texts: Adding a color effect strip to the video sequencer using Python without the operator?

texts:
I'm trying to run this code headless to avoid the context error however I can't find any information about adding a color strip without using bpy.ops. How can I convert the following code to not use the operator please?
bpy.ops.sequencer.effect_strip_add(
    type='COLOR',
    frame_start=1,
    frame_end=int(file) * filesCount,
    channel=1,
    color=(
        backgroundColor['r'] / 255,
        backgroundColor['g'] / 255,
        backgroundColor['b'] / 255
    )
)

I think it has something to do with new_effect however I can't see an option to add rgb values.


texts: Blender 2.79: How do I save multiple animations?

texts:
I'm working on a game for the Unity engine, and I've modeled and rigged the player character. He transforms in between two forms in gameplay, as seen below.

However, I have questions on how to save multiple animations, how to copy keyframes, if possible, and how to make different animation on different bones play at the same time. Does anybody know the answers to my questions?


texts: Blender objects moving together - not proportional editing

texts:
I was working on an animation in Blender, and for it I was essentially breaking apart a joined mesh... however when I went to move those joined bits (I separated them using P) it worked, at first, then when I moved the animation along the whole object jumped to where I had moved the broken part...

This is not Proportional Editing. I have looked everywhere for an answer...


texts:
I've created a snake rig, with several B-Bones and a Spline IK constraint set to a Bezier curve which basically control the whole snake. I'm just wondering how to animate that curve without doing it in edit mode. I can imagine doing this with Hooks, and Bones parented to those Hooks which would effectively allow me to control the Hooks in Pose mode but I'll loose the access to the curve's Bezier handles so that's not good.

Reason I want to animate in Pose mode if it's not obvious is because I plan to have a lot more bones and control on this rig down the line and can't see myself jumping from pose mode to edit mode to animate the snake. Also it's convenient to be able to reset position and rotation, which I can't do in Edit mode.

How do advanced rigger deal with this kind of problem?


texts:
I was trying to create some realistic lighting for a car render and I am having a bad time creating the volumetrics for the headlights. Some of the renders looked very noisy and in general really unrealistic.

I hope I'll get some help here ;)

References

Render


texts:
When I press P to play everything shows up white in the BGE. Shading is set to GLSL, and the objects are UV mapped and textured. It seems that vertex paint is overriding the material for the object even though it is unchecked in the material options.

Shading is set to GLSL

Objects have a texture applied


texts:
I have created UV textures for lip-syncing, but I do not know how to change the textures with keyframes. So say I want to go from a neutral face to a transition face on the next 5 frames to a speaking face. How would I do this?

Edit:
I am using Blender Render. Here is a screenshot:


texts: How to link/append with a Python script?

texts:
I want to append an element from another Blend file by a script. I found the Blender operator bpy.ops.wm.append which should do what I want. However, the API documentation is a bit unclear:

filepath  – File Path, Path to file
directory – Directory, Directory of the file
filename  – File Name, Name of the file

So what exactly is expected here?


texts:
How do I scrub the sequencer playhead more than just 1 frame at a time (in 2.7 it was shift+up or down arrows)

I can't find anything for it in keymaps.


texts: Need workflow to render color-corrected video

texts:
So I got the video file imported into Blender via the Node Editor. I already played with the nodes to my satisfaction. I need to rotated it still, as it was shot with a phone (vertical). After that I need to output it to a video file format, like MPEG.
Will I need to do it in 2 parts?: 1.Output it with the colors corrected, then 2. Rotate it?
Or can these 2 things be done before outputting?


texts: Can't see live changes in edit mode on character

texts:
I've see the opposite of my problem but I can't seem to find anyone who has had this happen. I can see changes only after a bounce back to object mode, but only for some things. In the images below you can see my character has to do the bounce but the cube I throw in to show you this does not.

Thanks for any help.


texts: Timeline modal operator: how to get frame cursor to follow mouse

texts: I'm trying to write a modal operator for the timeline, but I'm confused about how to get the current frame cursor in the timeline to follow a 'mousemove' event (and consequently, how to set the new current frame when the operator finishes).


texts: Do objects need to merged before STL generation

texts:
I am an absolute beginner looking to start 3d printing, and I have a real beginner question.
Say I have a very simple model I want to print, maybe two cubes side by side, with faces touching but not overlapping. Ie they have separate meshes.
Does one need to merge those meshes in some way before export to STL, or will the slicer automatically treat them as one component because they are touching?
I know there is a Boolean union operation, but it seems to have problems if edges colocate.
UPDATE:
I put the real model through a slicer (Cura) to see what happened - There are three screenshots at https://drive.google.com/file/d/1rQVpeUMbwKdShReWjvVIWbmQFFGO7vOV/view?usp=sharing. blender,png shows it in blender, cura.png is a preview of the first layer after slicing, cura2.png is the first layer of a test model made using extrusion.
The model is just cubes and cylinders, using boolean operations.Don't know if that is how you are supposed to do these things - I am a beginner (don't even have a printer yet). The end of each bar is cut away with one cylinder, then another cylinder with a hole is placed there. The forward bar is just made of another cube placed adjacent to the sideways bar.
The slicing (cura.png) shows the nozzle going up the bars and round the ends so it appears to treat the ends as part of the bar, but the forward bar is separate from the sideways bar - the nozzle does not go round the whole lot.
I did a quick test with a similar sideways bar, but making the forward bar by extruding the sideways bar so it really was all one mesh - the first slice is in cura2.png. In that case the base layer went right round the outside - it did not treat the forward bar as separate.
So, I am unclear, in the cases of the ends, Cura treated the rounded ends as part of the main bar, but in the case of the forward bar, it did not unless the forward bar was extruded from the sideways bar.


texts: How can I align a Cylinder with the normals of the surface? I want it to be aligned with the points on the surface as well.


texts: Texturing - Best approach to apply textures from photos

texts:
I'm modeling a piece of furniture that I have in my house, so I have full access to the model. I'm starting with Blender only for a couple of weeks so I started with simple geometric forms.

My question is related with texturing. I really wanted to mimic the look of the furniture that I have so, what is the best way to extract those textures from photos? Or, how to take those photos? Is there any kind of software to help preparing these textures? Or is this approach the wrong one? Should I use generic textures?

It seems these are many questions but I think it's all related.

Thanks in advance!

UPDATE:


texts: Expression Language for Compositing Purposes?

texts:
I am really unfamiliar with Compositing in Blender and couldn't find any questions about this in my research.  Does Blender support expression language for compositing purposes?

Ie) G=R>G?(R+G)/2:G

If so, how would I go about doing this?

Thanks!


texts: Export Kinect like depth map from animation

texts:
Hello Blender community,
this questions is a bit confusing and belongs only partial in this forum, but I hope some one has still some advice for me.
So let me start to explain what I am trying to do.
It is all about this tool, this tool is supposed to create a mesh from a camera post (location, rotation) and a depth map (Image containing only grey values, black means close, white far away). The tool is mapping image on the mesh as well, as kind of a texture.
The tool takes this kind of format, to put in in a nutshell, a list of rgb images, a correlating list of depth images, a text file to map the images to a timestamp and a calibration file containing intrinsic camera calibration data.
OK so good so far, I just created a simple scene, with a straight translation of the camera along the y-axis and at the middle of the animation a rotation of 90 degrees along the z-axis. Since the rgb-images are not very important, I just created a simple material and rendered the animation with 120 frames.
For the depth map I just modified the scene in the compositing tab this way:

And rendered the 120 frames again.
For the camera pose I just wrote a py-script, which iterates through all frames and stores the camera locations and rotation (quaternion) in a file. It is also generating a file for the timestamp, rgb, depth image mapping. So this part is working well.
My problem is about the depth map and probably the intrinsic camera calibration. For the intrinsic camera calibration I need only 4 values (fx fy cx cy) but I have no idea how to get them. Nevertheless, I just got the values by try end error and I guess it is not sooo bad, but maybe someone can tell me what is the best way to get them from my Blender camera.
So the main issue is the depth map. I already mentioned that is pretty simple, black is the closest and white is pretty far a way, this is the only format I can use. With blender I can map any depth value to any gray value, but it is pretty hard to figur out the right mapping. As was asking in the headline for a "Kinect like" mapping, because in the examples they are using records from Kinect which are working pretty fine with the tool. So when this article is right, Kinect is not calculating the distance to the camera, it is calculate the distance by kinect plane. While Blender is calculating by the distance to the camera:

Source: https://pterneas.com/2016/08/11/measuring-distances-kinect/
I would like to know how I can do it with blender, since I haven't a lot of experience with Blender, I am very grateful for any information which helps me generating proper data.
In addition:
Here is what my current result looks like, I just did an example for this question. so this is a simple cylinder and the camera is moving halfway through it and rotates 90 degrees

After exporting all the data and using the tool above, I get a mesh and a point cloud, which is supposed to look like the cylinder before, but it isn't:

Like you can see, the cylinder is not a straight tube any longer, it becomes smaller for parts further away, which is not desired. Also the shape is interrupted many times. I can make it look better by playing around with the values for the depth images but I can not make it fit perfectly or even good.
Just to let you know what all this stuff is good for. This is a simulation, in my complex scenario, I would like to provide an A.I. all this data and make it able to calculate the camera pose and depth map by the A.I. out of a real video record. The tool is used to visualize where the camera has already been, to find blind spots.
Thank you a lot for your support
AMGEBEE


texts: Very noisy render with emission+glossy shader

texts:
I'm trying to learn some basic modeling in blender, working on a long concrete hallway. there are supposed to be fluorescent lights on the ceiling of said hallway, and i made those out of emission+glossy shaders in the mesh itself. but this is resulting in an extremely noisy render, even at 1000+ samples.
I've tried changing clamp, filter glossy, caustics, nothing seems to be effective. might just be my pc, not sure.
here's the .blend file: https://mega.nz/#!LUdUGIaB!QFpdxi3DafcFbm5hpdU-qgo8K-LmMP5TZKD1lagCrK0
pc specs:
OS: windows 10 pro 64-bit
CPU: AMD Athlon II x4 640
Motherboard: MSI 870-G45
RAM:8GB
GPU: MSI NVIDIA GeForce GTX 650
render @ 128 samples:

it might just be too dark i dunno


texts:
I'm new to Blender and I've got almost no clue of what I'm messing around with, but I do understand the common concepts and I'm getting some progress done.

