texts:
I've been having issues trying to hide an object based off name (as a UI checkbox).

It nearly works, hiding an object is somewhat decent, not perfect as sometimes you need to recheck to work. But the main issue is i can't go back and unhide it.

if "bpy" in locals():
    import importlib
    if "MK8_export_paths" in locals():
        importlib.reload(MK8_export_paths)

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector
from bl_operators.presets import AddPresetBase

from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       AddonPreferences,
                       PropertyGroup,
                       )

def common_update(self, context, origin):

    obj = context.object
    scene = context.scene

    for ob in scene.objects:
        if scene.my_prop:
            if ob.name.startswith("Glide"):
                ob.hide = True
            else:
                ob.unhide = True
    else:
            ob.hide = False

class MySettings(PropertyGroup):

    bpy.types.Scene.my_prop = bpy.props.BoolProperty(update=lambda self, context:
    common_update(self, context, 'my_bool_one'))

class PathSETTINGS(Panel):
    bl_idname = "OBJECT_PT_my_panel"
    bl_label = "My Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "NewTest"

    def draw(self, context):
        obj = context.object
        layout = self.layout
        scene = context.scene
        layout.label("First row")
        row = layout.row(align=True)
        row.alignment = 'EXPAND'
        row = layout.row()
        row.prop(scene, "my_prop", text="Hide Object")

# Registration

def register():
    bpy.utils.register_class(MySettings)
    bpy.utils.register_class(PathSETTINGS)
    bpy.types.Scene.my_prop = bpy.props.PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_class(MySettings)
    bpy.utils.unregister_class(PathSETTINGS)
    del bpy.types.Scene.my_prop

if __name__ == "__main__":
    register()


texts: My attempt to construct transformation matrix using 3 vertices (didn't work, need help)

texts:
Smart people in the past offered a solution to construct transformation matrix using 3 vertices:

How do I construct a transformation matrix from 3 vertices?

I tried to test it but I could not get it right. Please see attached code, screenshot, and blender file.

I would like to align Suzanne origin to K and align Suzanne's y axis to the normal of the plane defined by (k, i, j). I don't need (i, j) beyond defining the plane. My problem is my code doesn't do it. And I couldn't figure out why.

Thanks!

# https://blender.stackexchange.com/questions/30808/how-do-i-construct-a-transformation-matrix-from-3-vertices

import bpy
from mathutils import *

# randomly selected 3 vertices
i = Vector((0.778421, 0.112746, 1.402834))
j = Vector((1.444566, 0.088229, 2.944015))
k = Vector((1.476759, 0.047526, 1.439882))

# to visualized the points
bpy.ops.mesh.primitive_uv_sphere_add(size=0.05, location=i)
bpy.ops.mesh.primitive_uv_sphere_add(size=0.05, location=j)
bpy.ops.mesh.primitive_uv_sphere_add(size=0.05, location=k)

a = i - k
b = j - k
c = a.cross(b).normalized() #y axis?
d = c.cross(a).normalized() #z axis?
e = c.cross(d).normalized() #x axis?

m = Matrix.Translation(k) * Matrix.Scale(1,4) * Matrix((e, c, d)).transposed().to_4x4()

obj = bpy.data.objects['Suzanne']
obj.matrix_world = m*obj.matrix_world


texts:
I am trying to map a unwrapped cube texture on an actual cube. I found many tutorials that talk about unwrapping the model and working on the UV map, but there is literally no information on where to open the editor in the first place.
So simple question: how to open the editor and view my unwrapped cube?


texts:
I'm compositing an image sequence in blender, and would like to preview it while working.
image editor shows only a still image, and I don't want to export every time I wish to preview.
Is it possible to preview an image sequence while working (like after effect's ram preview?)


texts: How to bring back the bottom left panel in Ivy Generator?

texts: The Update Ivy panel on the bottom left is vanishing when I switch to another object. Any option to bring it back?


texts:
I'm creating the inside of a hangar, and after some work, I checked to see how the shading is. To my surprise it's all messed up. I've never seen this bad smoothing, and I have no clue how to make it right.
This occurs with Flat-

and Smooth shading.

