texts: How to export an Image(png / jpg) as glTF?

texts:
Sorry if I'm a complete noob, this is my first time using blender.

So far, I've managed to import the image as a plane with the addon  (import/export image as a plane), and now want to export it out as a glTF file type.

However when i do so, the exported glTF does not have the image I've placed and is empty.

I've found another forum (link) that guy stated he had a similar problem to what I was having. However, the solution which requires to uncheck/disable the transparency/z transparency, but is missing from my blender project - as seen from the first image above while in materials tab.

Maybe I am at the wrong part of blender or is there a newer solution to this issue?


texts: How do I improve bevel shading without adding more geometry?

texts: I have added an edge bevel weight on my mesh, So I wouldn't have to add more geometry and keep the mesh as clean as possible. Once I add a MatCap material on it, the corners are visible of some unclean mesh which is visible. If I add loop cuts it will clean up the topology, but it would also distort the object. So I'd like to know how to eliminate the unclean corners without adding more geometry to the mesh.


texts: Material suddenly showing up weird on one object, but is fine on other objects and in Material View

texts:
I have a wood planking material along the deck of my ship model. I'm not sure what happened but suddenly the material looks weird in Render view but fine in Material view. To emphasize, it did look good earlier and only recently started to look like this.

Edit: Some interesting findings. If I assign the material to any other face on the object it appears this same weird reflective thing. I duplicated the object and the material worked just fine on the duplicate. I'd use the duplicate, but I still wanna figure out what's going on here.


texts: Removing doubles on imported 3DXML ngon mesh

texts:
Pertaining to building objects created from the script shown in the answer here https://blender.stackexchange.com/a/42590/15543

The import data has seperate vert data for each surface, so each face can be selected and moved ( as shown in image ) which produces a lot of doubles. For example a simple cube would have 6 x 4 verts which after remove doubles would be reduced to 8.

Each surface has uv texture coordinates.

To vastly reduce the amount of verts in the scene I thought I would remove doubles.  However,  running the bpy.ops or bmesh.ops remove doubles also removes faces such as the one highlighted, leaving gaping holes in buildings.

Any suggestions on how to approach removing doubles on such meshes leaving faces intact, which can be ultimately be scripted?

If the poly is opened up like shown then remove doubles works well. If remove doubles is run on the separated but "closed" poly then remove doubles fills the holes with edges.


texts: How to hide all that not in camera field of view

texts:
How to show only that part of the scene that can be seen from the camera and hide everything that does not fall into its field of vision.

I accidentally found this hotkey before, but I can not find it now.


texts: Rendering scene background in only some frames of an animation

texts: Is there any way to render a specific scene, say the background, during only the second half of an animation while the foreground renders the entire time? For example in a 100 frame clip could I get the foreground rendering for all 100 frames but have the background only render out for frames 60-100? I'm using cycles render.


texts:
I'm using a curve with the curve modifier and array modifier to make a hose.  However, I want to be able to animate the hose easily without keyframing all the parts of the curve. I've heard people here say you can rig an object by converting the curve to a mesh but then my curve modifier wouldn't work if I tried that. Basically, I'm wondering if there is a way to animate something like my hose with modifiers not applied, in a simple way.  Hopefully this make sense.

Thanks!


texts: How to render an object without its shadow?

texts: I am trying to delete the shadow from the heart but I can't:


texts: Set scale of object by giving distance between two points

texts:
Is this possible to do in Blender:

Select two points (or two vertices, perhaps).
Specify to Blender the "target" distance between those two points.
Program will scale the entire model proportionally (in all 3 axis equally), so that the distance between those two points is satisfied.

Reason for this is, I need to scale a 3D scanned model of mine to it's physical scale, but there is no direct way for me to measure the absolute height, width, and length of the object in real life.  Instead, it would be much easier measuring between two specific points on the real object.  Then I would select the same points in blender, then give Blender the real-life measured distance for those two points, and it would scale the model accordingly.


texts: How to fix those stretches ? / UV unwrapping

texts:
How to fix those stretches ?
There's a blend file as well if needed


texts:
I need to round the edges of this object.

The bottom edges are going to be rounded in conjunction with another object, so, I guess, this should be left out right now.

I tried using the bevel tool (and a bevel modifier) on an edge (series of Blender edges), but I got the problems you see on the images. When selecting all edges, the bevel doesn't know any limit and isn't applied symmetrically.

When selecting only the edges shown (or only the other ones), I can't proceed with the rest of the bevel, and strange little artifacts appear.

FYI: The top surface is derived from an icosphere.

Without the subdivision shown above, a stair comes into existence (bad):

Whole object:


texts:
Is it Python, from the space_view3d.py or related python file, or the deeper C/C++ code that allows alignment of the header elements at the top of the 3D Viewport? You can see space after the Object dropdown, and after the Proportional editing button. What makes it stretchy or otherwise move with the rest of Blender?

I'm attempting to add a camera options dropdown to the top header within the 3D viewport, and looking to align it using python. As of right now, if I shrink/expand Blender along its width, the default header items stretch/adjust to fit the screen properly, but my item follows its own, erroneous alignment. How can I make it stretch/justify/align with the other items, and possibly have it end up by the "Object" Button, or another specific area within the header?
Image shows the item highlighted in Blue on the right.

2nd image shows item partially hidden behind other Header items after the Blender app was shrunk via the width.

Drawing inspiration from the space_view3d.py file, I have this so far for the draw:
import bpy

from bpy.utils import register_class, unregister_class

from bpy.types import (
    Header,
    Menu,
    Panel,
)
class VIEW3D_HT_cam2header(Header):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'HEADER'
    bl_label = "Camera"

    def draw(self, context):

        layout = self.layout
        layout.row(align=True)

        view = context.space_data

        layout.scale_x = 1
        layout.scale_y = 1

        obj = context.object
        view = context.space_data
        scene = context.scene

#   Camera popover.
        row = layout.row(align=True)
        row.prop(view, "lock_camera", text="", toggle=True, icon='OUTLINER_DATA_CAMERA')
        sub = row.row(align=True)
        sub.ui_units_x = 1
        sub.scale_x = 1
        sub.active = view.lock_camera
        sub.popover(
            panel="VIEW3D_PT_cam",
            text="",
        )

        layout.label(text="", icon='RNDCURVE')

class VIEW3D_PT_cam(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'HEADER'
    bl_label = "Camera Tools"

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        view = context.space_data

        row = layout.row()

        row.label(text="Options")
        row = layout.row()
#       row.operator('view3d.view_camera' , text = "", icon = "OUTLINER_OB_CAMERA")

# Class list to register
_classes = [
    VIEW3D_HT_cam2header,
    VIEW3D_PT_cam,
    ]

def register():
    for cls in _classes:
        register_class(cls)

def unregister():
    for cls in _classes:
        unregister_class(cls)

if __name__ == "__main__":
    register()

and I'm just using a row.prop that calls a Panel for the dropdown. Added the full code.
So my question is two parted:

Are the menu items in the header being positioned via python
and if so, how can I get my code to align a new menu item and make it move/stretch with the rest of them?


texts: Actions with multple objects, and general animations

texts:
I'm making a long animation, and was annoyed by how messy it got, then I learned about the NLE editor, and actions, which sounded super cool. However, now when I try to split my animations up in actions, I run into the issue that I can't animate multiple objects into one Action. I have an empty, with a camera as child. Both objects are part of one animation, but how do I animate them in one action? I tried baking but that doesn't seem to work (so far)
Also, what is the best way to animate in blender without it getting messy? I can't imagine blender movies are made with just a million random keyframes in a timeline.
My camera rigs I am trying to turn into actions:


texts: Why can't I animate my characther's face while the rest of the body is moving?

texts:
I know how to use the timeline; I can set keyframes and have characters move; but when I try to make keyframes with anything face-related, if I move/rotate/scale it in the second keyframe, that is the position/rotation/scale it has for the whole animation. I can edit the face, but I can't make it change during the animation. This means no blinking, no talking, no looking around... it's really annoying.

Does anyone know what could be causing this?

https://www.dropbox.com/s/lg0sf5cpsdbswg5/SomeIdiotsProblem.zip?dl=0


texts: How can I make 2 viewports in Blender python have the same orientation?

texts:
I have this code:

def main(context):
    for area in context.screen.areas:
        if area.type == 'VIEW_3D':
            r3d = area.spaces.active.region_3d
            view_matrix = r3d.view_matrix

How can I change the view_matrix so that it becomes something with my values? I did view_matrix[0][0] = some value etc... but it doesn't change values (and it doesn't give me errors).

So lets say I have 2 screens of 3D_VIEW with different orientations. How can I make them have the same orientation? (that's what i'm trying to do)


texts: How to make curved street with diffrent heights and an uturn?

texts: Hello everybody. New here and at Blender. As you can guess in the picture, I try to create a road with an array and two curve modifiers. After the first elevated road curve, the road should be higher than the first slope (tried to represent here with the red line). One path serves for the curves themselves, the other for the height. Either it fails because of my own inexperience or because of this technique. I would be very happy to receive explanations on how to solve the problem!


texts: How do I displace a group of objects by a specified amount

texts:
Id like to move an arrangement of spheres by a specified amount in all three dimensions.

Any clues how?

Thanks!


texts: Why object deformed in Follow Path (ctrl + p)?

texts:
I'm trying this method I found in youtube: https://youtu.be/ZgdobdXzKM4
But the problem is the child/duplicated objects deformed when applying the "Follow Path". What would be the reason deformed and what would be missing settings should I configure?


texts: A part of my blender render is invisible?

texts:
For some reason, a part of the render is invisible.

It might be the material (i didnt make it), but i don't know how to fix that

https://www.dropbox.com/s/k3o1mocp7xd9nsz/CarPaintMaterialPacked.blend?dl=0

The paint was taken from this but the color was changed a bit

https://www.dropbox.com/home?preview=problem.blend

this is the problematic part of the object.


texts: control the rotation of the particle instance to face to camera

texts: Hi i want to create a lot of tree using particle . I create a master tree where it's just a simple plane and i used a tree image (with alpha channel) as the material. Then i create another plane (as ground) and apply particle system modifier and select my master tree as the instance object. Now i want to contol the rotation of the instance to always face the current camera position. is it possible ?


texts:
When I grab a parent with children assigned to it, only the parent moves. Also When I select multiple object and try to move them, only the active object (the yellow one) moves.
I must have accidentally toggled something. So, what shortcut did I accidentally hit?


texts: Strange black lines in import of FBX file from Maya 2014

texts: We tried to import an FBX file and it shows very strange black lines. Are these normals? Is it going to cause an issue? Also, trying to zoom in into this model makes it disappear. Just can't get close enough to analyze anything.


texts:
I'd like to edit my mesh in the pose position so that the wire frame is in the pose position as well.