With that said: I've got a more of a personal preference issue, I'd like to separate these two windows (image) as I've got a lot of objects to manage while editing the model. How can I do so?


texts:
I'm a begginer in blender, so please forgive me if the question looks silly to you!

Almost all the objects in my scene disappeared (except 2) as if I deleted them by mistake. The thing is all the objects are still listed in the right side graph. The all have the eye button activated, but yet nothing is visible anymore! As I don't have a backup file, I simply can't find any tricks to fix this...

Thank you for you help!


texts: Placing Particles along the median line of a letter

texts:
I'm supposed to place a bunch of lights along the median path of a letter.

What I mean by "median path" is if you were able to negatively offset a letter so much, till it becomes just a line describing the letter in question.

In other words, what I call the median path of a letter should look like what someone would write on a paper. A letter written with a simple line. In the picture below, in red.

The text is a regular blender text (curve) generated through python so I can't place the particles by hand. It needs to be dynamic so I have to do it with python. Of course, I can convert the curve into a mesh if that helps...

My question is:

How do I get the median path of all letters in that text and how do I place particles at non-random intervals along that path?

Any help is appreciated. If you don't know python, it's ok, I can figure out that part later.

Thanks in advance!


texts:
I make an animation with ffmpeg video format (1280x1115) I did see this problem today. "Height not divisible by 2"
and i find a solution. But i don't want to resize or scale my animation. If i don't use ffmpeg format my sounds are disappear on video with avi format. How can i fix it? Is there a any solution fro it?


texts:
When you made a group of objects, how to make array of them?

I know for shift+A to make group instance but I want to control it like array modifier.


texts: Can we simulate with mathematical calculation using blender and python?

texts: I am learning to work with 3D objects using Python and Blender. I want to simulate gravitational two body problem for Sun and earth and I know it is possible in Python but I want to make it attractive using blender using materials and texture. Is it possible to run all the mathematical calculations in Python and inject in blender to make it in an attractive way?


texts: How to calculate the angles between axis and bounding box normals?

texts:
I would like to determine the torsion of an object bounding box in reference to the global coordinate system (such that for a axis aligned object all angles will be 0).

My idea was to create a bounding box object bb via bpy.ops.mesh.primitive_cube_add() and copy its parameters from the object obj:

centre = sum((Vector(b) for b in obj.bound_box), Vector())
bb.dimensions = obj.dimensions
bb.rotation_euler = obj.rotation_euler
bb.location = (centre[0], centre[1], centre[2])
bb.location = obj.matrix_world * bb.location

Than I tried to calculate the angles:

for poly in obj.data.polygons:
    # angle of bb normal against z axis
    angle = Vector((0,0,1)).angle(obj.matrix_world * poly.normal)
    print("%6i  %.3f°" % (poly.index, degrees(angle)))

But the values don't make any sense. I am not sure whether this is a good approach at all.

Any suggestion to solve this problem?


texts:
The Info view doesn't show every command (scripts) which I actioned.
Example open new file, reload file, import, export...

How to show them?


texts: Cycles lamps have no effect and light disappears if ambient occlusion is turned off

texts:
I have set up 3 spot lamps and a sun lamp to illuminate an interior. I have never used Cycles lighting before and I'm new to Cycles in general. I have played with the strength, size, and rotation of all the lamps but the lighting is always the same. It is highly diffuse, no shadows. The only thing that changes the lighting is the Ambient Occlusion fields in the World section of the Properties editor. If I uncheck that, everything goes black.

I am looking to give the setting natural indoor lighting, but the sky is black because it is the Moon, so World > Surface > Color is set to black. The sun filters down between very tall beams and through glass. It should cast the shadows of the beams, it is lined up to do so, but no shadows. The three spot lamps are intended to show the light filtering in from light tubes, but there is no sign of the lamps.

I imagine there is some basic thing I have done wrong. How do I correct this?

Edit: Objects with Emission shaders do work as lamps (I just tried it). So I could simply switch the lamps over to that, although that isn't going to help for the sun. I had understood that now most lamps work in Cycles, except for the Hemi lamp.


texts: Would a 16-bit image for a bump map have any advantage?

texts: I had watched a tutorial about micro displacement and it talks about the limits of using jpg images as a displacement map and saving them as 16-bit tiff images. I know that it has an advantage in this particular case but the main disadvantage is the increased file size, which can be significant. I want to know would there be improvement by using 16-bit  tiff images for other maps as well.


texts:
As the title states:
I cannot use alt + right click to select a row of vertices.
I tried many things, and at first the OS was using the alt key, so I changed the default key to the superkey (windows key).
However that didn't change anything in blender.
I even tried all the things listed [here  -> https://blender.stackexchange.com/questions/124971/altleft-click-not-working]
No success. I am using blender version 2.82, and I am running linux (debian 10) as my host operating system.


texts: My bakes are not coming out as crystal clear as I would like

texts:
I made a welder robot, and some of the faces on it are coming out really odd on the normal map ( like lots of color where there is no height or geometry). especially near the welder nozzle part. It is also really pixalated and some faces are severely dis configured. Does anyone know how to fix these problems?
I already tried adjusting the ray distance and sampling rate as well.


texts: Planetary system simulation with real orbital datas

texts:
When making a planetary system, I'd like to respect the eccentiricity of orbits (elliptical orbits), using the facts supplied by astronomical data centers like here: http://www.icoproject.org/data.html ?

One of the focus of the ellipse can be set at the center of the planetary system; i.e.the center of the central star.

I have other parameters under control (e.g.speeds, orbits inclinations, period of rotation...).

Thanks in advance for your precious advices!


texts: Setting/overriding context for rigid body bake

texts:
I have a script that generates a tower of blocks, and I want to simulate this tower's collapse, tracking the position of each block as the tower collapses. (And then do this again and again for thousands of arbitrary towers.) I can do this for a given tower in the GUI by setting the current frame to some late frame, baking to the current frame, and then calling object.matrix_world.translation in the console to get a given object's location at the current frame. (If I don't bake first, then object.matrix_world.translation just gives me the initial location of each object.)

However, when I try to do this with scripting, bpy.ops.ptcache.bake(bake=False) gives me the error Operator bpy.ops.ptcache.bake.poll() failed, context is incorrect. The solution seems to be to "override the context" (e.g. Setting the context for cloth bake), but I couldn't figure out how to do that in my case (which should be even simpler, since I'm just doing a rigid body simulation).

Any idea how to make bpy.ops.ptcache.bake(bake=False) work?

(I included some background on what I'm trying to do in case there's a simpler way to get each rigid body's location at a given frame of the animation. This seemed relevant [ Getting the location of rigid body object at current keyframe ] but, as I said earlier, if I don't bake first, then object.matrix_world.translation just gives me the initial location of each object, not its simulated location at the current frame.)


texts: Vertex dots disappear after using knife project but edges remain

texts:
Let me start by saying im still learning and have been designing very simple stuff learning as I go. This has been giving me some trouble but I've always just kind of worked around it. There was a similar question to mine in the search but i wasnt able to have an answer for it.

[1]:
Selecting both the item using to cut and the item to be cut

[2]:
Before cutting the object, the verticies are clearly visible and selectable

[3]:
Selecting the knife project tool

[4]:
Object has been cut and I checked cut through to cut both sides

[5]:
As you can see, vertices are clearly gone, but edges remain intact and are now the only way I can edit the object.

This is my first post so please forgive any formatting errors.


texts:
I'm a complete beginner in Blender. I followed this tutorial https://youtu.be/Jmir2bDpZA4 to start learning the basics.

All went fine until I got to render my scene. The water that is looking fine and transparent in the Viewport both with Cycles and Eevee  but appears to be white in my renders.

I changed almost every parameter in the render tab to find what's wrong but I have absolutely no idea what to do...

Any suggestions ?
Thanks !


texts: How can I use checker deselect to select separated faces?

texts:
How can I apply the same selection pattern in image 1 to all the faces in image 2?

image 1

image 2


texts: How do i do to invert object tracking orientation

texts:
Here is the situation, im practicing a bit using footage from http://www.hollywoodcamerawork.com/trackingplates.html

The problem is that even it has an error of 1.4 after solving the movement its okish however its facing in the other direction, as you can se the tracking its on the girls face but in the camera its like it was looking from behind, so the Z of the protection its in the other direction, is there a way to flip the result without duplicating cameras or a weird hack?


texts: Object Disappears in Camera View Even After Clipping Distance Adjusted

texts: I am having a hard time getting an object to show up in my scene.  I already checked the clipping distance and I have messed with the layers to make sure I can view all the layers.  Any ideas?


texts: Baked normal map from high poly bad corners

texts:
I'm trying to bake a normal map from a high polygon model to a low polygon one.

It's a very simple domino shape. When I use the normal on the blender render, I get this strange shape at the border of the shape

I'm not really sure what I'm doing wrong. Is the low poly shape not detailed enough? Is it too big or too small?

Here is the link to the .blend.

Edit:

OK, after Mr Zak's answer I managed to understand why the baking was not creating a normal in the correct size. It was because both objects didn't have the same scale. I've applied the scale for both objects and now the normal and diffuse bake seemingly correctly.

Unfortunately, I still have the issue with the result not being as I expected

As you can see, it goes all the way to the borders now, but it has a weird shape.

For the record, this is my high poly

As you can see, the UVs are well inside the normal map, and for the diffuse it's a simple blue diffuse.

I really don't understand what I'm doing wrong with the way I bake the high poly to the low poly. could it be that my low poly is too low poly?

Here's an updated .blend.


texts: Shading Error after using "Viewport Vis" [Modifier Tools]

texts:
I have Modifier Tools Add-on Installed.
Whilst going to add another modifier I accidentally clicked "Viewport Vis" I understand what this does, however at the same time the matcap/shading changed.
The normals are the right way round. Does someone know what has happened to the shading?
This shading error carries through to the render result in EEVEE and Cycles.