Both instances have Auto Smooth turned on and at 180° angle (I do this to manually control what parts to smooth). Vertecies that belong to one plane have no deviation in their x, y or z values (depending on plane orientation). The normals of the faces are all pointing inside, I have tried recalculating numerous times inside and outside with little variation in outcome.
In the beggining I have extruded a few vertecies to create a box, then cut and extruded parts to end up with this shape. ((Is there some other hidden attribute that causes this? What have I done wrong? I want this to look "normal", with uniform smoothing along faces. I need Auto Smooth turned on, because the further detail that I plan to add requires it.))
Addendum:
A Subdivison modifier solved the problem, but simplyfiyng the mesh no longer creates this visual artifact. In spite I would also like to ask if there is any variable that could cause the smoothing to mess up, in order to avoid it in the future. Did something "get lost in translation" in the code, or wht else could cause this?


texts: Carving openings in a terrain for already built subterrain structures

texts:
I built a structure that is mostly underground but whose entrances (three) are partially above the surface.
.

I can duplicate the vertexes and edges where I want the openings on the terrain, but then I have to create the terrain and to sculpt it or modify someway to create something similar to this image.
 and the front view .

The problem I have is that when I try to sculpt, the opening gets deformed as well. Also that happens when I use proportional editing. Is there something I missing, or just a simpler way to do this in Blender?


texts: Understanding blender collection, instancing from Sketchup side of view

texts:
I'm trying to migrate to Blender from Sketchup.

There, instancing is managed simply by 'group' and 'component'.

Groups are just separate coordinate system while components make object an instance. So when you want to separate singular object you make group, else to make linked objects you make component. Groups can have components and components also do. There is no depth restriction so a group can have groups which have component which have another components that have a group, and so on.

This kind of structuring is very crucial in architectural modeling as they tend to have duplicated objects and become very hierarchical.

I've read this and that about blender instancing, grouping, tied playing with boxes for days but still things are not clear. I think one of the cause is that parenting and grouping is separate in Blender.

So I'm asking here hopping someone could give a golden answer (once again) that would weave everything vividly and reveal real power of Blender specific hierarchy structure represented by 'collection'.

Is there anyone coming from Sketchup side and managed to understand instancing in Blender? How should I reroute my thinking?


texts: Why are cuts made with BoxCutter appearing as objects in an Octane render?

texts: Whenever I cut stuff off using the box cutter, it works fine in blender but then it creates geometry instead of cutting it when I render it in octane. As you can see in the pic there's a little cube that was added in octane where I cut away in blender. It basically does the opposite of what the boxcutter should do. Any help would be super appreciated.


texts: I can't find where to change the strength of the sun in version 2.70a

texts: I have viewed the tutorials of lighting and shading, but the version used in the tutorials must be older than that I use.


texts: How can I get my view inside of an object so I can edit the inside in edit mode? For example, you create a block, but you want to edit how it looks inside (like a house), how can I do that?


texts: What is the fastest way to create 28 x 28 x 28 individual cubes with its own material in python? Writing 3 forloops is too slow

texts: Is it possible to create this many cubes without for loops? Is it possible to create and place cubes in the right location with a 3D numpy matrix?


texts: Exporting current frame from the Movie Clip Editor

texts:
I'm making some Camera Projection mapping in Blender.

The issue I have is that when I Paint my projections using the clone method (with multiple UV maps from view). It's working great except that I can't seem to be able to use video in the "Clone from image" function.

So my question is how can one export still frames from the Movie Clip Editor?

Is there a builtin function or should it be scripted?


texts: Freestyle SVG Export. How to save meshes without background?

texts:
I'm trying to render a model using Freestyle and export it using Freestyle SVG Export. Unfortunately, when I export my model as SVG I get not only the selected mesh, but also the background of camera viewport.