I have "view in edit mode" enabled for the armature modifier, but it only shows the mesh in reset position.


texts:
I am working on a bumper for a truck but whenever I export it, reopen it or try it in the game it looks slightly distorted. I don't know if it has something to do with the .pim file extension (for SCS Software trucking games) but I have exported .pim files before with the problem getting solved after clearing custom split data and exporting again.
See pictures for reference:

Like I said it looks deformed in-game too.
Not the normals are always 30°.
Thank you if you can help!


texts:
Is it possible to run blender server-side, with a premade .blend file? I would like to create a web app that (using blender) renders different images, with a user-selected texture. Could anyone point me in the right direction?
I've seen https://www.blend4web.com/ but I don't think it has the option to use a pre-made blend file with a custom texture. (If it does, could someone link a tutorial?)


texts: Cut strips on subframes (soft or hard) video sequence editor

texts:
I am trying to sync a audio file with a video file.
Thee video has its own audio but the quality is poor, so I recorded the audio footage with a Dictaphone to replace the video clip's audio.
I have enabled "subframes" in "playback" menu.
so the playhead can scrub along the subframes but when I attempt to use the knife tool to make a cut, it only makes cuts on the frames and not on the playhead (in subframe)
I've been searching for quite a wile to find an answer to this with no luck.
any freed back would be appreciated.
Maybe this is a bug? When I try to make the cut the menu that pops up allowed me to type in the exact point I want to cut but once selected it rounds it down/up to the nearest frame.
The same happens when I try to put a marker along the time line.


texts: Animation Nodes: Propogate a vector path along either X "OR" Y axis randomly without overlap

texts:
I'm trying to make a maze like vector path which only has 90 degree turns and no intersection

Using a parameter loop with "Reassign" mode + a random boolean controlling which axis gets a value added i've managed to make a random 90degree only vector path as seen in the screenshot.

Now the only problem is sometimes there is overlap and i'm not sure what method to use to prevent this

Was wondering if there is anyway to do a maze pattern like the old windows xp Pipe screensaver but just propagating along going on the floor plane

Yellow= possible paths,Green= path taken


texts:
I was trying to apply a material to the object but it does not show up in Solid mode when I switch to Material mode the color shows up.

Solid Mode:

Material Mode:


texts:
I downloaded an anime model off of the internet and it has this really cool outline effect that follows the rotation of the character.

As you can see, it has an outline that constantly follows the character's rotation. This is a really awesome effect that I want to learn, but I have absolutely no clue how I could. Does anyone know what it is and/or how I can do it?


texts: Can't access custom properties of a linked characters proxy rig

texts:
I have a rigified character.
I added a custom property to the rig object to drive a shape key on the face. It works as expected in the original file: the custom property slider of the rig drives the shape key on the face.

For ease of iteration, I link the rig (as a collection) into my animation file and make a proxy out of the rig so I can animate it. Animating the rig controls works as desired.

The problem is: the Custom properties of said rig are greyed out and inaccessible in the files where the rig is linked.
This makes it impossible to animate the shape keys for the face.

Is there a way to unlock custom properties in a linked proxy rig ?
if not, is there a workaround people use to animate custom properties on a linked rig ?

Here is a screen shot of the Rig's data panel after it has been linked and proxied. if you look at the bottom, the smirk property I wish to animate is locked. Is there a way to set it up so it stays accessible even when linked, like other properties of the piccolo_rig object are ?


texts:
After successfully producing an Unwrapped UV map on my file, I saw anomalies so I looked at the Stack Exchange listing that came up when I typed my question, and found how to remove most of them by using  W> Remove Doubles.  That still left two dots (vertices?) that I don't know how to get rid of.  Can you help?

Here is the same map after removing the doubles:

Also, a related question is how to get a UV image that I next created, big enough to cover the UV Map.  (Does that make sense?)


texts: How can I turn the 'Quick Favorites' menu into a pie menu with Python?

texts:
I'm looking for a way to turn the list of quick favorites into a pie menu.
I don't want to hard code every one of them in the addon, I just want the pie menu to update automatically when I add a tool to the quick favorites.
After some digging I found out that this information is stored in the preferences, but I can't find a way to read out that list.


texts: I am working on an interior scene of a workshop, and for it I've downloaded a lot of models from sites like blendswap etc. I want to create a detailed scene however, due to all the heavy imports, the file keeps crashing. Is there anyway I can reduce the load on the file to continue working on it.


texts: Nothing in the scene appears when i hit render

texts:
Alright, this is weird. I have looked at the usual solutions to these kinda problems but they don't seem to work.
when I render nothing in the scene shows instead it renders frames from a previous file I had done. i have checked the camera icon thing too.
whats even more interesting is that when i opened a new file and tried to append the objects from the original file in the folder there was only one entity, the camera. so i opened the file to check and i found all the other objects sitting perfectly fine. ofcource the camera still renders frames from previous project.
heres the drive link to the file
edit:
here's some images for the new evolution in this problem.
enter image description here

enter image description here


texts: Is there any way to create flat transition using shaders(nodes) just like in second picture? Is it even possible with shaders? I tried constant ColorRamp but it goes half way through, not full face or triangle


texts: I was sculpting my object, and all the sudden all my brushes stopped working. When I click the object and move the brush absolutely nothing happens. I was sculpting using dyntopo and symmetry across x turned on(under active tool settings), and I applied all modifier properties before I began sculpting. I have looked through these forums already and I tried going File>Default>Load Factory Settings, and then opening my file with Load UI disabled, but it did not work. I don't know what else to do. Does anyone have any suggestions? Thanks


texts:
I'm using Blender 2.75 Cycles, I'm looking at trying to create
an atmospheric re-entry scene.

So I'm looking for a node setup to create something like this image by using particles or some alternative method. I have attempted to use the smoke simulator but the issue is my CPU is quite slow and GPU smoke rendering doesn't seem to be supported yet.


texts:
I would like to rename every collection and object I currently have selected.

Code:
import bpy

selection = bpy.context.selected_objects
for x in selection:
    x.name = 'test_' + x.name
    x.data.name = 'test_' + x.data.name

But the variable selection does not have any collections in it.


texts: Rendering ruins the scene with drastic object displacement and stretching

texts: As the screen shot shows when I render this scene the objects were completely displaced and the label stretch as compared the window render. Any ideas as to what's causing this?


texts: Object referenced by PointerProperty in Python can not be deleted properly

texts:
I am trying to replicate the functionality of Object Parent using the dropper select tool in Python (an image is attached for what exactly am I trying to replicate).:

For this purpose, I am using the PointerProperty to get a pointer to the object. Most of the functionalities work as expected, similar to the implementation above. However, if I delete the object (either using the keyboard shortcuts or the python method), it disappears from the 3D view but it is still present in bpy.data.objects. Moreover, the PointerProperty does not clear the object field as is the case with the original object parent field. I have tested this in Blender 2.79 and 2.81 with similar results. Any suggestions would be appreciated.
This is the code I am using.

import bpy
bl_info = {
    "name": "Pointer Property Test",
    "author": "Mr. Potato",
    "version": (0, 1),
    "blender": (2, 79, 0)
}

class PT_test_constraint(bpy.types.Panel):
    """Add Rigid Body Properties"""
    bl_label = "TEST PROPERTIES"
    bl_idname = "addon.test_constraint"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context= "physics"

    bpy.types.Object.test_constraint_parent = bpy.props.PointerProperty(name="Parent", type=bpy.types.Object)

    def draw(self, context):

        layout = self.layout
        col = layout.column()
        col.prop_search(context.object, "test_constraint_parent", context.scene, "objects")

def register():
    from bpy.utils import register_class
    register_class(PT_test_constraint)

def unregister():
    from bpy.utils import unregister_class
    unregister_class(PT_test_constraint)

if __name__ == "__main__":
    register()
    #unregister()


texts: Objects are slippery - how to increase the friction

texts:
I want to put a pile of books in my scene. Since I want the books to lay in a realistic way, I'm using physics to let them laydown in an automatic way.

When I animate the books, they have a strange slippery behaviour (see video). How can I add a lot more friction to the objects? Also there is a strange "explosion" when objects collide (like they intersect and this generates a strong tension and repulsion).

Here's the source file: https://blend-exchange.giantcowfilms.com/b/6vqddjMB


texts: Automatically show the texture of selected node (or selected material)

texts: Is there any way to automatically show the texture of selected node (or selected material) in the UV/image editor? When I use a lot of textures in a project, then a manual search of the appropriate texture is annoying.


texts: How to imitate Ambient Occlusion in Cycles?

texts:
I created an object with some basic shading and Ambient Occlusion switched on and thus getting the right look. Now that I need to paste it in my main project (through Append) I need the same effect but it shouldn't affect anything else but this object.

Any idea how to apply Ambient Occlusion to a particular object or imitating it somehow?


texts: How to append an object and a script at the same time

texts: I'm making a rig and I have a python interface. I want to know if there's a way to append the rig and the script at the same time.


texts:
I'd like to simulate the CO2 adsorption process in several spheres (nanoparticles). I am able to do it in one, but I am struggling when adding a second, third, etc... mainly because when introducing a second force field, the "CO2 particles" attach to the center of mass instead of each independent sphere.
Any suggestion?


texts: What's the correct way of putting these objects together to form a game-ready asset?

texts:
I am making a character that will be exported as an .fbx file to a game engine (UE4). I made the basic shape of it using multiple cubes with subsurface modifiers and a mirror modifier for the arms and legs. So I came up with the following result:

My very simple collection of cubes looks like this:

Now I need to:

Paint this character's textures (which includes UV mapping)
Rig it
Create an animation

before doing so am I supposed to join the meshes? If so then do I use a Boolean or CTRL+j? If not then do I parent every object to an armature? Please tell me what's the correct workflow for a game ready character. Thanks


texts: I am facing issue of volumetric effect in blender 2.8

texts: Volumetric light not working in render evee and cycles but fog is visible in viewport. When i render it solid color appear see imagesviewport


texts: How to turn off symmetry in texture paint mode

texts:
My question is very simple, I want to turn off mirroring in the texture paint mode (I'm using Blender 2.74 and I have tried a few older versions).
In tutorials I saw that there was a "Symmetry" tab, but I only have Brush, Texture, Texture Mask, Stroke, Curve, External and History.


texts: How can I completely remove Blender from my Mac?

texts:
Rather than continue spending time on an issue I can't resolve, I want to completely wipe Blender from my computer and reinstall it as if I'm installing it for the first time.