The object in question is selected and outlined in orange.


texts: I'm trying to model this simple thing. Anyone have any idea how to do model this. Without the top black. I tried to do this but the half of the mesh looks different.


texts: Cannot find way to make leaves seem to grow (sapling add-on)

texts:
I need help! I am making a blender project where a tree grows. The trunk and  branches are working seamlessly (thanks to the bevel option), but I cannot find a way to make the leaves look like they are growing. So far, I have tried adding a transparency BSDF to make the leaves fade in, but I end up with weird black splotches while the leaves are supposed to be invisible:

This is the node web I used:

The green section is the part that controls the look of the leaves, the blue part is the part that controls the transparency, and the pink part is the part I have keyframed.

If anybody can help me fix these splotches, or preferably even show me a better way of making the leaves appear, I will be very grateful!!!

Thanks in advance,

Imaginate


texts: I accidentally removed the texture paint window on the left and now I can't continue,

texts: I removed the window where you actually paint the textures (not painting the model but the image) and now I can't continue, how can I get the screen back


texts: When was the Cycles renderer introduced?

texts: I am wondering when did the Cycles renderer introduced to Blender, 2010 or 2011? And how stable is it?


texts: VSE: how to change mask position per frame

texts:
I'm used to using the red record button at the bottom, which allows the mask to move with the object in question.

I have an animation that isn't fluid enough to allow this though, and the frames skip alot, so using that method just captures dead space in between.

I want to make a mask and edit it frame by frame. SO say I want to capture a square that is in the top right of my screen in frame 1, and in frame 3 it just jumps all the way to the right bottom of the screen, then its top right....top left..etc. all over the place each frame. SO if i do the red button way, I got it moving and capturing blank space in between the frames.
If I set it frame by frame the mask doesn't move, it just resets to the original position when i change the frame...idk how to make it stay in the new spot on the frame I modify it on.


texts: Why do my objects become transparent instead of being removed with UPBGE?

texts:
I add an object using addObject(), but when I put a time to be alive, when the time ends, the object does not delete, it becomes transparent. See:

Why?
Script:
from bge import *
from mathutils import *
from random import randint

class Component(types.KX_PythonComponent):

  args = {
    "speed" : 0.1
  }

  def start(self, args):
    self.speed = args["speed"]

    scene = logic.getCurrentScene()

    empty = scene.objects["Empty"]

    for object in range(11):
        torus = scene.addObject("Suzanne", empty, 33.0)

        torus.worldPosition = [randint(-20, 20), randint(-20, 20), 1]

  def update(self):
    pass

I am using UPBGE 0.3.0.
[I speak portuguese, sorry for english mistakes]


texts: How do you get second window in Texture Paint Mode

texts:
I'm using Blender 2.92 and whenever I go to Texture Paint mode, I'm only seeing the flat texture. How can I create a second window and see the model as well?
Apologies for the noob question, but no answers are online.


texts:
I'm trying to enable Curve Tools but it is't showing up in the edit sidebar.
When I enable the tools in preferences I have a warning icon and not sure what this means.
I can only see Curve Info and Curve Edit when in edit mode.
I'm running Blender 2.91.0 on a iMac OS 10.15.6.
Does anyone have any ideas what is going on?


texts: disappearing skin_vertices after assigning new mesh to object

texts:
This has me stumped.

import bpy

meshes = bpy.data.meshes
objects = bpy.data.objects
scene = bpy.context.scene

def new_mesh(name):
    verts = [(3, 3, -3), (3, -3, -3), (-3, -3, -3)]
    edges = [(0, 1),(1,2),(2,0)]
    mesh_data = meshes.new(name)
    mesh_data.from_pydata(verts, edges, [])
    mesh_data.update()
    return mesh_data

mesh = new_mesh('some_mesh')
obj = objects.new('example_obj', mesh)
scene.objects.link(obj)
obj.modifiers.new(type='SKIN', name='sv_skin')

print(len(obj.data.skin_vertices))

# now switch the mesh to a new one.
obj.data = new_mesh('some_other_mesh')

print(len(obj.data.skin_vertices))

This snippet demonstrates a problem I'm having. Once i've added a Skin Modifier to the object, and then change the mesh data by assigning a new mesh to .data, then skin_vertices seems to be empty.

Yes there are workarounds.

@stacker below points out that I can remove and add the modifier to make skin_vertices again. This is a solution I use already, but it results in a lot of extra code to make sure other modifiers stay in the right place. In viewer_skin.py (linked to) I am hardcoding the modifiers, but you should imagine that I don't want to make any assumptions about which modifiers are on that stack at all (except for the skin modifier)

I'm trying to not use bpy.ops.object.modifier_(move_up, move_down, add) because that requires an active object.


texts: Randomize rotation of object following path

texts: I want to create a static render of a chain and have each bead rotate randomly along the Bezier Curve. I am using the "Path Animation" option which duplicates the bead along the path, but I see no way to have the bead rotate randomly around the path axis. Is this possible using "Path Animation" or do I need to use another approach?


texts:
How can internal meshes be created for object like shown in the answer for this question - Soft Body - Preserve Volume when deformed

The answer provided a manual process that only works for object that can be extruded, and requires a lot of steps. Are there plugins or other ways to create a mesh like this for softbody simulations?


texts: How can I access displacement modifier z coordinates in the shader editor?

texts:
I am trying to create a heatmap style of animation from a black and white image sequence.
So far I created a grid, applied the image sequence as a texture and then added a displacement modifier.
As long as I don't click 'apply' on the modifier, it updates with each frame -> perfect. I also activated the options, that the mesh is updated in edit mode. However, somehow the texture coordinates node does not recognize the new z-positions, unless I click apply on the modifier. But then, it's not dynamic to the image sequence texture.
For the moment, I created a workaround by not choosing the "generated" texture coordinates, but the "reflection" option. However, this may ressemble the actual z- positions, but is not acurate enough for me as it also changes with the viewing angle.
Any suggestions?
Displacement modifier:

Current node setup:

"Reflection" heatmap:


texts: Proportional editing excluding certain faces

texts:
I'm trying to scale part of a mesh using proportional editing, but certain faces aren't being affected despite them being well within the radius of the proportional editing circle.

Has anyone else encountered this? Am I forgetting something or doing something silly here?

For brevity, here's the .blend


texts: Volume Absorption makes my water completely black?

texts:
I'm working on Grant Abbitt's low-poly sea shack tutorial. I have my water, and I wanted to try and add some volume absorption to it to see what it would look like. However, whenever I try to add the volume absorption node, my water turns completely black, and doesn't change at all regardless of what settings I change.
Can anyone help me out?

No Volume Absorption:

Volume Absorption:


texts:
I am a short movie director and after effects vfx artist and I'm just beginning with the blender vfx game.
In an upcoming short movie I want to realize a scene where the blood flowing out of a victims head forms readable letters on the floor. I tried a few things with the fluid sim but didn't quite get there...
I'd be very thankful for suggestions on how to approach this.
Thanks, over and out.


texts: What type of normal and specular map nodes is correct for these textures

texts:
I am creating a plugin to import some model files from a game to blender, with all the textures and materials created automatically. I am creating a principled bsdf node from python and assign relevant textures to it depending on what I read.
However, I don't think the rendering result is correct, and I think that's due to the textures not being exactly what the shader inputs ask for.
For example, this is one material that is being created:

This is the original texture

This is the texture used for the Normal map

and this is the texture used for the Specular

However, the result is too "shiny" and it seems very wrong to me

Is what I am doing at the moment the correct thing to do according to this specific texture types that I am having? Or do I need to add different nodes than those?


texts:
I have a problem with modeling :

This is my rough sketch of my character.
Now I applied the face png to the 3d model with "Shrinkwrap modifier".
Result was devastating :

from this..
to this.
The eyes are distorted and bent so much from the original intended image as you can see :(
I've been searching for an answer to this on youtube but found none so far.
What other ways can I apply the face just like the first image at the top?
++++++ Below is a reference I used :
seems like extrude function was used for this reference character's eyes but how can I select the sections that will look exactly like those eyes??
Thank you for reading this question! :)


texts: blender 2.8 refresh the graph editor after removing a modifier?

texts:
I wrote the code below, in Blender 2.8, to remove fcurve modifiers from fcurves.

def main_step():
        obs = bpy.context.selected_objects
        for ob in obs:
            fc = ob.animation_data.action.fcurves
            for i in fc:
                for j in i.modifiers:
                    i.modifiers.remove(j)

It works, but the actual animation will not update. Only after I touch some animation curve points with the mouse the animation will update.

Is there a way to 'refresh' or update the graph editor?


texts: How do I add a new edge loop when it conflicts with other edge loops?

texts:
I'm designing a shirt and I want a nice even stripe around the edges. My first approach was to draw the stripe on the UV map. But I saw a model designed by someone more experienced where the edges of the shirt were actually a different material. This seems like a cleaner, more flexible solution. (Eventually I'll bake down to a single texture map.)
So what I want to do is select the neck hole and arm hole and create a new edge loop, pulling it back to create a border. Unfortunately this doesn't seem to be working. It seems like existing vertices close to the edge of the shirt are preventing me from making a new loop there (I can make one, but very narrow). I'm guessing here but maybe the edge loop would cut some of my quads into n-gons and Blender doesn't want to do that. I can extrude and get what I want, but that requires actually extending the geometry. I just want new faces on the existing shape that create an even ring around the openings.
Ideas? What I'm thinking is I have to delete a bunch of existing edges to make room around these holes, THEN make the new edge loops, and then add additional cuts as necessary to get back some geometry in the middle of the shirt. But I was hoping there's a less manual way to do this.
Thanks!


texts:
i have tried to rig my model and i've seemed to fail to do so. everytime i move my rig the mesh goes all wonky. does anyone have a solution for this? i have tried joining (ctrl+J) the rig itself with my clothing, i have tried parenting aswell and that doesnt work.
[[
im new to blender and the blender community myself! XD


texts: How to composite an image sequence rendered in PNG?

texts:
I've rendered my first image sequences of 119 frames in PNG.
I have trouble to use the compositor in order to save the final video file.
When I load the image sequence (with the image sequence node) I just have access to Image, Alpha and Depth output.
However when I rendered my sequence, I did enable many passes, like emmision, trans, diff...
Is there a way I could get access to these passes or is it too late?
I really want to use the glare option, but when I add it, it doesn't do any effect on my render.
I attached a screen of the nodes I added.