I would appreciate any help!


texts:
I have loaded an stl file and want to do some boolean stuff on it using python API (see code below). First I create the bevel spline and move the end points where I want them. Then I create a boolean modifier and try to union with the bevel-curve. After that want to subtract the union from a cube to make a hole.
But the curve can't be assigned as the object of the union; not even manually and I don't even get an error. Nothing happens. I can set the surrounding cube as the object and that works fine.
So is there something wrong with using bezier curves in boolean modifiers or am I doing something else wrong.

# ------- Model stuff -------

#bpy.ops.import_mesh.stl(filepath="K:/PQJ/Mold Generator/Blender test/Sphere_Full_40.stl", filter_glob="*.stl", files=[{"name":"Sphere_Full_40.stl", "name":"Sphere_Full_40.stl"}], directory="K:/PQJ/Mold Generator/Blender test")
bpy.ops.import_mesh.stl(filepath="K:/PQJ/Mold Generator/Blender test/898L-OutputModel-SLA[]_09.stl", filter_glob="*.stl", files=[{"name":"898L-OutputModel-SLA[]_09.stl", "name":"898L-OutputModel-SLA[]_09.stl"}], directory="K:/PQJ/Mold Generator/Blender test")
model = bpy.context.active_object

# ------- Mold stuff -------

mold_size = (20,30,30)
mold_displace = (mold_size[0]/2.0,mold_size[1]/2.0,mold_size[2]/2.0)
#mold_displace = (10,10,15)
bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=mold_displace, scale=mold_size)
mold = bpy.context.active_object # New objects are selected by default

# ------- In- and outflow stuff -------

bpy.ops.curve.primitive_bezier_curve_add(radius=10, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
curve = bpy.context.active_object
bpy.ops.curve.primitive_bezier_circle_add(radius=0.5, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
profile = bpy.context.active_object

curve.data.bevel_object = bpy.data.objects["BezierCircle"]

curve.data.splines[0].bezier_points[0].co = (-0.01, mold_size[1]/2, mold_size[2]/2)
curve.data.splines[0].bezier_points[0].handle_left  = (-1, curve.data.splines[0].bezier_points[0].co[1], curve.data.splines[0].bezier_points[0].co[2])
curve.data.splines[0].bezier_points[0].handle_right = ( 1, curve.data.splines[0].bezier_points[0].co[1], curve.data.splines[0].bezier_points[0].co[2])

curve.data.splines[0].bezier_points[1].co = (5,13,10)
curve.data.splines[0].bezier_points[1].handle_left  = ( 1, curve.data.splines[0].bezier_points[1].co[1], curve.data.splines[0].bezier_points[1].co[2])
curve.data.splines[0].bezier_points[1].handle_right = (-1, curve.data.splines[0].bezier_points[1].co[1], curve.data.splines[0].bezier_points[1].co[2])

# ------- Boolean -------

bool_model = model.modifiers.new(type="BOOLEAN", name="bool mold") # create and store a modifier
bool_model.object = curve
bool_model.operation = 'UNION'
#model.hide_viewport = True

#bool_mold = mold.modifiers.new(type="BOOLEAN", name="bool mold") # create and store a modifier
#bool_mold.object = model
#bool_mold.operation = 'DIFFERENCE'
#model.hide_viewport = True

!!! EDIT: I see the same when I try manually. I find this totally bizarre. I have subtracted large objects from stl with 50000 faces each. So why can't I use bool on a simple bend cylinder? It is even meshed! I just happen to know even more about it than just the mesh. So just forget that it's a curved bevel and just use the mesh.


texts: How do I properly fit this tail with IK?

texts:
I have this tail rig that I'm using IK to animate with. I'm fairly new to rigging and IK, however, I've come this far:

The problem is I want to have more control over the curve that the IK Target creates, for example, this rig only bends downwards, I'd like to be able to change the bend without having to rotate any parts as it causes bones to move out of place.

Any tips/help would be appreciated, thank you.


texts:
I've noticed all my objects exported from Blender (FBX) have completely wrong origins when in Unity.