Steps I tried:

I selected "Load factory settings", but Blender stayed the same.
I dragged the Blender folder and zip file to the trash and Securely Emptied Trash, but when I downloaded and installed a fresh version from the Blender site, Blender still had my old settings.

Still, Blender opens with all my old settings. How can I remove all traces of Blender and install it totally new?


texts: How to extract surface triangles from a tetrahedral mesh?

texts:
I want to render a tetrahedral mesh using Blender. However, I cannot directly load the tetrahedral mesh in Blender as the file format that I have for tetrahedral meshes is not supported.
My tetrahedral file format contains vertex IDs for each tetrahedron as follow for a cube:
v 0.41 0.41 0.41
v 0.41 0.41 -0.41
v 0.41 -0.41 0.41
v 0.41 -0.41 -0.41
v -0.41 0.41 0.41
v -0.41 0.41 -0.41
v -0.41 -0.41 0.41
v -0.41 -0.41 -0.41
t 0 1 2 4
t 5 1 4 7
t 1 2 4 7
t 3 1 7 2
t 6 4 2 7

However, I'm not sure how I can and extract the surface mesh given this data. Does someone know how I can do this?


texts: There's any way to change it directly by Python, or there's any way to set by Python what node image is the active to display in viewport (Textured) and bake?


texts: Why is my face orientation moving while I orbit an object and how do I fix it?

texts: I am trying to model a transformer in Blender but the corners of my objects seem broken and deformed. I turned on face orientation and saw half of all faces were red. As a viewer of Blender Guru, I know that they need to be blue. When i orbit objects the colors change and I can't locate the red faces. How do i make all of them blue? I am still beginner and I would really appreciate some help. Thanks.


texts: When I exporting a glasscup from .blend to .obj/.fbx that have a Principled BSDF material transmission set to 1, will the glass still look transparent?


texts: `pip install bpy` Not Working (LookupError: unknown encoding: future_fstrings)

texts:
When I run pip install bpy I get this error:

Collecting bpy
  Using cached https://files.pythonhosted.org/packages/18/40/f8166da0a9c7f33bd0a942e9b86e83bd9ab07d85aabff6ffb7e0b939c3cf/bpy-1.2.3.tar.gz
    Complete output from command python setup.py egg_info:
    Traceback (most recent call last):
      File "/usr/lib/python3.7/tokenize.py", line 397, in find_cookie
        codec = lookup(encoding)
    LookupError: unknown encoding: future_fstrings

    During handling of the above exception, another exception occurred:

    Traceback (most recent call last):
      File "<string>", line 1, in <module>
      File "/usr/lib/python3.7/tokenize.py", line 449, in open
        encoding, lines = detect_encoding(buffer.readline)
      File "/usr/lib/python3.7/tokenize.py", line 436, in detect_encoding
        encoding = find_cookie(second)
      File "/usr/lib/python3.7/tokenize.py", line 405, in find_cookie
        raise SyntaxError(msg)
    SyntaxError: unknown encoding for '/tmp/pip-install-g68ruj02/bpy/setup.py': future_fstrings

    ----------------------------------------
Command "python setup.py egg_info" failed with error code 1 in /tmp/pip-install-g68ruj02/bpy/

I am using Ubuntu by the way!


texts: unwanted freestyle lines with poor-geometry sketchup import

texts:
I'm a street designer who usually works in Sketchup/AI, looking to move my rendering to Blender. Having issues with unwanted freestyle lines on an imported Sketchup model of a street design. The geometry is triangulated very irregularly due to street striping and segmented arcs from Sketchup and this seems to be causing freestyle to do strange things. I have used this freestyle line setup in the past on simpler models and it has worked well. My contour lines (pink) are appearing in the middle of the street plane and at other unexpected locations. See the attached images of the render with freestyle, screen cap with wireframes, and freestyle settings to see the issue.
I've tried edgemarking these lines and excluding them but that doesn't work. Apart from totally remodelling the road, does anyone have advice about what's going on and how to fix?
Thank you!
Pete


texts:
I'm want to animate this, but I can't access the bones, already turned on the "X-Ray"

This came from this site. In the description says it was rigged.

If you want to download the file. (You have to create an account to the site in order to download it, so I upload it on Google Drive if you want to download it. The size is 2 MB.)


texts:
I almost have no clue regarding python and scripting, and I was wondering if there is a simple script to create two nodes in the shader editor.

Something like this:

UV map → Image texture

That's it. but every time I try to copy from the info window I get errors in the console, please help!


texts: I have a problem with Blenders UI. The "Info" bar on top disappeared and the mouse pointer is misaligned. I reinstalled Blender 2 times, deleted every leftover files  but it still does the same thing. This is in v2.78c. The weird thing is that on the bottom everything works fine. Here are some images:


texts: How to add an Empty to all selected objects?

texts: I have about 30 planes and would like to add an empty to each one of them, is there a way to do it using python instead of having to do it manually?


texts: How can I create a convincing sea material in Cycles without using the ocean modifier?

texts:
I'm trying to render a sea scene animation, but using the ocean modifier and huge subdivisions isn't feasible due to the large scale. Luckily it's a calm sea and seen from quite a distance, but there still should be some kind of animated movement or shimmer you can see on a real water surface. Is it possible to do something like this in cycles?

The render shows what I currently have which is just a translucent plane with a seafloor material beneath and a slightly rough reflection of the cloud environment map.


texts: Im very new to Blender. I create a Room for UE4 but when I export it to Engine Inside this room is good but when look it from outside you can not see walls and Light goes throw it to inside. Sorry for bad english. What can I do to fix this?


texts: Bevel Modifier is Not Showing in Object Mode

texts:
I've applied a bevel modifier, and set the edge data to "weight". As you can see in the upcoming image, the modifier is working; but only in edit mode:

When I go back into edit mode, it looks like this:

Does anyone know why this might be happening? I've made sure all of my faces were quads, and I also made sure I didn't have any double vertices.Thank you for any help in advance!


texts:
Is it possible to apply a bevel to the edges of a text object after it has been converted to a mesh?
Less anyone be reticent to provide bad news, after looking at the topology, I'm doubtful myself.

This is what I'm doing:

Convert text to mesh
Using Shrinkwrap modifier, project the mesh-text onto the uneven surface of another mesh
Apply the modifier and extrude the text mesh.
(Credit to a tutorial on youtube.)

The result looks pretty awesome for my skill level. (Easier for me than using curve modifiers.) But there appears to be no practical way to apply a bevel to the edges of the text.


texts: How to export water simulation/animation from Blender into Unity?

texts: I've created a mantaflow water scene and want to export this 3D simulation/animation as fbx  into my Unity project. Is there an easy way to do this? Beginner level.


texts: Which is faster: A math node tree or an OSL shader?

texts: In terms of render times for Cycles materials, which is faster? A material node tree containing many (~20-50) math nodes or a single OSL shader script node performing the same calculation.


texts: How do I iterate over keyframes in python?

texts:
I'm trying to export animation data, but my bones never get updated from keyframe to keyframe. This is how I iterate over my actions and keyframes:

for action in bpy.data.actions:
    armature.animation_data.action = action
    bpy.ops.screen.frame_jump(0)
    bpy.context.scene.update()
    while {'FINISHED'} == bpy.ops.screen.keyframe_jump():
        bpy.context.scene.update()
        for boneName in bones_index:
            bone = armature.pose.bones[boneName]
            mat = glob_mat * mathutils.Matrix(bone.matrix)

The 'mat' variable is the bone matrix for each bone. Per frame, the 'mat' variable doesn't seem to change. For example, if I only look at the bone "Leg", the leg pose matrix doesn't seem to change keyframe to keyframe. The matrix is the correct matrix for frame 0, and it is different from my base pose. Am I not getting the pose matrices correctly? Or am I not correctly changing the scene? In the blender console, bpy.ops.screen.keyframe_jump() does exactly what I want, so I don't think that's the issue.


texts: making a blender addon (in python) that has a keyboard shortcut and works in edit mode (not object mode as per example)

texts:
I am trying to make a blender addon using this template (last example on page):
https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html

I have successfully got my addon to work with a shortcut (I override the plus and minus keys), but when flicking to edit mode, the shortcut no longer works.

The example only shows how to make a shortcut for object mode.

How can I make a shortcut for edit mode?


texts: How to Copy ( CTRL L ) Object Data to Many Objects while keeping all their Transforms ( Location Rotation & Scale )

texts:
I'm trying to build a roof with shingles.

I start with one shingle, and make 3 modifiers: 2 arrays and 1 mirror.

To reduce file size and mesh vertex I apply the modifiers, then I want to copy Object Data from the main object ( shingle ), to all the other identical objects ( object instancing ).

The problem is that it copies the location, therefore it piles them all.

When I test with simple cubes, see blend file.

The main object is the RED cube.

The array cubes are the BLUE ones.

and a new created cube is the GREY one.

It works fine when I copy Object Data from the main object, to the GREY. The grey object stays in its location.

but when I do the same thing with the BLUE objects, they pile up.

I tried to APPLY all transforms, and same thing. ( CTRL A ).

How could I "reset" the BLUE objects like if they were newly added?

I saw a similar question here but based on what I just said, there should be an easier solution.


texts:
I'm building an audio visualizer in Animation Nodes. It's working well, but there's always just a strong peak, rather than well distributed activity across the board.

I've been trying various settings in the Bake Sound node, to try and concentrate the sampling resolution on where the audio is most active, but I am still just getting a peak of activity concentrated in one area.

Here's a logarithmic spectrogram of the sound file I'm using (using Audacity). From this I'm reading that most of my frequency bands need to concentrate around 50Hz and 300Hz. Am I right?