Thank you for your help and pieces of advice!
V


texts: Get/display the animation runtime fps in python

texts: I want to know how I can access the animation runtime fps from python to display it in the console.


texts: I have a scene set up where the fluid generates from a "fluid" type. (not inflow or outflow, etc.) The fluid does not generate, it just makes a thin sheet at the top and corners of the spawner. It is pretty hard to describe the issue, so please refer to the screenshots and .blend file. I have already checked that everything is inside the domain, and nothing is intersecting with anything else. Thanks in advance!


texts:
Even for the default cube, when I go to File -> Data Previews -> Batch Generate Previews, it seems that it's doing something.
Then I save the file but when I try to append the cube to another project I get no Image preview!
Does anyone know what I'm doing wrong or what I'm missing? I'm running blender 2.78c.


texts: Select everything except ears from mesh of head

texts:
I have a triangulated mesh (100k+ vertices) of a head.   I need to select everything apart from the ears, and reduce the vertex density on that selection by 16x or something.

Here is what I'm dealing with:

I've already asked a question on how to do that and got a very helpful answer: Reducing vertex density as distance from point increases

My problem is selecting the ears.  I would like to get a high level of control; simply using box select isn't going to cut it.

So I select a vertex path around one ear:

Now I'm stuck, can someone guide me?

What are the steps I need?   This is my guess:

somehow store the vertex-path
do exactly the same for the other ear
now might there be some tool like Microsoft paint's flood-fill,  where I just hit one vertex on the skull, and it will select be entire skull up to and including the boundaries I've just created (i.e. it will avoid the ears)
then I decimate, which I have instructions for

Is there some tool I can use that will just let me draw on the surface, and then  it will figure out an appropriate vertex-path?   when I do this on a 2M vertex model, it is going to take ages manually clicking 500 vertices.

EDIT: I got one step further:


texts:
Say I want to make a 100 fps video, can I not preview it at 100 fps over the timeline? Playback over 60 fps always displays "60 fps" on the playback screen.

Meaning I can create 1000 fps videos but I can only preview it in 60 fps in blender? Any work arounds or addons to fix this? I'd want up to 100 fps playback.


texts: How do I force a parent-child object hierarchy to follow armature *without* using armature modifier?

texts:
I'm working on importing a model and an animation for it from blender into Spring RTS. There are the following tools at my disposal:

Capability of the engine to import Collada via Assimp library. This function does not understand riggings and skeletons, so the only way to get an import of a structured animatable model is by constructing an object hierarchy with parent-child relations.
Capability of a third-party tool to convert BVH animations into animation scripts understood by the engine. Blender BVH export refuses to work on object hierarchies, so I need an armature (and I'd want one anyway).

This causes me to try inventing some hybrid approach. So far I've tried creating a separate, yet perfectly matching armature (for animation export and own convenience) and an object hierarchy (for model export), with intent to then constrain the individual objects in the hierarchy to follow their corresponding bones in the armature.

This way I could visualize the animations on a wysiwyg model, and export both the model and the animation to work in the engine.

However, I seem to failing at the constrain step, since the very first object I try to constrain to follow a bone via Transform, Copy Transform and Copy Rotation constraints, seems to be somehow strangely rotated from its start position.

What am I doing wrong? How would I do this right? Are there any different, better approaches?


texts:
I have marked the seams on appropriate edges and have unwrapped my object yet i get this on my UV panel. I have tried using the 'Correct aspect' feature however, it comes up with:

Anyone here who knows how to fix this?


texts: How can I rename an armature that is being linked in another file without breaking the animation?

texts:
I have a an armature which was simply named "Armature". It's being linked into many animation .blend files as a linked library override. Now I need to rename it. When I do, the animation in the linked files no longer works. The mesh still animates, but the armature does not. What's going on and how do I fix it?
Here's an image of what's happening:


texts: Cycles render is different when rendering with GPU

texts:
I came across a problem which I couldn't find any solution through google. When I render with my GPU, I have a different render than with the CPU.

My CPU is an amd phenom 2 x4 965, the GPU is a R9 390 with blender 2.76
first is cpu second is gpu
I have sharp shadows with cpu and light is very dim with gpu, what could cause this problem?

CPU

GPU


texts: How can I achieve a crystalline glaze material procedurally?

texts: As practice, I've been modelling a pot. I wanted to recreate the crystalline glaze of the pot as a material, but since I'm fairly new to materials, I've been having trouble. I figures a noise texture would be a perfect place to start, but I'm not sure how to put it into use. I could make blue splotches easy enough, but I couldn't figure out an interesting way to give them some texture. They tended to look flat and boring. Attached is a picture of what I'm trying to achieve.


texts: How to regain smooth shape whilst scaling a group of edges that contain both creased and non creased edges?

texts:
I'm relatively new to Blender (self taught using these forums) but I've encountered a problem I can't seem to solve.

On the image below I've tried modeling a sliding button, and applied a Subsurf modifier to smoothen it, to keep the bottom part planar I've set the edge crease of the edges seen purple to 1.

Now I'd like to make the exterior ends of the button thinner than the middle part (as seen in the failed attempt). I did this by scaling the X axis of the region I wanted slimmer.

I've tried solving it by replacing my creased egdes by egde loops close to eachother but got somewhat of the same result. How do I scale a group of edges of wich some are creased and some are not without distorting my overall shape ?

Thanks in advance :)


texts: Whats the purpose of Ambient Occlusion node in Cycles?

texts:
I can only connect the node immediately to the surface otherwise i don't get any AO effect. I cant use for example as the vray dirt map. So what the purpose of it?

thanks in advance :)


texts:
I am trying to select two groups at a time. I tryed shift + G and select a group, than select another object from another group, and hit shift + G again, but the previously selected group was deselected, how can I make to select two or more groups?

thank you


texts: Preview is accurate, but export / render is overexposed / too bright when there's a layer on top

texts:
I'm editing a small video and have already added several Text strips into an above layer. The problem is that now for some reason, the moment my render hits a place where there's text on the video, the brightness goes way up. Here is a small little video to explain the problem.

I know that the variables are unreadable on the video, so I added detailed screenshots to this post.

Thanks for your help!


texts: Why am I getting rounded faces when combining Edge Split and Subsurf?

texts: What's going on here? I'm trying to apply a normal edge split with a subdivision to make it look high poly with good edges. But when I applied it on this model it did this.


texts: Is there any principle about using "edge loop" when building a model?

texts:
I'm trying to build a laptop this time, and edge loops disturbed me somehow.

Edge loops will create "useless" verticies and edges at the position where I don't need them. Should I remove them with "dissolve verticies/edges"？
Sometimes when I want to keep the edge sharp with edge loop tools, the curve corner that should be maintained is also affected, turning into a slightly sharp curve that I'm not expecting.
An extra question. How can I build up the keyboard? By generating edge loops according to the key position and the gap between keys? (Some efforts in the 1st pic)

I'm still learning to build something and I'm not sure when I should use edge loops and when not, or how edge loops should be applied. I'm hearing!


texts: Evee/Cycles Particles emission resets/blinks for no apparent reason

texts: I have a glass tetrahedron with a particle emiter inside and a few forcefields to direct particles. Can anyone explain why the emission of particles seems to be blinking or to reset randomly ? This only occurs when rendering, both in cycles and evee, but not in preview...


texts:
Only my sky texture seems to be rendering everything else is not coming up. Below is an image of my composting page

I am not sure how to upload a blender file on here.(http://www.pasteall.org/blend/30729 please tell me if the link to the blend file works)


texts:
I made an inset and want to extrude it along its local axis I'm trying to extrude the tip of this kettle,I have turned on from the transformation orientation local axis.I tried on the Y and Z, and both go incorrect direction. I'm trying to get it along the axis as shown in the example.

Thank you.


texts: Is there a way to Prevent Meshes from going through one another?

texts:
I want to treat my individual meshes as solid objects where the other mesh is unable to pass through them. If I were to push the mesh into them for instance, it would stop at the border of the mesh instead of continuing through.

Is there a way to make these meshes have these "barriers" so to speak?


texts: Currently i'm trying different ways to make procedural generation of the grass on the terrain in BGE. Terrain itself is just a mesh. I've been thinking about just randomly placing grass meshes around the player and about making a place with grass which repeats itself in 4 directions around player and disabling these repeats as the player getting away and creating new. With the first case problem is that I dont know how to get the height and the normal of certain points of my terrain mesh, and with second one I dont know how to get geometry of the terrain and deform the grass plane according to it. I'm a BGE and python beginner and would appreciate any help and links to other effective ways of creating grass on the levels.


texts: Search custom properties in objects on the scene (Python)

texts:
Is it possible to somehow search all objects on the scene which have a custom property enabled using prop_search?

I know how to do this with dynamic EnumProperty but it seems to be not an option as it has some bugs.


texts: I heard a while back they were making a GLSL engine. Is this the same thing as the upcoming EEVEE engine they're working on for 2.8?


texts:
i'm new from blender python scripting.

i've create a group node with output, the code are same that:

test_group = bpy.data.node_groups.new('testGroup', 'ShaderNodeTree')

# create group outputs
group_outputs = test_group.nodes.new('NodeGroupOutput')
group_outputs.location = (300,0)
test_group.outputs.new('NodeSocketFloat','out_result')

...
test_group.links.new(node_add.outputs[0], group_outputs.inputs['out_result'])

All works fine, but how i can get the group_outputs for linking new node if group already exist?

Thank you so much


texts: Wrong mesh deformation when I did "assign automatic from bones"

texts:
I'm rigging the eyes of my character following this video tutorial.

I've reached 16:34 of the video, when he selects "assign automatic from bones" to the eyebrow bones. I did the same, but in my case the mesh of the left eye deformed incorrectly. I tried changing the bone's influence with the weight paint, but I made a mess. I've attached two pics to show what happened.

What can I do to fix this?


texts:
I am on blender, and I have imported an object. I believe that the object is so large that it doesn't fit the environment when zoomed out for a view of its entirity. It would be nice if you could include a python cript to your solution.

Here is how it looks:


texts:
I know this question has been beaten to death, but I have tried all the solutions, and none of them work (manifold, normal's, triangulate, splitting it into simpler parts)

Im trying to add hoses to the side of my model, but the union boolean isnt working properly. It just makes the part disappear. Once I join them, I can mirror the part.