My Blender scene is made up of multiple objects which are spread out all over the place.

What's the best way to fix this? Is there a simple method / workflow to make sure an object & origin is at 0,0,0 when it's exported?

Thanks!


texts: Camera view in layout produces a white screen

texts:
Camera view (NumPad 0) in layout workspace appears to zoom to the camera position and produces a white screen.  There appears to be no control i.e. scroll or zoom with the mouse.  The same operation in modeling workspace works correctly.  I cannot find a setting that would do this.  Why work for one and not the other?  What have I done?  Anyway, it may be a basic question, but what's the difference between layout and modeling WS?
I'm using Blender 2.91


texts: How to add reference photos in orthographic view from angles other than the default front, back, top, etc.?

texts:
3D modeling is easier with reference pictures, which can sometimes be hard to find facing straight forward, left, right, top, etc. If I could add other angles for pictures it would be great.
Thank you.


texts: Shapes Grow or Otherwise Change Shape Upon Applying Armature Deform

texts:
(This is likely to be a duplicate. I apologize if it is; I was unable to find a similar question with the way I worded the problem.)
Upon applying armature deform, regardless of which type, the objects change shape (usually growing in a weird way).

The general posing works just fine, but the change still occurs. Strangely, it's not present in Edit Mode.
I have no other way to put this. I apologize for being brief and asking something that has likely already been asked.


texts:
I used blender last night in a normal fashion, then ran a script I've run many times before to let it render a few frames and save them to files over night.  I found the files as expected and blender was still open in the morning (as expected).  I closed it, because I was done with it for a bit.
When I went to open it, I got an error that "Open GL 3.3 or later is required" and that "Blender will now exit".  I was surprised, seeing as I hadn't updated blender or any drivers or anything at all since the last time I ran it. I did a system update just in case and restarted the computer.  I now get the following message when I try to run blender from the cmd line:
Read prefs: /home/rothloup/.config/blender/2.92/config/userpref.blend
/run/user/1000/gvfs/ non-existent directory

What is going on?  How do I get my blender back?
I'm running kubuntu 20.10, stock kernel.  Nvidia GeForce GTX 1660.  I didn't touch the nvidia drivers.
can't find a good tag to use, but it made me attach one to the post...


texts: applying armature scale yield to change object location

texts:
What I want to do is apply the scale of the armature, when applying the position of the armature changes.
Here's the armature before applying the scale:

After applying the armature scale (Ctrl + A -> Apply scale) the location of the armature is changed.

As you can see, I have no animations and no delta transform, so why does this happen and how to solve it?.
If I enter the edit mode, the armature is back to position, but when I back to object mode it is shifted as you can see:

Here's the blender file:
https://drive.google.com/file/d/1hmef1zb-QDFNkFxServ52shOLsP2Vt4y/view?usp=sharing


texts: so I was trying to draw a text and a string value, more specifically, the value of the width of the bevel modifier. I achieved it but the string value seems to long, I want it to be shorter let's say I want only 0.0310 to display in the text without the extra numerals. How do i do it ?


texts: Particles flowing through openings in objects

texts:
I have an imported FBX model made in Fusion360, I want to simulate air flowing through openings at the front of the model and being expelled from at the back. how can I do that with particle system?

Regards,

HY


texts:
I am trying to generate some texture using built-in Blender GLSL implementation using gpu and bgl modules. I have encountered a problem where the texture rendering via the fragment shader has some artifacts similar to the compression artifacts.
So I already have a texture loaded in Blender called test.png and I am just trying to re-render this texture using GLSL to the blank texture called test_glsl with this code:
IMAGE_NAME = "test_glsl"
WIDTH = HEIGHT = 128

vertex_shader = '''
in vec2 pos;

void main()
{
    gl_Position = vec4(pos.xy, 0.0f, 1.0f);
}
 '''

fragment_shader = '''
out vec4 fragColor;

uniform vec2 u_resolution;
uniform sampler2D image;

void main()
{
      vec2 uv = gl_FragCoord.xy/u_resolution;
      fragColor = texture(image, uv);
}
'''

offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
with offscreen.bind():
    bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)

