/vi-suite06/vi_operators.py", line 2200, in execute
    node = self.node
  File "/ttsesm/blender-2.83.6-linux64/2.83/scripts/modules/bpy_types.py", line 713, in __getattribute__
    return super().__getattribute__(attr)
AttributeError: 'NODE_OT_CSV' object has no attribute 'node'

location: /ttsesm/blender-2.83.6-linux64/2.83/scripts/modules/bpy/ops.py:199

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "/ttsesm/blender-2.83.6-linux64/2.83/scripts/modules/bpy/ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
RuntimeError: Error: Traceback (most recent call last):
  File "/ttsesm/blender-2.83.6-linux64/2.83/scripts/addons/vi-suite06/vi_operators.py", line 2200, in execute
    node = self.node
  File "/ttsesm/blender-2.83.6-linux64/2.83/scripts/modules/bpy_types.py", line 713, in __getattribute__
    return super().__getattribute__(attr)
AttributeError: 'NODE_OT_CSV' object has no attribute 'node'

location: /ttsesm/blender-2.83.6-linux64/2.83/scripts/modules/bpy/ops.py:199

My questions are why the node = self.node cannot be overridden and whether the way that I am overriding the self.filepath variable is the correct one.


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Will i have made some render below is my image.

I want just my dice to be blur. Is it possible only my dice to be blur and have the rest of the scene to be as it is. I have searched for the video and tried in node tree defocus but fail to get the effect.

 What is lacking in my node so that i can just blur the dice. Any suggestion or help . Thanks

I cant see my dise


texts: VSE: Video is imported at incorrect framerate, and setting to correct framerate desyncs audio

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I have a long video that I'd like to insert in the Blender VSE. So I open the default blend file, enable AV-sync, and add the movie strip. Somehow, the video is already the same length as the audio strip.

The default framerate is ~29.97 fps, but when I open the source in VLC it says the source framerate is about 36.

I move the playhead to around halfway through the audio strip in Blender, and it's entirely out of sync with the video. But the strips are already the same length! I tried setting the framerate to what VLC said the source's should be. Now the ends of the strips are nearly ten thousand frames apart and the synchronization problem is even worse.

I haven't been able to find suitable answers from similar questions on Stack Exchange. They're either "add a speed effect strip" (the strips are already the same length, they're just not in sync) or "make the Blender framerate match the source video framerate" (which I did).
Edit: The question marked this is marked as a duplicate as reached the same solution, but it is really a different question.