I did import these models from starcraft 2 using a m3 import tool, so there may be something a bit more complicated going on here that I just dont understand.(vertex groups? Materials?)

heres the file:  http://pasteall.org/blend/index.php?id=43732
(the entire model is there, just hide everything but the hips/hoses for now!)

Thanks for the look!


texts:
In my sprite UV i set it some UV to transparent in my pixel editor.
These pixels appear black in the viewport.

When I search about it I found various answers but for old blender versions, and the menus aren't the same at all now.

view capture


texts: How to make object transparented when player approaches them based on their distance?

texts:
I have an horror game project, and I want to make an object disappear when player gets near them.

Of course, the disappeared object needs to have opacity step based on player's distance to the object.

So, Is there is anyway to make an object slowly disappear when player approaches them based on their distance? (Phyton suggestion allowed)


texts: Is there a way to edit the new object menu in blender 2.83.5?

texts: I've been enjoying the new features and stability of blender 2.83.5, however I discovered an issue. Normally when you create a new object in your scene a menu appears to offer options on the object. I am getting this menu however it is entirely grayed out and uneditable. If anyone knows something about the new version having either a bug or new way of working I'd be very appreciative of any info.


texts: problems in duplicating a object/ creating a object through python API

texts:
I created a city scene which has a vehicle model inside, I need to duplicate the vehicle model to display a dozen of them in the city scene through python API. The vehicle object name is BMWM1. I have tried on these two approaches

Approach 1 from stackoverflow

scn = bpy.context.scene
new_obj = bpy.data.objects["BMWM1"].copy()
new_obj.data = bpy.data.objects["BMWM1"].data.copy()
new_obj.animation_data_clear()
scn.objects.link(new_obj)
new_obj.location = (-8, 6, 2)
scn.objects.active = new_obj
new_obj.select = True

Approach 2

bpy.data.objects['BMWM1'].select = True
new_obj = bpy.ops.object.duplicate()
scn.objects.link(new_obj)
new_obj.location = (-8, 6, 2)
scn.objects.active = new_obj
new_obj.select = True

Both approaches received a error saying

  "warning DM_ensure_tessface: could not create tessfaces from 144
  polygons, dm->type=2 warning DM_ensure_tessface: could not create
  tessfaces from 144 polygons, dm->type=2 "

And the second approach additionally received a error:

  "    scn.objects.link(new_obj) TypeError: SceneObjects.link(): error
  with argument 1, "object" -  Function.object expected a Object type,
  not set "

I have also seen the tutorials like Three ways to create objects, two ways to create a new object

Add the data, and then the object. For a mesh:

me = bpy.data.meshes.new(meshName)
ob = bpy.data.objects.new(obName, me)

and for an armature:

amt = bpy.data.armatures.new(amtname)
ob = bpy.data.objects.new(obname, amt)

While I tried another way

me = bpy.data.objects["BMWM1"].data;
me_copy = me.copy()
new_obj = bpy.data.objects.new("BMWM1",me_copy)

scn.objects.link(new_obj)
new_obj.location = (-8, 6, 2)
scn.objects.active = new_obj
new_obj.select = True

but still at the end the error

  "warning DM_ensure_tessface: could not create tessfaces from 144
  polygons, dm->type=2 warning DM_ensure_tessface: could not create
  tessfaces from 144 polygons, dm->type=2 "

happened again

I tried the duplicate again as commented by

bpy.data.objects['BMWM1'].select = True
set = bpy.ops.object.duplicate()

for new_obj in set:
  scn.objects.link(new_obj)

still produced a error

  scn.objects.link(new_obj) TypeError: SceneObjects.link(): error with
  argument 1, "object" -  Function.object expected a Object type, not
  str


texts:
When I am in 3d view turning by pressing the scoll button doesn't work most of the time.
Sometimes it works and 1 sec later is doesn't anymore.
my mouse is working fine and the scroll button is working fine.
I have blender 2.72
I hope this is enough information

does somebody know how to fix it?


texts: How can I align a new object to the camera view with Python?

texts:
I am trying to work out a script that adds a plane aligned to the camera view, but I cannot figure out how to do anything past it being aligned to the current view. This works fine mostly, as long as I am in the camera view, but it would be much more convenient to not have to be in camera view.

This is what I have so far:

import bpy

# Add a plane and align it to view
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                ctx = bpy.context.copy()
                ctx['area'] = area
                ctx['region'] = region
                bpy.ops.mesh.primitive_plane_add(ctx, view_align=True)
                bpy.ops.object.editmode_toggle() # Avoid a missing face

# Add diffuse shader to object
activeObject = bpy.context.active_object
mat = bpy.data.materials.new(name="grey card")
activeObject.data.materials.append(mat)
bpy.context.object.active_material.diffuse_color = (.18, .18, .18)

I have seen this question, and the accepted answer says to assign the camera object's rotation_euler to the object to be aligned with C.object.rotation_euler = C.scene.camera.rotation_euler, but I am not sure what to do with this advice (as it may be evident, Python is not a strength, but I'm trying to learn).

What do I need to change in this script in order for it to work as I am wanting it to?


texts: Why is volume losing color when hidden behind glass and how do I make it keep its color?

texts:
Everything is done in Cycles.

I created a very simple blue volume and gave it to a cube. I also added a principled shader to make the outside look like shiny glass.

The cube on the left has only the volume. The cube on the right has both the volume and principled shader.

As you can see, the glass causes the volume to lose all color. As it turns out, it is somewhat related to shadow casting, because if I turn off shadow casting by my sun lamp, the color returns to the right cube.

Why is this happening, and how do I keep the color of the volume without disabling the shadow casting on my light?


texts: When I try to fill some faces in they either turn black or don't fill at all (other times it works, being finicky), any idea why this could be?


texts: How do I add physics to cartoon styled hair?

texts:
I'm working on a model that has 3D cartoon hair (think Coco from Crash bandicoot or Lily from Psychonauts; if you don't know them, google them and you'll get an idea). My question is: how do I add physics to this style of hair?

I know with clothes you can add physics so that they move without having to worry about animating it to look realistic, but I have no idea how to do this with cartoon hair. I tried a similar approach with clothes physics (which I'm definitely not a pro at) and immediately their hair lost its shape and fell flat.

The hair is very curly and wavy and is hanging loose (so not ponytails or braids or the sort), so it's really important to keep this shape while allowing movement, which is why I'd like to apply physics if I can. I'm not new to Blender, but I'm definitely not a pro, so screenshots to help explain would be greatly appreciated.

Also, due to copyright, I am not allowed to upload any part of the model because of the unique style.


texts: What does the button next to the Pivot Point button do?

texts:
In the 3D view port's header, what does the button next to the Pivot Point button do? The button in question has a shortcut of alt ,. It is in the red square in the picture below.

What is it use for and how is it used?


texts: How to remove title bar in Blender 2.8 Beta?

texts:
How do i remove the tittle bar for blender 2.8?

In blender2.79 I'm using the hot key Alt+F10

It does not work for Blender 2.8 beta.


texts: Is there a way to convert 2.7x files to 2.4x?

texts:
I am doing some meshing for Fallout 3/New Vegas. For a while I would make the mesh in Blender 2.71 and then I would try to open up the same .blend mesh in Blender 2.49b (since that is what  making meshes for Fallout 3/New Vegas limits me to) to add in the collision meshes as well as export it to a NIF file, and make whatever changes I needed to in Nifskope.

When opening the mesh in Blender 2.49b, I get the message depicted below, and when I would hit okay and the file would open. Only the wireframe of the mesh would display rather than the actual mesh that should normally show up that's a shaded object.

I know 2.49b is old but is there something I could do with meshes edited in Blender 2.71 to make them usable in an older version of blender?


texts: Reducing Material duplicates in .obj export to Unity

texts:
I'm trying to reduce the amount of materials exported from Blender, in my .obj into Unity.
My house mesh has 11 textures/materials. When I export it as an .obj and import it into Unity, it currently appears with 21 material slots. This seems to gradually increase.

I have looked at the Blender manual pages:
https://www.blender.org/manual//render/blender_render/materials/material_panel.html
...and googled and just tried to play with the Material and Texure panels in the Object Properties panel, but I cannot get a grip on how these panels relate to one another.
I have gone through every object in the project and made sure each material of a given type is pointing to the same material. I have tried selecting textures that are duplicates and shift-clicking the 'X' by their name to allegedly remove them from the project.

But there are still excess Materials when I save the Blender project, re-load and export to Unity.

Could someone please explain how the Texture panel in Object Properties actually works? How does changing the settings in there affect the Material? Are these global changes I'm making, or does the Texture panel only affect the selected Material? Is there even a selected Material?

I can't make it make sense! If someone has found a page that explains this clearly, that would be great.

Any help much appreciated!

EDIT

After having spent a few more hours trying to understand this, I have a clearer idea of what doesn't make sense to me: It's the three sub-tabs on the Texture tab that I don't understand ('Show world textures', 'Show material textures' and 'Show other data textures'). What do these tabs DO? Any way I manipulate them has no effect on the excess materials and I'm particularly struggling to fathom the 'world' and 'other' tabs.
Once again, if anyone wants to put me out my misery, that would be great (I will, of course, continue the research...)


texts: Ortho Viewport is rendering some hidden/covert Edges in Edit Mode

texts:
For some reason, part of the Edges that are behind Geometry, still get drawn in the scene. The object neither has XRay enabled  nor is "limit selection to visible" active. "Backface Culling" also seems not to be the problem. This only appears in Ortho View and not in Perspective View. Any ideas?
Perpective View:


texts: Can't import DWF File. seems like python addon error

texts:
I'm using macOS Catalina 10.15.3, Blender version is 2.82.

I installed the addon via user preferences, and would like to import a dwf file.
(I converted it from DWG using ODA File converter to 2010 ASCII DXF Version).

Here's the error message.

Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/2.82/scripts/addons/io_import_dxf/__init__.py", line 542, in execute
    proj_dxf, proj_scn, self.represent_thickness_and_width, self.import_atts, dxf_unit_scale)
  File "/Applications/Blender.app/Contents/Resources/2.82/scripts/addons/io_import_dxf/__init__.py", line 120, in read
    errors = do.entities(os.path.basename(filename).replace(".dxf", ""), new_scene)
  File "/Applications/Blender.app/Contents/Resources/2.82/scripts/addons/io_import_dxf/dxfimport/do.py", line 1633, in entities
    self._recenter(scene, name)
  File "/Applications/Blender.app/Contents/Resources/2.82/scripts/addons/io_import_dxf/dxfimport/do.py", line 1400, in _recenter
    bpy.context.screen.scene = scene
AttributeError: 'Screen' object has no attribute 'scene'
location: <unknown location>:-1

Is this any problem I can fix? Or just wait for the update?


texts: Blender Wacom buttons not recognized - Linux Mint

texts:
I am having issue with Blender not catching Wacom buttons when pressed. Gimp and Houdini and every other app are working perfectly.
I set buttons using xsetwacom set command. Is there anything specific I need to do to enable this?

Thanks!


texts: I'm importing a model, and the whole model is joined. I'm trying to separate the model's parts

texts:
I got a model from ripping a video game, but the model has separate parts/object groups that I want to separate.
Sorry for the abruptness of this post.


texts: How to scale plane 2d with bmesh and floatproperty in ui?

texts:
THe classic method of scale 2d object is like to

###some script to configure ob data bmesh etc.
pivot = Vector(0.5,0.5)
scale_factor = 0.9 decrease scale example

for v in bm.verts:
    v.co -= pivot
    v.co.x *= scale_factor
    v.co.y *= scale_factor
    v.co += pivot

but i whant controll the scale with floatproperty in ui panel like to

pivot = Vector(0.5,0.5)
scale_factor = my_float_property

for v in bm.verts:
    v.co -= pivot
    v.co.x *= scale_factor
    v.co.y *= scale_factor
    v.co += pivot

Clearly this cannot work, I tried to declare a previous value in another floatproperty, so I tried:

def myfunction(self,context):
    custom = bpy.context.object.mycustomclass

    pivot = Vector(0.5,0.5)
    scale_factor = 1- (custom.my_float_property-custom.last_float)

    for v in bm.verts:
        v.co -= pivot
        v.co.x *= scale_factor
        v.co.y *= scale_factor
        v.co += pivot

    custom.last_float = custom.my_float_property

but have some problem,it is not accurate.

Any idea how to control the scale with a slider, in fact (my_float_property)?


texts: Synchronize object filter - outliner behavior with viewport selection

texts:
the new Blender 2.81 synchronize outliner object to viewport and vice versa feature is fantastic.  It matches up with behaviors in other 3D software like 3DS and Maya.

One question on its behavior to see if it can do this as well:

When the collections are collapsed or the object selected in the viewport is not in the outliner view, the object gets selected in the outliner but it's not brought into view in the outliner.

Is there a way to get the outliner to "jump" to the selected object - expanding and/or scrolling the outliner as needed?

Many thanks!


texts: How to create a slice effect on a Cylinder mesh

texts:
I am new to blender and was trying to reproduce this animation I did in Cinema 4D.
https://youtu.be/wxTuPP_MNHI
I have a build this cylinder in Cinema 4D and there you have a option to apply slice to the cylinder and set up your angle.
Is that possible in Blender.
Thanks.


texts: When a transparent material hits a surface with ss enabled, the edges appear blueish. The only way I could fix it is by enabling Screen Space Refractions on the hair, but that disables all the shadows it casts on the skin. Any known fix?


texts: python scripting - how to stop my modal operator code from getting the old data?

texts:
i was working on a code to print this word (extruded) for every time i use extrude region tool
bpy.ops.mesh.extrude_region_move

so i created this code

import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def execute(self, context):
        print("This is the modal operator")
        return {'FINISHED'}

    def modal(self, context, event):
        if bpy.ops.mesh.extrude_region_move != None:
            print("extruded")

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        print("This is the invoker")

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)

bpy.ops.object.modal_operator('INVOKE_DEFAULT')

but the problem is this line run for every extrude that happen before not only the new ones so how to fix it ?

the line to get the extrude events

    if bpy.ops.mesh.extrude_region_move != None:
        print("extruded")

    return {'PASS_THROUGH'}


texts: (Extremely frustrating) N-gons all over my model, bad topology, T-splines - how may I fix them?

texts:
I'm making models in Blender and, fortunately, for most of the time, I could solve the problems that I've stumbled upon.

But there truly is one particular problem that is haunting me for quite a long time now.

As you can see on the model's topology, some n-gons and T-splines (atleast I think that's what they're called) have formed. My best guess would be that when I was insetting some faces of the model, it made the topology on one side of the model different than on the other side and so these problems have formed.

The problem is present even in another object of the scene.

As you can see, these are some of the problems that truly needs to be solved before continuing or adding subdivision surface modifier. It's extremely frustrating to have this formed in all objects I did so far over and over again. Especially when the mesh gets more complicated.

I have no idea how to get these things fixed - knife, for example, seems like an extremely difficult option, also when bearing in the mind the fact that it could cut through other edges and make complete mess, so I'd have to hide all faces I wouldn't be currently cutting.

Worst of all is that the vertices which are creating the n-gons or T-splines have "reference" vertices only from one side of the model, but I can't find vertices I'd join it into on the other side of the model (via J shortcut). Bridge edge loops also doesn't seem suitable.

I'm hoping to have quad faces in all my models, but these problems are rather demotivational. Thanks everyone for responding to my question in advance.


texts:
I want to see what my armature looks like in the previous keyframe so I know how to make the next keyframe relative to it. How can I do this?
A simple way to draw on the screen temporarily will let me mark off where the first keyframe is, so I can reference it when editing the second one, or if there's a way of simply showing the first keyframe under my current keyframe, that would be great too.


texts: I switched to "Cycles Render" instead of "Blender Render" and my object is now fully white. I would like to render my object with it's material. I have been looking for solutions for quite some time and I'm not quite sure.


texts: I have two objects one Parent and one Children. I have translate animation on parent, but when I add keyframe to children, children jump to another position in playback. What I am doing wrong? In Blender I can not animate children??


texts: How to make object appear in certain frame (scripting)?

texts:
Im learning how to use scripting in blender. I would like to know how could I make a certain object to appear only in a certain frame.
I have been searching this for a long time and I still can´t manage to do it...
Initially I have two primitive_cubes moving around. At the frame x, a third cube starts to move. The problem is, the third cube is all the time visible, and I want him to appear only in the frame he starts moving...


texts: Just a quick question, is it normal for there to be a gap along the surface of a mesh once the screw modifier has been applied?


texts:
I read a post somewhere that talks about how rendering "frames" is safer than rendering AVI because you won't lose an insane amount of progress if crap happens...

What all does this entail? How can I use this feature, and how can I turn it into a final product (AVI or MP4)?

Thanks in advance!

Ethan


texts: Render settings for rendering an animation (with fire/smoke simulation)

texts:
I am new to both Fire/Smoke simulation and Animation. I have baked a Fire/Smoke Simulation. I do the baking of the fire/smoke in CPU on my MAC and this goes really fast.

Now I wanted to render an animation. This animation is about the earth turning around and at the same time the earth is burning (using the baked fire/smoke simulation). When trying to get this animation rendered I encountered some challenges in render time .... and this question is about what to do to get acceptable render times. I render on a Windows/NVIDIA machine with one GTX970 card.

Best Practices

So my question is about the best practices when running this kind of renders. How can I reduce the rendering time and still maintain a good quality ? What sample rate is necessary for most animations ? What are the most common things you can consider to reduce render time ? And if render times of (many) days are normal, how do you people deal with this issue ? I mean this is only an animation of 10 seconds ... and blocking my computer for 10 days for other renders. Do you all have many computers ?

Rendering on CPU or GPU ?

First I tried to render this animation on CPU. But after reading the comments of Antonio I installed Blender 2.77 RC1 and rendered the Smoke Simulation on the GPU. Really big improvement !! But still ... rendering each frame required more than an hour (sample rate = 250) and rendering this animation would still last some 10 days. HELP !!!! How to deal with animations of 30 seconds or more ?? That would mean 30 days of rendering.  By the way, I am using settings like in this post

Render Dimensions and Render Output

I started with 4K resolutions (as this seems to be the future) and rendered the output to video format directly. This resulted in render times of more than an hour per image and a total render time of about 10 days ???

After reading the answer of Diramazioni I rendered with 1080p resolution instead of 4K resolution and rendered the output to PNG as adviced. This indeed resulted in a render time of about 20 minutes (per PNG). That's good news ... or not ? I mean 4K seems to be the future, how to get reasonable render times when 4K is the new norm ?

Two GPU system

Also I might seriously reduce render time with installing another GPU, but should that also be a gtx970 like I already have ? Diramazioni gave some good advice on this GPU issue.

Sampling

I now render at 250 samples. Maybe 100 samples is enough ? I have to test the impact of the number of samples on render times. And It would be handy If I had some rules of thumb for setting the render sample rate ....

Other aspects of sampling are Clamping and Branched Path Tracing. I have to dive into that. But I thought that Clamping can also have a negative effect on the render quality ?

Light Paths

As Diramazioni advices there is possible some improvements in render time possible when you play with Light Paths. If I understand him correctly then an analysis of render passes should give guidance in setting the bouncing ??

Other Possibilities

I have tried to restructure my question. If there are other possible improvements in render time, please let me know in a new answer


texts: How to copy pose or keyframes to other armature with same bones structure and naming?

texts:
I was wondering, how to copy a pose from armature.001 to armature.002?
Both armature have same bone name and structure.
I hope to reuse  character A's pose for character B.
Is there way?


texts: Questions about Displacement and modeling

texts:
Question 1: these lines appear after I did those dripping drops. They do not look odd in the final render, but I wondered how to remove them.

Question 2: the donut looks like made from Polyethylene. Please see the Nodes blew.

There is the final one, looks like a one-week-old donut. lol

There is the node.

Thanks for your time~


texts: viewport : rotation to 360° is ignored, how can I force it?

texts:
In the viewport, when i'm rotating my object to 360°, it does nothing.

I guess Blender considers this is a "null" rotation, well, but I need to animate one full rotation !

When using eulers rotation, it is easy to fix this in the Graph Editor. But not when using quaternions.

So my question is : is there a way to "force" Blender to really do this rotation directly in the viewport ?