    # Generating texture
    texture = []
    pixels = bpy.data.images["test.png"].pixels
    pixels = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4, pixels)

    texture = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, texture)
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture[0])
    bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, WIDTH, HEIGHT, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
    bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)

    # Generating shader
    shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
    batch = batch_for_shader(
        shader, 'TRI_FAN',
        {
            "pos": ((-1, -1), (1, -1), (1, 1), (-1, 1))
        },
    )
    shader.bind()
    try:
        shader.uniform_float('u_resolution', (WIDTH, HEIGHT))
        shader.uniform_float("image", 0)
    except:
        pass

    # Drawing
    batch.draw(shader)

    # Reading
    buffer = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4)
    bgl.glReadBuffer(bgl.GL_BACK)
    bgl.glReadPixels(0, 0, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_FLOAT, buffer)

offscreen.free()

bpy.data.images["test_glsl"].pixels = [v for v in buffer]

And the result that I get (I purposefully cranked the values for a clearer presentation):

So look's like some color data is missing. I thought at first that it might have something to do with the gl_FragCoord, but if I render it directly the texture is smooth, i.e. every pixel is different from its neighbors as intended. When I sample the texture though whole chunks of pixels on the row for some reason have exactly the same values, as though they have the same coordinates, which apparently they do not.
I am a GLSL newbie so maybe this is the GLSL problem, not the Blender one. Hope you can help me anyways. Thanks


texts: Controlling subdivision surfaces quality

texts:
Is there a way to control subdivision surfaces quality ?
Specifically:

If I need extra geometry, I add an edge loop, but this changes the curvature and I have to manually adjust all the new vertices and doing it manually is not good
(In 3ds max there is the command Flow Connect, but I don't know if it is good)

Given a boundary curve (for example lines in a blueprint) how do I put the interior vertices of the control polyhedron to get a "nice smooth" surface, where "nice smooth" maybe depends on the application (In 3ds max there is the Set Flow command, but I don't understand how it works yet)

If I want to force a surface to be convex or concave how do I have to proced


texts: How to map musical data to objects in blender amd export 3D printable .stl file

texts:
I'm a teacher, and I'm designing an assignment in which students will analyze music to extract timing and loudness data from recordings, then import the information into a Python script, map the information to Blender objects, and then output a 3D-printable .stl file.

While I know exactly how to extract the musical information, I'd like to hear your opinions on good ways to map the data to Blender objects and export a printable .stl using Python.


texts: When I render an image everything is black and white. How do I fix this?

texts:
Everything appears black and white:

How do I fix this?


texts:
Is there any way i can use the camera view as a texture in realtime? i know you could do this in the blender game editor before using python, but now i don't know if there is a way i can use the camera view as a texture (or colour output, basically) without rendering or baking it

kind of like a security guard monititor or a portal effect, i think you could do this kind of effect in the compositor using masks but that wouldn't really help


texts: New vertices added to vertex group automatically

texts:
I make a vertex group containing those two edge loops.

Then I make those two loop cuts above and below.

When I select the vertex group I previously made, I see that the new edge loops are included in the vertex group.

How can I make loop cuts without adding vertices to the vertex group?


texts: Blender system console character encoding

texts:
I'm using Blender on Korean Windows 10.
While studying Blender Python I opened the System Console to check for error messages.
By the way, some characters are displayed correctly in English and others are displayed as random characters that have no meaning.
As far as I know, it's probably an encoding issue.
But I don't know how to fix this.
Help...


texts: Glass shader. How can I get rid of the reflection in the glass?

texts:
I have two planes with a glass shader one after another, and the object is reflected in the glass, how can I get rid of the reflection in the glass?
https://disk.yandex.kz/i/5t71DmYOupy7jQ


texts: How can i make a sort of cloth/leather object?