How can I best set up the Bake Sound node to properly represent this audio?


texts:
So basically was making a tree For Game (Using Blender game engine) then I got to some point where I have no clue how to work around with (Probably something simple).

Here's an image of the problem I think it'll be quite obvious lol.

So basically, I want the white off and the leaves texture to stay. I tried so many things but nothing has come out of it.

Thank you for the help!


texts: How to have a real-time feedback in a menu/panel/pie?

texts:
In the code below, I'm invoking a custom property that redefines itself every 1 second inside of a pie menu, but in the pie, nothing is in real time, it's "stuck in time", is there a way to make it real time?

import bpy
import datetime
from bpy.types import Menu

#delete me after the first run
def every_sec():
    #bpy.context.area.tag_redraw() #didnt work
    #bpy.context.scene.update() #didnt work
    bpy.context.scene["GGG"]=str(datetime.datetime.now())[-15:-7]
    return 1
bpy.app.timers.register(every_sec)
#delete me after the first run

class Pie_menu(Menu):
    bl_label = "Some Pie Menu"

    def draw(self, context):
        layout = self.layout
        pie = layout.menu_pie()
        ups = context.tool_settings.unified_paint_settings
        sculpt = context.tool_settings.sculpt

        col = pie.column(align=True)
        col.prop(ups, "size", text="Radius", slider=False)
        col.operator("mesh.primitive_plane_add", text="Plane", icon="BLENDER")
        col.label(text=bpy.context.scene["GGG"])#THIS IS SUPPOSED TO BE REAL TIME

def register():
    bpy.utils.register_class(Pie_menu)
def unregister():
    bpy.utils.unregister_class(Pie_menu)
if __name__ == "__main__":
    register()
    bpy.ops.wm.call_menu_pie(name="Pie_menu")


texts: The yellow line is where it wants to create the loop cut. I'd like to have it go around the torso. I've tried another method with edge slide, but it didn't work because it made spikes to where the vertices were with a subdivision modifier.


texts: How to find out which modes (object, edit, weight paint, pose etc) is activated using Blender's Python API?

texts: There are buttons for switching to object mode, edit mode, pose mode and others. How to make sure which of these modes is active using Blender's Python API? Any information would help! Preferably with at least a small example of two simple buttons. For example, layers I managed to do on. off. But layers are not suitable. I will be very glad to your tips. Thank you very much!


texts: I don't have any keymap for "view selected"

texts:
I am following a tutorial and they are teaching how to configure the hotkey for "view selected" but when I try to find the actual configuration I don't see any hotkey already created:

I just installed the program, I also tried to "Load factory preferences" but still not any hotkey found for this functionality
Is it normal that I don't have these hotkeys? I know I can add this hotkey manually but I am worried my configuration has a bigger mess


texts:
Fresh cube mesh was added, and shaped into a rectangular shape. Dark blobs appear to be showing when the mesh is selected in edit mode, zoomed in enough, and with the subdivision view to 2.

When object mode is selected the blobs disappear and the mesh appears normal.

Also, when zooming out enough, the dark blobs begin to disappear.

Is this a graphical glitch, or is this a problem with the mesh itself? The mesh is very new, just pulled faces and extruded 2-3 times. Thanks!


texts: (Solved) Trying to Bake Texture from multiple materials - Blender baking UV texture problem

texts:
I'm trying to bake the lighting onto this scene, I believe I did all the steps correctly, but the texture I get when I press Bake just comes out as these diamond-shaped blobs. I tried to google and look around, but I can't find anything.

The model I'm using was made from just a plane so the bottom of it is hollow, it's all joined as one piece, save for a few point lights I put inside the houses with translucent windows as an experiment. I also have 2 sun lamps and some of the windows are using an emission material.

I checked the normals and they all seem right, I switched on Backface Culling for a second to make sure.

Is there something I'm missing in the baking settings or something? Are there things in the scene that aren't compatible with baking? I've never changed it so I'm pretty sure it's set to the default. I followed a tutorial by Blender Guru and it looks like all the same settings, so I don't know what the problem is.

Thanks for any help.

EDIT:

I added a world color and closed of the bottom of the mesh, the last image is the current baking result and all my settings. A little more of the texture managed to actually bake, but it's grainy and messed up looking.

I added an image texture node to all my materials and this is what I got now lol

EDIT 2:

Okay, so I added the image texture node to all my material and then I selected the actual mesh in edit mode, then I baked it, and it seems to have actually worked. Now I'm just messing with the clamping and the sampling to get ride of the fireflies and graininess and it seems to have actually worked. So problem solved.


texts:
I'm new here.

My problem is.... my mesh turns black, I don't know why also when I create a new object like a cube it turns black as well, I recalculated the normals and nothing happened, please help me?

What can I do for solving my problem?

Thanks for your help

Screenshot

My file


texts: Single sided materials - export to obj with backface culling

texts:
I'm creating a 3D-model of a traffic sign for a simulation software.
The problem is, that within the simulation I get some strange texture errors:

From the simulation-tool-support I got this response:

  Your faces seem to be coplanar and double-sided. Make sure they have
  proper single-side modeling and that the normals point into the right
  direction.

In the screenshot you can see, that the normals look right, and the faces are not two sided:

How can I create a material, which is only visible from one side?
The model is exported using the obj format and is then converted to flt using osgconv.


texts: How to make an object switch from a animated animation to a dynamic animation in Blender Game Engine?

texts:
I am having a problem trying to make a bullet type animation where a Sphere (The Bullet) flies forwards really fast with keyframe type animation, then converts to dynamic animation, and shatters a vase.

The Sphere works fine in Cycles Render but has issues in Blender Game. Press P to play the animation, and you'll see what I mean.

After it shoots forward it suddenly stops, instead of going into Blender Dynamics it, slowly falls, and even goes through the floor.

If you need more information please ask.

Make sure you unzip the file. Thank you!

Due to an issue with recording the animation of the sphere I couldn't provide any animation or video.


texts: How to grab individual vertex in UV editor?

texts:
I want to align a line of vertices in a UV map of an object I am modeling, but whenever I try it moves all other vertices connected to them. How do I just select a single vertex while UV modeling?
Selecting a vertex (in this case, two vertices overlapping, but the same applies when I select one)

It selects a vertex (or vertices) that are connected even though I didn't select them


texts: How to export the unfolded image I'm seeing in the UV Image Editor as an SVG?

texts:
I'm wanting to convert a 3D concave cylinder into a 2D image. I've brought it into Blender as an STL, generated a UV Image, and added a material. Looks good. I'm just learning Blender. So search results seemed to indicate that Paper Model add-in was the way to go to get 3D > 2D > SVG export.

But I can't keep it from unwrapping mesh triangles into a thousand tiny, separate packed islands. When I use Export Paper Model, I don't get what I see in the UV/Image editor: the mesh flattened. Instead, each triangle has been separated out and packed with like kind, each with their own little numbered tabs. This would be really cool for creating paper models. I get that.

But I need bigger islands: I need exactly what I'm seeing in the UV Image Editor screen. Any way I can just export that to SVG?


texts: How to subscribe_rna to a frame change in python msg_bus

texts:
I would like to subscribe to frame changes during playback or render (probably two different topics?), so I can do things like change materials on objects.  I have the following that doesn't work; perhaps I need to find the correct type for the key?
subscribe_to = bpy.types.Keyframe

def msgbus_callback3(*args):
    print("changed",args)
    print( bpy.context.scene.frame_current )
    currFrame = bpy.context.scene.frame_current
    if ( (currFrame >= 50) ):
        print("change to Material.002")
        D.objects['Cube'].material_slots[0].material = bpy.data.materials['Material.003']
    if ( (currFrame < 50)  ):
        print("change to Material.001")
        D.objects['Cube'].material_slots[0].material = bpy.data.materials['Material.001']

bpy.msgbus.clear_by_owner(owner)