Thanks


texts: multiple copys of character with rig linked in the same file

texts:
This question has been asked before, here: Link blend multiple times

But the question is almost a year old, and there is no answer. How do I link multiple copies of the same character in a scene und make their armatures local ("make proxy"), without double influences?

I added the character using link -> character group. Then I make the rig local by "make proxy" -> character rig group.

Maybe this is worth a seperate question, but I will add it here too (it might be a related issue):
The micropolygon displacement is also not working on the linked meshes. I really would like that to work, too.


texts: How to import .dmx files (SFM sessions) into Blender

texts: I downloaded a model for SFM but the model is in .dmx format instead of .mdl format. Is there any way I can get the model from the .dmx file?


texts: Why i cannot change freestyle colour in eevee?

texts:
happen only in eevee in 2.83 and 2.83.1.
Everytime i change the colour other than black it turn like this

works fine in cycle (freestyle in green)

already tried redownload blender and using factory settings


texts: How to link Anaconda3 environment to Blender 2.92 on Windows

texts:
My problem
Since the release of Blender 2.92, my anaconda3 environment does not work anymore with Blender...
I have this error at startup :
Unable to find the python binary, the multiprocessing module may not be functional!

My configuration

Windows 10 - version 20H2, build 19042.867
Blender 2.92.0
Anaconda3-2020.11
An anaconda3 environment called "blender" with python 3.7.10
A symlink to the conda environment as shown here :

Several environment variables :

What I already tried to do
This configuration was perfectly working on my previous version of Blender (2.91.2).
I uninstalled/reinstalled everything, resetting the exact same environment variables, adding some others ... It still does not work ...
I saw a fix done in December 2020 related to this issue, but it seems that it only concerns developer versions of Blender : https://developer.blender.org/D9775
EDIT #1
I have found a little workaround to this problem. I have written a small
script that starts Blender through the "Anaconda3 prompt".
So I guess that the problem comes from a wrong configuration of the environment variables, but I can't tell what's wrong for the moment ...
Here is the small script :
@ECHO off
set system_drive_name=%CD:~0,3%
set anaconda_root=%system_drive_name%Users\%username%\anaconda3
call %anaconda_root%\Scripts\activate.bat
start "" "%system_drive_name%Program Files\Blender Foundation\Blender 2.92\blender.exe"


texts: Exported FBX version of a model has over an order of magnitude more polygons

texts:
This problem seems fairly simple, but I'm a noob to Blender and I have no idea how to fix it. Basically, I have this model which displays this in the bottom-right of Blender 2.8:

However, when I export the model to FBX, and try to use the model in Unity, it seems that the number of polygons has absolutely exploded, as it's over 30 times what appeared in Blender. This is what is displayed in the VRChat SDK:

So, what's going on? What's causing the amount of polygons in Unity to be vastly higher than the amount of tris in Blender? Is there some kind of automated smoothing when exporting, if so how can I stop it? The model's fidelity when displayed in Blender with 18,510 tris is plenty good enough.


texts:
I just tried to add a MatLib add-on. I followed the instructions from this link:

https://sites.google.com/site/aleonserra/home/scripts/matlib-vx.

Everything seemed to go fine but then I tried to do install addon from file and I selected the init.py (which I probably wasn't supposed to do). I've done add-ons from file before but it's been a while so I was pretty stupid in this situation.

I tried to kind of follow the demo at that link but it was in another language so it was hard to follow. My regular functionality in blender seems fine (just the add-on doesn't work) but I am just wondering if I need to do any maintenance on my files, and I want to get this add-on working. I could show you the materials file they gave me and how the crashing occurs when you use the add-on but I don't think it will do anything because it looks at the file specifically from my directory.  Will post if needed.

What're your guys' thoughts?


texts: How to invoke the mirror modifier object eyedropper command with python?

texts:
I'm creating a simple script where once executed it adds a mirror modifier to an object. The next step would be to invoke this button through the script and then I click on the object I want to mirror my selected object around:

But the command doesn't show up on the last executed command list and I can't find anything about it on the net. I just want to execute the command this button invokes.

my code:

import bpy from bpy.types import Menu

class MirrorPicker(bpy.types.Operator):
    bl_idname = "mirror.picker"
    bl_label = "Mirror Picker"

    def execute(self, context):
        bpy.ops.object.modifier_add(type='MIRROR')
        # the eyedropper code goes here somewhere
        return {'FINISHED'}

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

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

if __name__ == "__main__": register()


texts: What do green/brown(orange?)/yellow attribute highlights mean?

texts: Shown here, a green (location (x,y,z)), brown (rotation (x,y,z)) and yellow (scale (x,y,z)) colored attribute highlight. What do these mean? (And where are they documented?)


texts:
I recently used blender 2.91.1 and everything was fine, I updated its version to 2.92.0. Yesterday I went to render a small scene in the Cycles and saw that something was not right. The GPU usage rate is low and the CPU rate is high, so I checked the CUDA option (it was enabled). I also noticed that during rendering there is only one tile rendering and the rendering time has gone up considerably. As for Eevee, it works normal with high GPU usage. After that I tried to install an older version of Blender, same problem ... I think it may be my PC. Obs also updated the Nvidia drivers and nothing has changed.
Processor: i5 3rd generation
RAM: 8gb
Graphics: GeForce GTX760 4gb


texts: grouping objects with modifiers so it behaves like one object

texts:
Grouping objects with modifiers so it behaves like one object.
Is it possible to make a such grouping?
I made shoes for a character that I want to animate.
The shoes are composed of several elements (sole, body, tongue, laces, etc) with various modifiers on each.
I already know that I will have to modify/adjust the model once I start to animate the feet, so I would like to keep it editable as much as possible.
Is there an easy way to make a such grouping that I didn't find yet?
Or, do I have to go through a trick, like create an empty in the middle of the shoe, parent all the elements to that and so on? but then, I am not sure if the weight painting will work.
what's the easiest solution?
thanks


texts: I just sat through an hour or so to render my first 5 second animation. Now how can I access and play my file? The default folder it should be in (/tmp) only has one Blender related file, 296_autosave.blend. This is a noob question but there didn't seem to be an answer for it yet.


texts:
I'm modelling a run-of-the-river power station which involves modelling several canals and intakes.

besides right now I'm trying to put some retention walls in a terrain in a way like this:

So, at one side of the wall the terrain has some altitude, and in the other side, a different one

This has come to be a little troublesome because I think using boolean modifiers (to produce the intersections) is a little messy and tricky in Blender, and I don't need a watertight or non-manifold model (I'm not running any simulations over it) I just want it to look right.

I was thinking, that if I think of the terrain as a sheet of paper, I would make cuts and displace up and down one part of the paper, and place a "wall" in between the cuts...

What would be a clean equivalent to this in Blender?


texts: Colour of iris doesn't show in render (cycles)

texts: I followed a tutorial (https://www.youtube.com/watch?v=E0JyyWeptSA) on youtube for the procedural eyes of my sculpture. I used nodes to make them. When I render my sculpture, the colour of the iris doesn't show. However, when I render the eyes in the same file but outside of the head, the colour shows. I think it has something to do with the sclera and the way the light hits the eye. Maybe someone can help me with this problem.


texts: I have been trying to modify a STL file from thingiverse to hold a boat I modeled up. However, when I use the boolean difference operator it creates a hole in the mesh rather than forming around the subtracted object! AHHHH so frustrating. Does anyone know what's going on?


texts: Particle scaling changing randomly throughout animation render

texts:
Just getting started in Blender and eager to learn so tried following the famous donut tutorial.

After the tutorial I wanted to generate steam raising from the coffee glass so set up a fluid simulation. When trying to render the clip i noticed that the scaling of the previous "Sprinkle" particle system was actively changing after every frame. I had not noticed this problem before as a still frame was used for the final 2 seconds of the rendered animation.

Below is a video of the problem experienced. I have tried setting the scale randomness back to 0 (alas to no effect) and a user suggested "Baking" the icing which resulted in nothing on my end.

Any help or guidance would be deeply appriciated!

https://imgur.com/a/0xAoOrN


texts: How to set the camera in a precise position?

texts: I'm following a tutorial and the creator made the camera into this certain position that I can't seem to follow:


texts: So i've been working on a little projekt and i want to place an graffiti on a Wall, but i couldn't find any informations about how i can actually do that. The wall textures consists of a colour, reflection and a normal map, which are connected to a Princibled BSDF, which is connected to the Material Output.


texts: How do I get a particle system to generate meshes for polygon hair?

texts:
I've been searching for an answer for quite a long time now but I haven't found the solution yet.. My problem is that I'd like to use Cycles' hair particle system to generate meshes (in my case planes, which have fur textures on them) instead of Blender's hair thingy.

I'm trying to optimize my mesh as much as I can, because it's going to be used in a game engine.

So what I'm trying to achieve is kinda something like this in this video: https://www.youtube.com/watch?v=6Wi4-fdeYyM

Thank you in advance for your help!


texts: Cursor and Pivot point not centre of Object

texts:
I have 2 objects in my scene. I'm selecting the shape which looks like a 3 pointed star and trying cursor to selected and cursor to active. But the cursor isn't right in the middle of the object from the middle section its halved non symmetric as seen in the measurements. But on the rectangle when I do cursor to selected or cursor to active the cursor is right in the centre. How can I get the cursor spot on in the centre of the 3 pointed object?
Thank you.


texts: Vertex snapping with axis constraint (like in 3ds Max)

texts:
In 3ds Max there is an option for snapping with axis constraint so I can snap like in the image on the right side. Can I do this in Blender? In this case custom orientation isn't working, only way I can solve this case is cutting with Knife Tool and angle constraint enabled.
Also is there an option for snapping to the edge, constrained to one axis (with snapping enabled it's always sliding along edge so I can't get precise results)?


texts:
I'm having a rough time getting blender (2.79) to play nice with user preferences.  Per the documentation @ https://docs.blender.org/manual/en/dev/getting_started/installing/configuration/directories.html:

  For locally extracted Blender distributions, the user configuration
  and runtime data are kept in the same sub-directory, allowing multiple
  Blender versions to run without conflict, ignoring the USER and SYSTEM
  files.