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=owner,
    args=(matlID, 0, 1 ),
    notify=msgbus_callback3,
)
```


texts:
1st of all i'm a beginner in blender or in modeling in general
so my apologizes if I use the wrong terms to explain my issue.
At some point I want to "transform" a side view 2d shape, in a circular object that rotate around an edge of it.
so having this 2d shape:

that I want transform to a 3d shape with rotation around the edge in white (that is in 0,0):

To "achieve" that result above, I tried using some modifiers:

Solidify to get some thickness (of 2m here)
Array of 180 item + Empty with 2degree rotation in Z
Weld to try to enhance this aweful result

but the result is still bretty bad in the end and the generated mesh is pretty bad too (I'll export it in .stl)
So at this point I don't know what is the proper technic to achieve this kind of "circular extrusion".
In addition I'm trying to use modifiers because I didn't finished the initial shape yet and I really like the non-disruptive way.
any help would be welcome
Thanks


texts: I have a rigged object that I want to cut in half and be able to move around, but the armature deforms it

texts: I made this elephant and rigged it, and now I want to cut it in half and be able to drag the two halves away from each other. However, whenever I do this, the armature distorts and deforms the object, and it looks horrible. Is there a way to apply the armature or something so that when I bisect the object and move each half the two objects don't become distorted? Thanks!


texts: Smoothing groups, Hard / Soft edges very confusing

texts:
Asked this on rightclickselect but they said i should post it here :

Hi,

Its Christmas, so merry Christmas. With it being Christmas it gives me a bit of time to play about in blender which is nice. however i am still very confused by the mark hard soft edge / Auto smoothing in Blender. in Maya its straight forward and clear as day but in blender i find it very confusing since coming from a Max and Maya background. i watched a video where a guy set the auto smoothing to 180 degrees and them marked hard and soft edges which seemed in his video to work. i tried this with strange results. either i'm doing something super wrong or the system is a bit bazaar. then there is shade smooth and shade flat...which is again another method.

so that is 3 methods?

Auto smooth, hard/soft edge and shade smooth/Flat???

is this going to get simplified / improved with 3 methods to do the same thing is seem utterly confusing to have so many methods all of which from what i see don't really play well with each other and from what I've seen there isn't one that overrides the other. the hard and soft edges seem like the logical winner, if you set it manually that is what it should be IMO.

Perhaps someone with more Blender knowledge and experience can enlighten me to where i am going wrong. Ultimately id prefer the Maya hard and soft edge to be the way to be doing this in blender and with the auto smoothing being a default that can be manually overridden.

Thanks P


texts: How do I get the knee to bend the other direction?

texts:
I've set the pole target as child bone to the IK bone attached to the yellow bone which solved some problems. The knee now constantly bends in the exact opposite direction.

It rotates the foot. It something with rotation. In a video, I heard something about redirecting all axes, but couldn't find where because the given shortcut didn't work.


texts:
I have a VFX video project that consists of two scenes that are linked together with complex Compositing. I want to render the whole animation, but after rendering both scenes, Blender does compositing that turns everything into a black picture. However, the compositing isn't the issue because when I render any single frame, everything works right and I can see the anticipated result. I don't change anything in between; I just press the Render or Animation button. Using Cycles.

This is a screenshot of a frame rendered as a part of animation.

This is a screenshot of the very same frame rendered separately.

You can see that both have already gone through compositing so the problem has to be somewhere in difference of Still and Anim rendering.

Does anyone have any idea what's wrong? Thanks a lot.


texts: Is it possible to begin/end parent relationship with animation or keyframe?

texts:
I would like to have a parent/child relationship drive a camera pan dolly, but end the parent relationship at a set key frame.

Is it possible to keyframe or in another way animate and control parent/child relations?


texts: How to fix my project to be correctly opened by Blender versions newer than 2.82a?

texts:
I had some issues with my project created in Blender 2.82a, which is not being correctly opened by newer versions.
I created a ticket (https://developer.blender.org/T78960)  and there it was told be that "the problem is actually that your Cantos collection has an empty instancing that collection, this creates a very bad infinite loop." (https://developer.blender.org/T78960#989403).
However I don't know how to fix this error, so I always have to use 2.82a to open these projects.
Could anyone download the project (it's in the original ticket above) and show me what I have to do to fix it to be correctly opened by newer Blender versions?


texts: Smooth shading / Sub Surface / Distorted render

texts:
I'm new to Blender and have been following along tutorials on youtube and I must say, and loving it. So I've reached a gap in which I can't find any help on.

In short, I'm trying to design a grinder just as practice. Heres the the part thats giving me trouble. I created a cylinder which I shaped into the outer layer. Then I made another cylinder to place in the middle of the first one which is where the triangles will be attached to. I then attached all triangles to that cylinder and made all 3 objects into 1 as you see in the image. My problem is, when ever I turn on smooth shading, or the subdivision surface as I'm about to render, the surface on which the triangles are attached to gets warped as you see in the pics. Turning on both at the same time makes it worst as well. So when I turn both off, it looks perfectly flat again but now it looks too "blocky" as you see in the rendered image. I want it to be smooth and not ""pentagonish"" looking on the outside. Any helps is greatly appreciated as I continue to learn this amazing program.

Thanks guys

Here it is in edit mode.

So when you say I need to subdivide the large plane, you mean I have to add more loop cuts (Ctrl + R) to the plane where the triangles are on? Or do I have to select a specific part of the plane and then press w to so I can then choose subdivide?

On that note, what is the difference between adding Loop cuts and adding sub divisions? And if this is the case like you said about smoothing one big Ngon, where might I find a tutorials on the smoothing process? Thanks again

After carefully following the instructions, it still isn't working on my end. I made a cylinder, added a circle, added ARRAY and then Curve to get them perfectly circled. After erasing both the top and bottom face layer that you said, I extruded my new planes and paranted them them to the outer casing. But when I add all my cylinders to keep adding more holes, it doesn't create the walls of the tubes going in. It only makes the holes at the top and the bottom, so I undid that, used Union on boolean, which left me with the cylinders sticking out high. So I went to edit mode and grabbed their edges at the bottom and top and shortened them to the planes level inside the grinder body. But now Ive reached another obstacle. Some circles are not appearing after I do boolean....................... sigh...... I'm new to this and I know I have much to learn, but I've built that grinder body like 20 times and up in trying to learn and understand what isn't working, and I'm still stuck. I'm guessing its the geometry even tho I did use more vertices like you suggested. I guess what I'm asking now, is, how would I properly create my grinder body FROM SCRATCH properly based off the pictures I uploaded. I havent even attached the triangles because Im certain it will warp it further. Any help is appreciated

After all is done, this is what happens when I add the sub to the final body piece


texts: Using dupli-faces changes the orientation of the child object

texts:
I am trying to make an arrow of windows on a building where the lights are randomly on or off.

I am trying to use the method described in the answer for this question:
Random color on multiple multi-component objects obtained by applying an array modifier

I have made my window object, then made the "duplicator object" using a simple plane, and applying the array modifier. I selected my window object, and parented it to the duplicator plane array, and I turn on the Duplication > Faces option, and set the Scale to the proper size.

Now I have the windows multiplied, and the random effect works with the lights being on and off randomly. The problem is, that now my original window is in the right position, but all the duplicates are rotated 90 degrees.

The rotation for both the duplicator and the original window object are all zero though.

What might cause such a weird behavior? If I rotate the original window, then the duplicates will be in the right position, but then again I will have a strange stray window in the corner floating on its side...


texts: How to get matching settings for cycles and vray

texts:
I am currently testing for my dissertation, I am putting cycles up against vray to gather some data, but to keep the data fair i need to set vray up to have settings that match cycles settings. Could anyone advise me on how to go about doing this correctly as information on the subject is sparse at best.

my usual cycles settings are

SAMPLING

path tracing
clamp direct 0
clamp indirect o
light sampling 0.01
render 100

LIGHT PATHS

transparency
max 4
min 1

bounces
max 4
min 1
diffuse 4
glossy 4
Transmission 4
volume 0

shadows yes
reflective/refractive caustics off

if anyone could help shed some light on how to transfer even just the sample rate to vray for either path tracing OR branched path Tracing i would be grateful
thanks in advance


texts: Optimise triagular mesh on model for a given triangle size

texts:
Hello there Blender community!

I am a Blender noob and am helping a mate come up with a solution for a work of art that he is putting together.

Basically we are going to create a 3D model of a scale plasticine replica of the final work using photogrammetry. From there we'd like to mesh the model with triangles that will directly represent steel rods that will be welded together.

What I'd like to know is whether Blender is going to be a suitable package to optimise the number and geometry of the triangles over the model so that for a given triangle size the number of welds and amount of material used can be reduced?

Any guidance or suggestions are greatly appreciated.

Thanks,
Oliver.


texts: My exported fbx file size has gone from about 8 mb to 403 mb. Is there anyway to compress this down to a more reasonable size?

texts: The other day I finished up a test character I was working on and wanted to import it into Unity. When I exported the fbx, blender exported it fairly quickly and was only around 7.8 mb in size. Today I made some changes to the mesh and added 40 frames of animation and the file size jumped to 403 mb. I've tried exporting just the mesh and animations (no armatures, cameras, lamps, etcs) and the file size hasn't changed. I've also checked for other duplicated objects, but it looks like my character is the only top level object in the scene. I was hoping someone had some tips or advice on how to reduce this file size?


texts: Fluid simulation stays in its own space?

texts:
I am trying to make a fluid simulation in a very simple dam. I have read tons of documentation, videos and forum posts however I am not able to resolve my problem perhaps because I don't know exactly what to call this phenomenon.

As you can see the fluid is not falling down and is instead in some sort of cube that is non existent. I have messed with tons of settings but I just have no idea what is causing this.
I did use a sphere at first where the same thing happened but after a while the fluid did fall down. However it fell through the effector collision despite having a thickness. That's another problem that might or might not get resolved after this gets resolved.
Is this issue related to the domain? Some folks on reddit already told me to apply transformations to the domain and reset its Origin to Geometry. However both of those didn't do anything.

The domain


texts:
I'm rendering my project with Cycles and if i go in Preferences - System - OpenCL
Blender don't see my GPU
I've an AMD Radeon HD 6770m 1024 mb and i'm using a 2011 Mac with a 3,1 GHz intel i5.


texts:
In the NLA editor, splitting strips is just a matter of one key press.
I did not find a similarly easy way to join them again (except ctrl-z :D)

So far, what I usually did, was:

copy the last strip for reference
delete all but the first strip
adapt the length of the strip

If the strips belonged to two actions, it would even involve joining the actions by copy-paste and careful "trimming" of each action before.

Obviously, this cannot be the way how it's meant to be done :)

So my question is: How to do it correctly / efficiently and beginner-friendly?

(apologies if there is an answer to this question here. I searched the web for hours yesterday, but didn't find any)


texts: Why am I getting this shadow on the top of my pocket watch?

texts: This is driving me crazy. I've tried a bunch of lighting setups and the top is always dark like that. I think it's a shadow. I'm using a glossy material set to gold. Any help would really be appreciated.


texts: Whenever I export my blender model as OBJ, I loose mesh data

texts:
Every time I try to export my character as OBJ, and then try to use it in Mixamo, I get an issue where I lose mesh data, as can be seen in the screenshot below.
I have applied all modifiers, recalculated all normals and made sure there are no overlapping vertices by deleting doubles.
Any ideas?


texts: I need to connect the mush denser mesh of the ar with the mesh of the head :/


texts: How to get the pitch of a point relative to the camera's plane of rotation with Python API

texts:
I'd like to get the inclination of a point from the camera's plane of rotation (defined by the local y-axis).

The code I currently have to works sometimes, but not always. It works when the camera is at the global origin, but not always otherwise. Here I have a point of type Vector, and a camera.

import math
camera = ...
point = ...

point_in_local_coords = ( camera.matrix_world.inverted() * point )
angle_to_normal = Vector( (0,1,0) ).angle( point_in_local_coords )
angle_to_plane_of_rotation = math.pi / 2. - angle_to_normal

In particular, I have

point = Vector( (-1.8580, -0.9115, 3.6539) )
camera.location = (0.104775, -2.752501, 1.390733)
camera.rotation_euler = Euler( (1.5293482542037964, -0.022381655871868134, -0.09930113703012466), 'XYZ' )

yields pitch=42.5164 degrees.
I tested whether this is correct by creating an empty at the location of point, and varying the camera's field of view until the empty is in frame. Since the empty is not in frame when the camera's FOV is 96 degrees (> 42.5 * 2), I know the true pitch must be larger than the one I calculated.

My question is, what is the correct way to calcualate the pitch of a point relative to the plane of rotation defined by the camera's Y axis. Bonus points if you explain where I went wrong :)

Version info:

Blender 2.78 (sub 0)
build hash: 0b13b7a

--------UPDATE---------------

Problem solved. I didn't consider that the elevation of a point from the camera's plane of rotation is constant, but that the apparent pitch will vary as the camera rotates. In my case, the FOV can shrink as the camera approaches the point, and must grow as it rotates away. This is a 'duh' thing, but that's what I forgot about. So my testing procedure was the problem :o

Both the suggested method, the initial method, and a myriad of other ways work - so I've accepted the proposed answer. Thanks for your help!


texts: If I open a Blender file and the UI looks weird, can I move/close the UI elements to make it look like the default?

texts:
I downloaded a Blender file and opened it, and the UI looks very weird as the screen capture below. If it were other applications, like Visual Studio or something, most applications support intuitive drag-moving or closing of UI elements (like panels), but Blender works in so confusing way.

I have discovered that it has "Load UI" option in the Open dialogue, but what if I opened the file by double-clicking it. Is there a way to move/close the UI elements once it is opened, or is unchecking "Load UI" the only way?

I mean, for example, in the screen below, how can I move the Outliner from the top-left to top-right? Or How can I move the Properties from bottom to bottom-right? You know like the default Blender 2.81 UI.


texts: I want to make the shape shown in the images below, but I have a problem with the bottom side of it which I can't make. It is 12 sided and it is curved a little bit. Any ideas or ways to make it?


texts: Can you use a PNG Alpha Channel to extrude?

texts: I'm recreating some historical stone markers with the inscriptions etched in. My question is if I am able to get a png of the front etchings, would it be possible to extrude just the etching marks from the Alpha Channel and be able to boolean it into the face I want them in? I'm not very experienced in Alpha Channels in the first place, so I'm not even sure if theres a way to use them to be able to do this.


texts:
It'd be awesome to use the arrows to move the camera reference point with wasdqe, just like in walk mode, as soon as the wheel click is pressed (in addition to rotation (or translation if shift is pressed))

Is there a way to do that ?

Thanks


texts: How to enable or disable panels with the click of a button

texts: When I click on the "new" button, some panels that were disabled appear. I read their code, but I didn't understand. How do I get certain panels to appear when I click a button?


texts: Same scene 1 GPU = OK, 2 GPUs = Out of memory?

texts:
Strange, strange problem this one.

Intro:

I had cycles with these 2 GPU + CPU working well for renders.
Then, after some time, I took the 750ti out and continued working with only the 1070ti + CPU until after some time,
I put the 750ti back in and this problem appears.

what I tried already:

-install new gpu drivers

-try with experimental versions (inclusing 2.8)

Important notes:

The scene you see (my startup file),
was rendering and previewing also before i took out the 750ti out the system


texts:
I currently am unable to find the options to use the GPUs I have to render some footage in blender. Im using the Blender Rendering engine, but I dont have an option to use the GPUs, even though I enabled CUDA rendering in the preferences. Thanks for any help or insight.

My GPUs are GTX 980s, and I have the most recent driver installed.


texts:
Is there a way to extend a texture to different objects? My problem is that i have two objects and i want to scale one (in three.js) and change the position of the other. One object is upon the other and with the textures being differents the view is ruined. I must use UV Mapping.
Here is an image

Thanks!


texts: Simple texture blurred in Cycles render but not in Eevee

texts:
When I render my scene in Eevee, all works well. But in Cycles, my textures are blurred and some details disappear, even with 1500 samples and no denoising. Can you help me please ?
Thanks :) !


texts: How do you make the inside color of a cup different from the outside?

texts: I want to change the color of the interior cup but I can't seem to do it without the image texture being deleted when I attempt to transition from image texture to color. Even after the material gets duplicated.


texts: How can I get or calculcate the acceleration of animated rigid bodies in an animation?

texts:
I'm trying to simulate IMU sensors in a Blender animation in order to generate data.

Specifically, I've parented (using 3-vertex parenting) mesh cubes to a human body mesh, which I've animated using IK bones. The cubes are supposed to represent the IMU sensors. I've made them active rigid bodies, but they're currently controlled by the animation. Here are a couple of example screenshots, the red box on the left thigh is the "sensor":

I would like to get the orientation and acceleration of these cubes for every frame.

I'm already getting the orientation using the object.matrix_world.to_quaternion() API call for objects. I would like to know if there's a similar API call or approach for getting or deriving the acceleration.

I've already read this post, as well as this one, but I'd like to know if there's a more accurate approach, or even an idiomatic or conventional way this is done in Blender.


texts: How can I paint a mesh using projections of real photographs?

texts:
We have a series of real (not rendered, taken using canon cameras) photographs, arranged roughly in a sphere around a real world object.  We have used various Structure from Motion techniques to figure out precise camera pose parameters (position, quaternion, focal length) for each shot, and using that information, we successfully "scanned" this object into a mesh.  For instance, I've had a great deal of luck taking the camera information into Blender with the mesh, creating a virtual camera for each of the real world cameras, and rendering depth maps that lineup perfectly with the original photographs.

We're now interested in attempting to texture the mesh using the original photographs.  Conceptually this is simple; I position the cameras in Blender around the mesh just like I did for depth maps, and turn them into projectors (think old school slide projectors), projecting the photograph from the real world camera each represents back out onto the mesh.

The target output of this is a UV-mapped texture+mesh I can take out of Blender and into another environment, such as a game.

Can Blender do something like this?

I'm very new to Blender.  I'm aware of both (http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Painting/Projection) and (http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Painting/Projection), but at first glance this appears to be an artist driven approach rather than a mechanical one.  The end result is something we can hopefully automate in python, since there are many images.


texts:
When I extrude (vertex normals) outward, I give these faces some volume, making it no longer just plain flat faces:

https://gyazo.com/f21c91780b37273c3325a90b0a1ef6c5 (gif)

However, when I attempt to do the same but inward, you see that it does not give exactly the volume the way it does when I do it outward:

https://gyazo.com/5856edbaa9d5d491a2ad230f844078ab (gif)

I'm trying to create a shape similar to this:

I want to give the columns extrusion volume, but inward, not outward!


texts: Help with Exporting/Baking Character with Multiple Textures for Mixamo!

texts:
I'm a bit new to Blender and I'm struggling with getting a character ready for use with Mixamo.
My character is made up of multiple meshes, textures, and UV maps. From what I understand, I need to combine all my objects and textures into one? I'm trying to bake my textures, but I'm not sure how to go about baking normal, diffuse, and roughness for all of my objects and combining them. What would be the best or easiest way to do this?
I have attached my .blend file for reference. Thanks for any help or advice you can give!
https://drive.google.com/file/d/1nlCSwowyIdwv6Oh1eEEBrGYrFx2-Aqw_/view?usp=sharing


texts: How can I copy the material assigned to grease pencil2.8 strokes to other strokes?

texts:
I want to copy stroke material to another stroke.
Is that possible in Blender 2.8?


texts: I want to add keyframes for a "Dynamic Paint" modifier setting "Alpha" Using Python

texts:
When creating a brush using python I can set the Alpha state using this.
bpy.context.object.modifiers["Dynamic Paint"].brush_settings.paint_alpha = 0

However I would like to set keyframes that turn the alpha setting to 0 for a period of time then to 1 at another time using python. I can't seem to figure this one out.
you can see the problem I am trying to fix here in my latest rendering. The dynamic paint Brushes are painting even before the follow path animations are running. All of the brushes and lasers shown are generated through code.
https://www.youtube.com/watch?v=UqiVzTHOTfI


texts:
Sorry for the non descriptive title. I don't know what to call this. Basically I'd like to know if there is an easy and quick way to create bevels like this:

Essentially what are the good ways to create bevels along edges that smoothly go from one radius to another either linearly or expotentially like in the pic. I know I posted a simple cube but imagine that the surface is not flat and has many loop cuts in the middle so manually adjusting bevels is not really an option as it doesn't produce smooth results very easily or quickly.


texts: Using Cell Fracture to create a stone wall

texts:
I have been using Cell Fracture to create a stone wall to be 3d printed.
My first attempt went well:

But my second attempt hasn't, it has ended up as the following abomination. Could someone help me find out where I have gone wrong? Here is my process:

Create wall shape (1cmx10cmx2xcm in metric)
Insert Particle modifier with an emission number of 1000
Execute Cell Fracture with the following settings in the third picture
Subsurface Division with default values
Copy using "copy attributes menu" add-on
Select all and use shrink/fatten to stretch the 'rocks' to the right size

If anyone can spot where I have gone wrong that would be absolutely perfect.

UPDATE:
I have tried using own verts instead of own particles. The issue i am now facing is that the fractures do not fill the entire mesh as shown below. I am truly stumped on what to do as no matter what setting I change, It still has massive gaps.


texts:
I'm trying to create an OSL shader which will select a different texture depending on which frame I'm rendering.