However, with a locally extracted version of blender (I have both an installed and an extracted version of blender, both 2.79), it refuses to use a local preferences file, rather it is using the "global" or system-based user preferences file.

This was a big hit to my DCC station's setup, as I wasn't expecting this behavior.  I made a TON of changes in the locally extracted version, not expecting those changes to affect the installed version.  Now we've lost a highly customized base user-preferences file.  My bad...

Alas, I need to figure out how to force blender to use a local preferences file, and not modify the system based preferences.  I don't feel like hitting my self in the face with a brick.

I'm not sure if I should submit a bug report about this, as well?  I assume I've made a mistake, yet the official documentation literally states the intended behavior is for locally extracted versions to use local configurations and runtime data, to AVOID conflicts like this.

Any guidance here would be greatly appreciated!


texts: registering a new prop in bpy.types.VertexGroups

texts:
I'm trying to make a panel for a addon i'm working on and one of the things i need is a checkbox for each vertex group of the active object. i have registered a boolean property for the VertexGroup type and am trying to use it as the bool value of the checkbox. no checkboxes have shown up and i am getting this error.

rna_uiItemR: property not found: VertexGroup.VisableBool

if i change to code so the new property is added to the Object type it works fine and shows the checkboxes but i need the bool props in VertexGroups not in Objects.

What am i doing wrong? i've been fighting with this for hours and can't seem to figure it out.

code snippet:

for i in context.active_object.vertex_groups:
        col1.label(text=str(i.name))
        col3.operator("mesh.dummy_op", icon="RESTRICT_VIEW_OFF", text="")
        col2.prop(i, "VisableBool")
        print(i)
        print(i.name)
        print(type(i))
def register():
        bpy.utils.register_class(DummyOp)
        bpy.utils.register_class(MainPanel)
        bpy.types.VertexGroup.VisableBool = bpy.props.BoolProperty(name = "Test", default = True)


texts: I am following a youtube tutorial, but the cloth simulation doesn't work as desire. May I know what the problem is? I have not idea what is going wrong


texts: For example when I record a rig walking and then I'd like to make it walk backward so how can I do that without much effort


texts:
I dont know if this is the right place to ask..

For a programming assignment in school I need to find in the source code where the export is made to an FBX file. Do you have any idea to where I should start to look? I've built everything with Cmake(it does not compile without 500 errors) and got a Blender project open in VS.


texts: How can I make the section of a prolate ellipse like the one shown in the figure?

texts: The left ventricle of the heart has a prolate ellipse geometry. The thickness of the wall of the ellipse has several layers. To describe these layers, it is necessary to make a section of the ellipse wall. It would be great to do it in Blender. I appreciate the help for teaching cardiovascular medicine.


texts: How to apply gradient color change in an animation

texts:
How to apply color gradient change on a fluid such as in the following figure? The method should be capable to apply to all frames in the animation automatically. Consider it as simulation of being heated gradually in some specified locations.

Update:
Here is our result based on accepted answer: using procedural texture. Indeed, the answer is perfect for this question.

One side comment is that as also mentioned in the answer, the color is not attached to the fluid so as you see the color of drop is changing as it moves. This could be our other question in other post.


texts: Understanding 3D transforms and rotations

texts:
I am aware that a 3-D linear transform (combination of: stretch, shear, rotation) takes the form of a 3x3 matrix.

Also that if the transform is required to also handle translations, then one can either use 3x3 matrix + translation vector, or 4x4 matrix

However, I'm also aware that there is a different technique for handling rotations: to use quaternions, which looks like a 4x4 matrix (but does it behave in the same way?).

So my question is: how do these objects play with one another?

Say I start up my default Blender scene with a cube and a camera.

Now that transform panel is confusing to me. As it stands in that picture, I can imagine blender is using either 3x3 matrix + translation vector, or 4x4 matrix

But then there is a 'Rotation Order' pulldown which allows quaternions.

Can anyone explain what blender does behind the scenes?

The reason for my asking is that I'm attempting a script that transforms an object into camera space (i.e. If you were to transform the scene so that the camera is at the origin pointing downwards, wherever the object ends up, this is the location I use)

def main(context, num):
    bpy.ops.scene.new(type='FULL_COPY')
    cloneScene = bpy.context.scene
    cloneScene.name = 'clone'

    camera = cloneScene.camera

    for ob in cloneScene.objects:
        if ob.type == "MESH":
            me = ob.data

            # WorldToCam( ObToWorld( ObCoord ) )
            world2cam = camera.matrix_world.inverted()
            ob2world = ob.matrix_world

            obj2cam = world2cam * ob2world

            bm = bmesh.new()
            bm.from_mesh(me)

            bm.transform(obj2cam)

            for v in bm.verts:
                v.co = MyTransform(v.co)

            cam2obj = obj2cam.inverted()
            bm.transform(cam2obj)

            # save back into orig mesh
            bm.to_mesh(me)

And so I would like to have a clear understanding of what is happening when I apply a transform.

Although I've tested that this method works in simple cases, it looks like it might fall over when dealing with translations and quaternions (seeing as I'm inverting the matrix not the transform, I'm not sure if these are guaranteed to be the same. In a straight linear transformation they are...)

EDIT:
http://www.essentialmath.com/GDC2013/GDC13_quaternions_final.pdf <-- amazing walkthrough!

ftp://ftp.cs.indiana.edu/pub/hanson/Siggraph01QuatCourse/vqr.pdf <-- starts good, lost me with the links

courses.cms.caltech.edu/cs171/quatut.pdf <-- Ken Shoemake Quaternions


texts:
I'm not sure the best way to explain this, but I want a material to mix into an emission shader along the edge where it intersects with another object. This video is a good example:link

edit: I want to do be able to do this in realtime (eevee), thought I'd add it here rather than just having it in the tags.

edit:

edit: I also want to be able to achieve this in eevee with this same method. this is done in cycles:

and this is eevee:


texts:
I'm trying to create a coupling in blender, that I can export to cura slicer program.

My problem is the slicer program fills in the center of my tube as if it is a wall.

I have tried creating it from a cylinder and just a plain circle/circles (inside and outside walls).

I exported both .obj and .stl files with the same result.

I'm uploading my file here once I post my question.


texts: Why Do I See Multiple Black Specks on the Canvas when Using the 2D Animation Workspace?

texts:
I just downloaded blender 2.831 LTS, and on going into 2D Animation I got this screen with all the dots (image attached). These dots are not pixel errors.
Also blender 2.82a file is not opening in 2.831 So I opened it in old version.


texts: Select inner faces and select non-manifold geometry not working

texts: Often times when I build a model, I will join 2 objects together, creating inner faces that tend to screw up my armature weights. I researched various ways to select this interior geometry but none of them appear to work. I tried these methods on a complex model as well as on a simple set of cubes. In any case, nothing gets selected and there is no error code.


texts: I'm having issues where the pose I want to mirror does zero to bare minimal change, as in the arms may move slightly but nothing is mirrored it stays the same. My old pose was scrapped and remade simply because when I use the x paste pose mirror it deforms everything. I recreated a new armature with proper naming conventions (.L and .R) Everything seems to be in order however the pose does not mirror or move at all. Is this a roll problem? Or something else?


texts: Why are the particles floating around the objects instead of sticking to it?

texts: So I am trying to add some sprinkles to the Donut as I have been revising myself of a tutorial from Blender Guru. It worked fine, but then my computer crashed and I didn't have a chance to save it. I am very new to blender, and I have researched some from here but they didn't work this out. So, I am wondering what is causing such problem.


texts: How do I remove all internal edges of a converted font to mesh?

texts: I have converted a font to a mesh and I would like to just have the outline.  I need to delete all the internal edges without going through all the pain like the image below.  The red arrow is a manual delete of one edge. I want all the internal edges gone. Is there a quick solution?


texts:
I have two different edge loops and am currently able to bridge them. However, I would like to be able to bridge them along a curve. I know it's possible to extrude a shape along a Bezier curve and also taper a curve, but I was wondering it it is possible to use a different "start" and "end" shape for the tube.
I found these this method but both the start and end shapes are the same, just different scales:
https://github.com/zeffii/TubeTool
I did find the tool I was looking for here under Sweep to Mesh but was wondering if there is a way to do it with free tools: https://blendermarket.com/products/curves-to-mesh/docs
Thank you!


texts:
I have been redirected to Stack Exchange from Stack Overflow to ask my question.

I am relatively new to blender and have been working on my first blender project for a while now. I have come across this shape and I am kind of baffled at how I would go about creating it.

I have no trouble creating the actual stick except for that weird shape below the stick that looks almost like a rounded pyramid.

Thank you for your time and any help would be appreciated!


texts: Boolean - subtract multiple objects from one with only one boolean modifier

texts: Is there a way to subtract multiple objects from one using single boolean modifier? For example I have a wall, and I need to make multiple holes in it for windows. I wanted to parent an object that will make a hole in the wall to a window object, so wherever I move the window, the hole will be made automatically, and if I duplicate the window, the object that is it's child will be duplicated too, and will generate holes too. Thanks in advance.


texts: Select Pose Bones Per Script In Blender 2.8

texts:
Is there a new command for selecting bones when in pose mode?

myPoseBone = bpy.data.objects['metarig'].pose.bones["thigh.R"]
myPoseBone.select = True

does not seem to work (AttributeError: 'PoseBone' obejct has no attribute 'select').

However, everybody seems to do it that way. Does it still work for you?
Thanks in advance,

Matthias


texts: Change an Object's Material to another Material with Python [Pic Attached]

texts:
I have an object named "Paper_obj"

After entering the Material tab, there are tons of materials within, "White Transmission", "Steel Mag", etc.

My main purpose is to change the "PaperTopYellow" to "PaperTopRed" by clicking on the drop down list. Can it be done with Python?

Since there are many other objects in the blend file, the hardest part for me is to first target that "Paper_obj" first and then change the "PaperTopYellow" to "PaperTopRed" within.

Thank you!


texts: How would you create Pixel Art in blender without using a Shader?

texts:
How would you create pixel art like this https://pbs.twimg.com/tweet_video/B1inDVWIEAAm2XK.mp4 in Blender?
I understand Sean Young creates the original sprites in Photoshop and imports them, but how does he color them? Does he use planes as the structure of his sprites? It's just so vague to me, and I haven't found any sources online to how he created this.