I don't need it to be in OSL but I have a mixture of texture groups each with a series of texture maps and I want to render every combination of each of them.

I thought I could setup a loop and iterate through an array to do so but I can't seem to figure out how to access the current frame information.


texts:
When rigging this gun for some reason the trigger doesn't seem to response the way I intended? Why does it seem like its rotating the bottom of the trigger, and how can I fix this?
I have separated everything into vertex groups and all vertices seem to be selected I'm not sure why it's doing this.


texts:
I am making a sort of Sonic Game, and I have a rigged sonic model. It looks fine in edit, object, and pose mode

but when I try to test it, it looks like this.

Why does this happen?


texts: Problems inside the mesh using boolean modifier (2.8)

texts: I did a boolean (union) between 2 equal pieces but I got a weird problem inside of my item. I want a solid piece in order to add another boolean on it.


texts: Where is the core code that makes up Blender's ShapeKey?

texts:
I'm looking for the core C / C ++ code that makes up Blender's ShapeKey.

I'm looking for Blender standard features, not add-ons.

I know Blender is open source, but I'm an amateur about Blender.

Therefore, I don't know how the Blender code is published.

Is the original Blender code available on GitHub?

If so, where is the code for ShapeKey published?

If possible, I would like to know the location of the C / C ++ code, but if that is not possible, I would like to know the location of Python.


texts: How to automatically fit the camera to objects in the view?

texts: I'm using blender to render avatar and avatar accessories on a website, however there is a problem, when a hat, or accessory is made a bit large, the it doesn't fit in the viewport, is there anyway to make the viewport expand or move backwards to fit the entire object automatically with python?


texts: Rendering "Hand-drawn" Curves on Surfaces

texts:
As a mathematician (a topologist), I'm constantly creating diagrams similar to those shown below.

My broad goal is to make these diagrams look more professional by drawing (modeling?) them in Blender and then rendering them via NPR techniques.  The qualities that I'm looking for are:

The drawing is rendered with a "toon" or "hand-drawn" feel.
The pictures look "polished" and "crisp"

Examples of what I have in mind are renders which look like:

My problem is this: when I snap a bezier curve to the vertices of the mesh, the rendering does one of the following:

The curve "comes in and out" of the surface (i.e. the curve is puncturing the surface).
The curve is displaced from the surface and isn't flush.

My question is this: how do I draw an arbitrary smooth curve which is flush on a surface?


texts:
In my project i dont want to move the pipes on character. I subtract these area with weight painting but nothing's changed. What should i do? You can see the problem in video:
https://streamable.com/6sjqht


texts: Parent two objects, without the child getting moved by the parent

texts: Is there a way to parent an object to another, such that the parent does not move the child when it moves? I thought of adding a "negative" Child-of constraint to compensate for movement by parent, but sadly that does not exist since constraint influence can't be set below 0. Any other suggestions?


texts: Animation Nodes - Have an effector control the rotation of many objects

texts:
I am trying to wrap my head around animation nodes, I have followed This tutorial and it was easy to understand and do. However I am trying to do something a little different and I am completely lost.

In the attached picture all these objects are separated and put in a group. I would like to have my empty sphere control the rotation and falloff of each object. So I can show the tiles flipping over.

The above tutorial is only for making a grid from a single object, I don't need the grid and I have many objects. So I don't know how to convert this to what I need.

Any help with the node set up would be appreciated.


texts: I was trying to create a rain effect on grass where droplets of rain slowly slide from top to bottom of a grass stalk.So I added a plane created a vertex group and added hair particles,did some other tweaking then added another emitter object that acts a rain emitter.But the problem is the hair particles do not seem to respond to the falling droplets/particles from other plane.So,if you guys have any idea about how to achieve it any help would be appreciated.Thanks.


texts: How would you make a lizard smoothly transform into a fish in the blender cycles engine? I have seen animators do similar transformations like this and I have always wondered how. Whenever I try to look up how it is done there are no tutorials on it.


texts: Blender python, what design pattern the Operator class is designed

texts:
I'm new to Python scripting, and is confused with the design pattern it's used so I do not quite understand how this class works, here is a code example,
class HelloWorldOperator(bpy.types.Operator):
    bl_idname = "wm.hello_world"
    bl_label = "Minimal Operator"

    def execute(self, context):
        print("Hello World")
        return {'FINISHED'}

From the execute() function, how this function is called by Blender and where this 'self' and 'context' comes from remains a mysterious, it has to be somewhere in Blender to call this function.
To sum up a bit, the user defines the real function (the function to be follow a predefined pattern, the function name pattern, the return pattern etc.), then being called by Blender, what design pattern this is?


texts: Installed Blender on a machine with Core i7 CPU, 16GBs of RAM and an NVIDIA GeForce 650. I managed to run Blender twice. On the third time nothing was shown and Blender didn't load properly, even though the active icon is in the tray and the program is in the running application list of task manager. Why is this happening?


texts: Can we execute custom Python functions from driver expressions?

texts:
I have a simple function that I'd like to call from a driver Python expression.

I've run the script to define the function, but it doesn't seem to be accessible from the driver expression.

Error in Driver: The following Python expression failed:
    'myDriverFunction()'

Traceback (most recent call last):
  File "<bpy driver>", line 1, in <module>
NameError: name 'myDriverFunction' is not defined

Is it possible to modify the namespace in which drivers execute?


texts:
When I render preview my animation little twinkling particles appear.

I might have turned them on but since I'm new to Blender I don't know how to turn it off.

@Jaspa I'm sure that cycles did finish rendering. In fact, this was just a preview of a render (if that changes anything?). I'm posting another screenshot of a different position of my animation and there's no little dots to see on buildings, except on the building from a first screenshot in the distance.


texts: Make object follow a path from a specific frame (not frame 0)

texts: I created a path (Shift + A: Curve -> Path) for an object to follow, and paired them together by selecting the path, the object, hitting Ctrl + P: Follow path). The object now follows the path, however, I would like this to happen from frame 50 and not from frame 0. I tried adjusting the evaluation time of the path, but blender won't let me add any keyframes to it - what's the usual approach to doing this?


texts:
I was motion tracking a scene, after I clicked on setup tracking scene, I went to my previous saved file, which was before I clicked and on setup tracking scene, but when I came back my scene was gone, but markers remained.. and I could still play the video, but no image was showing. Also, you can see at the bottom that the video is here "scene 16-.mp4", but dunno it just disappeared.

Do you guys know what happened, or how it could be fixed?

Thanks


texts: Denoise a bunch of images with correct output names

texts:
I have a Blender project set to denoise images rendered in Source Filmmaker. It actually does de-noise the images correctly, but the problem is that the setup and output is confusing.
Regarding the setup in the compositor, let's say I have SFM render images 0-1999 (SFM output starts at frame 0), does that mean that the start frame when using the image sequence in the compositor is 1 and the end is 2000?
Regarding the output, I noticed Blender starts at frame 1, but I want it to map the first frame to frame 0 since Source Filmmaker starts at frame 0 to avoid confusion with the output file names between both programs. How can I do this?


texts: How to bake floating geometry to normal map?

texts:
For the past days I've been trying to find a way to bake floating geometry onto any mesh that's not a simple plane. Now the problem isn't as much getting the geometry to bake properly on the face that I intend to, but the fact that it creates a problem on the faces on the opposite side of the mesh.

Any help is appreciated!


texts: How to export animations with bone constraints for Unity?

texts:
I'm using Blender 2.82a and I've made first-person arms for a game I'm working on. I had to add bone constraints to avoid the infamous wrist-twisting issue (copy rotation). All of my animations are on a single timeline.
However, when I exported the FBX file, it didn't contain the bones with the restrictions which resulted in... pretty awful looking animations and plus the textures looked bad.
How do I fix this issue? I googled and saw that most posts were for older versions of Blender so I didn't want to experiment on a newer one.
I started learning 3D half a year ago, so the animations themselves aren't that great, I've uploaded the file if it'd help: :)


texts: How can I make an effect like the picture below?


texts: Blender 2.8 / Windows 10 / Python - import Module fails, pip install Module fails, pip install Wheel fails

texts:
I need to use the VTK module in a python script inside Blender.  It seems that there is no Python 3.7 version of VTK for Intel chips (and B2.8 comes with P3.7) and so I'm now trying to figure out if I need to downgrade blender, python, both, or if some other (better) solution exists.

Running Windows 10 (sadly...certainly not by choice)


texts:
I'm trying to design a car and I added a flat cylinder on the hood for the hood ornament.

Material display

Rendered display

Here's what I get when I render the hood:

The hood ornament isn't showing.

I made sure that the object wasn't ticked off in the Outliner Panel:

And also made sure that "None" wasn't selected in the "Object" tab of the Properties panel as suggested here.


texts: Fixing non-manifold edge for 3d printing

texts:
I need to print out a toothed ring but it prints out as a disk, ie with the ring filled in.  On checking the stl file in blender it has non-manifold edges and I think these confuse the printer.
I can see that the inner part of the ring is non-manifold in Edit Mode using CtrlShiftAltM.

The file is at:
https://drive.google.com/open?id=0B3_qq9691bVuSEduM3Y5bWdRY0k


texts: How to create "masking effect" with which parts of object gradually show until it's fully visible?

texts:
In After Effects I can use an alpha matte to make the parts of an object appear gradually until it's fully visible. How can I do that in Blender? Basically, I'd like to make some sort of intro like this.

https://youtu.be/Z4a89kUVDpc?t=11


texts:
How to create a "CompositorNodeMovieClip" node and load a video using the python api in the node editor.

My progress so far...

bpy.context.scene.use_nodes = True
nodes = bpy.data.scenes['Scene'].node_tree.nodes
links = bpy.data.scenes['Scene'].node_tree.links # create the movieclip node
movieClipNode = nodes.new("CompositorNodeMovieClip") # get the video clip
videoClip = bpy.data.movieclips.get( videoPath );

but videoClip is returned as null..


texts:
I am trying to export decently large scene into FBX all at once, but Blender freezes almost instantly. I tried to leave it on for an hour or so, but nothing happened. Is there any way I can do this, or do I have to export it in chunks?
The blend file is a bit over 600 MB


texts: How can I easily check if an object is linked to an other object?

texts:
Sometimes I accidently make changes to an object without noticing that it is still linked to another object.
Is there a simple way to keep an eye on object links?

I couldn't find it anywhere in the properties section or in the outliner.
Right now I usually enter edit mode, zoom out and look around to see if any other object also switched to edit mode. But this method is quiet clumsy and sometimes I forget to do that and miss the link.


texts: Blender cloud for speeding up physics simulation

texts:
I am working on cloth simulation, and I have a lot of test-and-edit cycles to do. But on my machine the test cycles - where the simulation is baked - takes too much time.
It's a simple simulation, but there are lots of frames to bake, with a highly subdivided mesh. I don't need distributed computing. I just need more processing power and RAM - so basically just blender running on a high performance server; and I don't own a server space (yet). I'd also prefer not to edit my scripts or change the work process in some other way. If need be, I can do it though.
Is there any such online/cloud based solution for blender? Blender Cloud seems to offer something else entirely.


texts: How can I assign the same bone to More Than One Bone Group?

texts: I'm a bit confused on the purpose of Bone Groups. It seems to be a way mainly to add colors to bones. But I gather that Bone Groups are also a way to make selecting a group of bones easier. That's great. The only problem is, I have a rig with color coded bones already, meaning that Bone Groups already exist for this rig, and I don't want any changes happening to those colors. It seems to me I should be able to create new Bone Groups without destroying old Bone Groups, just like one can do for Vertex Groups. Unfortunately, despite having a very similar interface as Vertex Groups, Bone Groups don't seem to work that way at all. If the reason why is that the a bone can only be one color, and not two more more colors, then I say the coloring of the bone needs to be a function that lies outside the Bone Group feature proper. That way, Bone Groups could simply be a way of creating on-the-fly multi-bone selections. Which would be really handy. As it is, I don't understand how Bone Groups really help me if I can't use them to create easy selection groups for any conceivable assortment of bones. What am I missing?


texts: Object always appears in front of the other

texts:
I'm having a problem with Blender where one object (bottom half) always appears in front of the other (top half). This doesn't occur when it is rendered.

http://imgur.com/a/NjKXX


texts: So I set up a mix shader node and added a transparent bdsf node to it and am trying to change the blend of it to alpha blend but the property tag isn't showing my blend settings.


texts:
Hi!
I'm a beginner learner and I'd like to know how to snap these three objects. I'd like to snap the two cylinders with the different faces of the cube. The short one on the left and the highest cylinder on the top of the cube. I'd like to have the center of the cylinder aligned with the center of the cube (the base of the cylinder inscribed into the face of the cube)
I'm sorry for bad explanation
I hope someone can help me
Thanks!

I add a screenshoot in which you can see what I have to do

Thanks again if someone can help me with this!


texts: Change material on part of object with other overlapping object

texts:
I learned this trick sometime ago but I have forgot.  So what I want to do is add different material to an object using other object. For example I have two cubes. One has red material and one has blue material. By overlapping those cubes I'd want the material on the overlapping part of the red cube to turn into blue.

Sample image below. Actual use would be far more complex case with no matching edges to manually set materials


texts:
I am doing a Minecraft Animations course and one of the things I need to do is to import a Minecraft world. I used Jmc2Obj and imported the Minecraft world into Blender. However, it ended up looking like this:

It's supposed to be a mesa biome but as you can see, it looks nothing like it. I immediately identified it as a texture problem. I tried going to file>external data>find missing files and locating the directory that contains the "texture.png" image and the "texture.uv" file, but that didn't fix it. Any help would be much appreciated.


texts:
I am trying to create a cylinder which is rotated 90˚ on the Y axis using, but the cylinder is over rotating to 5156˚.

Why is the cylinder over rotating and how can i rotate it only 90˚ ?

import bpy

object_size = 64.0
sce = bpy.data.scenes
for x in range(-4, 4):
    for y in range(-4, 4):
        for z in range(-1, 1):

            bpy.ops.mesh.primitive_cylinder_add(
                                location=(x, y, z),
                                rotation=(0, 90, 0),
                                radius=1.0/object_size,
                                depth=1,
                                vertices=8)

This is what the rotated cylinder looks like from the side.


texts: creating a fake origin point in the BGE?

texts:
in the figure below you'll see two separate points in time and three object. You can also see the direction object C is facing.

I am trying to replicate a false point of origin for object B at the center of object A, which will then orbit around A based on the direction of object C in the BGE using python. parenting object B and A are not allowed, in fact no parenting is allowed in this example, neither is rotating object B based on the rotation of object A.

how would I accomplish this in the bge using python?

It took me a while to figure out just how to articulate this, and to keep it clear what I want to do. I thanks for any help in advanced.

EDIT: here's what I have so far, this goes on an always sensor to python actuator on object B. It however doesn't set the angle of the object properly.

    #------------------------------------------
    print("------------------")
    import math
    import bge
    from bge import logic
    scene = bge.logic.getCurrentScene()
    cont = logic.getCurrentController()
    contrlr = bge.logic.getCurrentController()
    own = contrlr.owner
    obj = scene.objects['C']

    #horizontal
    x0= obj.worldPosition.x
    y0= obj.worldPosition.y
    y= 0
    x= 0
    (dx, dy) = (x0-x, y-y0)
    angle = math.degrees(math.atan2(float(dy), float(dx)))
    if angle < 0:
        angle += 180

    #vertical
    z0= obj.worldPosition.z
    x0= obj.worldPosition.x
    z= 0
    x= 0
    (dx, dy) = (x0-x, z-z0)
    angle2 = math.degrees(math.atan2(float(dy), float(dx)))

    angle=angle
    angle2=angle2+180

    if angle2 < 0:
        angle2 += 180

    print("A1A2",angle,angle2)
    #get C's angle from the centerpoint /\
    #############################################
    #now set the objects angle
    import sys
    import bge
    import random
    import math
    from bge import logic

    scene = bge.logic.getCurrentScene()
    cont = logic.getCurrentController()
    contrlr = bge.logic.getCurrentController()
    own = contrlr.owner
    obj = cont.owner

    angle2=angle2-90
    A=angle*-1
    T=angle2

    R=own['radius']

    obj.worldPosition.x = R*math.sin(T)*math.cos(A);
    obj.worldPosition.y = R*math.sin(T)*math.sin(A);
    obj.worldPosition.z = R*math.cos(T);
    print("tapos",T,A,obj.worldPosition)

hope this edit helps.


texts: Can I transfer an already made UV to another object?

texts: I've got two objects that are exactly the same, but with different UVs, is there any way to transfer the UV from one to another?


texts:
I am working on an architectural visualisation where I would like to insert a new building project into an image from drone footage.

I have a rough, but accurate model of the sorruding landscape. I've manually matched the two views using a couple of houses as reference, but there is a lot of room for imporvement.

What technique is best to do this? Is there a way of automating it for higher accuracy and speed?


texts: Creating a large landscape with accurately varied elevations

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I am teaching a Blender class and my advanced students are animating a scene in Charleston Harbor set during the Civil War.  Since I am a CAD guy, creating a scaled version of a harbor chart using AutoCAD and Inventor was easy for me but creating a varied elevation was not.  I extruded the landscape to an elevation of 20 feet it is  flat.  I'd like some help finding an easy way to give the mesh a varied height based on the harbor chart shown below.  I plan to use the chart as a texture over everything.

You can find the text I am using at http://www.cdschools.org/cms/lib04/PA09000075/Centricity/Domain/81/BlenderBasics_4thEdition2011.pdf.  On pages 32 & 33 of that text it shows a process similar to what I have in mind that divides a plane into squares and changes the height by selection and movement of vertices upward.  That would work for this but I don't know a way to make an accurate measurement of  height for movement of a mesh as large as the one I am using (8 x 10 nautical miles).  One can scale an object by typing the scale factor.  Can I move vertices up in that manner?

Is there a way you can show me that allows me to paint height areas rather than to drag them up?  It would be great if I could add the harbor chart over the land areas as a texture and use it as a guide for changing the elevation of pertinent areas.


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How can I achieve this type of illumination?

This is my result, and it isn't similar as image above

Can anyway tell me the scene setup, and material node setup?
Thanks


texts: I think the Problem is relatively simple, but if i google "Set Group Pivot" or "Set Group Origin" always found "Pivot of Object" solutions.  I have 2 Group Instances, "Rack 1" and "Rack 2". Both Racks are made of a couple of connectors which are also Group Instances. Now i would like to set the Pivot Point of Rack 2 (2) to the same Position as the Pivot Point of Rack 1 (1), to the lower left Corner (3). It must be possible to make because the Pivot Point of Rack 1 (1) is in the lower left Corner. How can i do this?


texts: How can I reuse existing materials, objects, etc from an existing .blend?

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I have created several designs for a particular project and they are related, but I don't want to have to keep recreating any similar elements, such as shared materials or textures.

How can I use the existing data in a new Blender file?


texts: Is there any way or addon to facilitate the attachment/alignment of armor to a model?

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I am trying to fit this armor into the model's arm, but I just can't get it too tightly firm around the arm, I know it fits, the armor piece and the model came in the same size, however, I just can't make it work.

I have tried scaling up the armor piece, but it just won't fit correctly, can anyone tell me if there is a better way to do this?

here is a reference image of how its supposed to look:

here is my attempt:

armor file:

problems related to the first answer


texts: subdivision modifier doesen't smooth one edge

texts: Hello im trying to do a character and when i add subdivision modifier one edge doesen't get smooth


texts: Hi , is there a way in the blender api to get the fullpath of an object which is multiple groups ?..here is an example of maya


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How do I dissolve this face into the surrounding face?

Whenever I try to dissolve it (Delete > Dissolve Faces) it gives me an error: "Can't create merged face"


texts: Why Does My Mesh Move When Attaching Armature?

texts: I have a mesh and I have an armature that I placed within the mesh. I select the mesh, I select the armature whilst holding shift, then I do a Ctrl+P to attach the armature. I click Armature Deform with Automatic Weights, and suddenly my entire mesh decides it needs to be somewhere else and moves to some new location--the bones are no longer within as they remain where they were. What gives? Why is my mesh moving away from the bones?


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i've made a mistake - modeled a complex (consisting of a number of meshes) object without a mirror modifier.

and now i came to unwrapping and decided to use mirror modifier.
but stuck. i don't know how to split this object into halves, because tools i know (knife, edge loop, bisect) won't do it.

i was adviced to use boolean modifier first with a cube. it seems to work, but may be there is some simplier way?

EDIT: boolean worked only on somehow simple objects, but failed on something more complex.

here is the image:

it is perfectly symmetrical. it not always has edges in the middle, but i think it's not a problem (faces there are flat)?

here is the blend: http://www.pasteall.org/blend/43072


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Back in the 2.7x days, I seem to recall a feature for "this layer only," leaving lamps and things only affecting the layer they were on.

In 2.8x, of course, layers have been replaced with collections. However, I cannot seem to find a "this collection only" with which to isolate which collections the lamp affects.

How can I achieve this effect?


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I'm working on a quick project for work where I need to turn an STEP file into an FBX for Blender, which I have done... However, now that it's in Blender I'm noticing some problems with its wireframe and things of that sort.

For one, the wireframe is really... messy? For lack of a better word. It has made the right shapes and amazing 3D model, but a lot of the triangles/polys are stretched and bundled together near pivot points-- I'll attach an image. There are too many, too close together, that aren't doing anything.

The other issue(s) come along with this. There are over 6 Million triangles. The file is huge. And there are 3000 objects, which I can join, but I'm throwing it in there to help make a point.

Is there any way for me to just... remap my model? Simplify the triangles? Please help out if you can, and thank you.