texts:
I am trying to make Pathfinder from Apex legends and I am at the neck part, he has some sort of leather scarf for his neck, like the bottom part of the gear stick in a car. I have no idea how to tackle this problem so any suggestions would be appreciated

Here is the object I am trying to make:
And here is the object i compare it to:


texts:
Hey guys beginner user here.
I'm trying to model a skateboard to get the hand of using blender and I was able to get the basic shape down except I have an edge that is too sharp. I tried multiple technics but I was unable to get it to work.
This is what I have:

What I'm trying to smoothen out is the hard-line where the body meets the tail. make it look like a more round edge.
what am I missing here?


texts: Why is the curve modifier deforming strangely?

texts:
I modelled a part of a bicycle chain added an Array and a Curve Modifier

everything worked nicely until I added cogs and translated and scaled the chain parts to fit the cogs.

I tried to apply transformations, re-added the Curve Modifier but had no success, it still deforms the chain that strange:

Before I messed it up it looked like this:

How could it be fixed?

.blend


texts: Split a Mesh with a curve (knife project tool)

texts:
I'm developing an add-on in Blender and I need to manipulate in Blender before developing the tool.
My goal : I want to split a mesh in two different meshes with the Knife Project tool in Blender. I already see many forum talking about that and I already tried all the different solution mentioned. The best one for my issue is this one : Separate in two parts a mesh with knife project
My issue : When I try the method from the link above (with knife project and not with bisect tool), when I project to cut, the cutting edge is not the only thing selected.  I have many faces selected too and I don't want this. I only want the cutting edge to be selected to continue the process to separate each part of the mesh. Of course with manipulation we can just unselect the faces but it's not a possible way to do this by scripting.
It works perfectly with Bisect tool, but I don't always cut a simple line, I often have to cut with bezier curves so Knife Project tool should be the best way I think ?
Is there a way simply select the cutting edge after cutting with the Knife Project tool or is there a completely other way to split a mesh in two different part ?

Thanks!


texts:
I'm new in blender and trying to bake normal from a high resolution mesh to a low poly.

But the result of the normal map is casting shadow from sky corresponding to some global illumination that I can't change.

As you can see in image some global light is casting shadow into normal result. I'm trying to put some lights in scene but whatever shadow direction I try the same result accurs.

How can I bake Normal without shadow direction? Like we do when we bake AO with light coming from all directions.

I hope you understand this ridiculous explanation. ;/

Thanks!


texts:
I'm really struggling to work this out. I've uploaded my file here:
https://drive.google.com/drive/folders/12SsWvjO9dYfF3BEPrZmdNJyiH8FAqiRd?usp=sharing
I made some curved stairs. Basically, I want the steps to stay nice and sharp, but I'd like to smooth the vertical, curved sidewalls of the staircase. Currently I can't auto-smooth because all the steps are individual pieces that are not connected. I've tried merging vertices and faces by distance, but I just cannot work out how to join them.
I hope this makes sense, and thanks in advance for any help! :)


texts:
I use the array and curve modifier on a Bezier to create roads and curved bridges. The road texture has to be tileable lengthwise so I have to UV unwrap beforehand. Since the texture is square I have to divide the road up into bits that are as long as the road is wide. Which results in a blocky look:

Subdivision does the trick, however I would like to get rid of all the unnecessary Tris:

The Planar Decimate Modifier messes up the UV in some spots. So far I either left the extra Tris sacrificing performance, or I smoothened the road manually. Is there another way? I can't figure it out.


texts: I can't change the parameters of a primitive after creating it in Blender 2.8

texts:
In Blender 2.7 you could achieve it like that: How to edit Parameters for an Object after it is created?

In Blender 2.8, when I create a cylinder for example I see the window to change the parameters of the primitive but I can't interact with it.


texts: Blender: render different periods of a sequence into different files

texts:
TL;DR: is it possible to render automatically frame X to frame Y into file first_part.mp4, and frame Y to frame Z into second_part.mp4? Ideally, I'd also love to be able to render via command line, using something like blender -b myfile.blend --part first_part to render a single part, and blende -b myfile.blend --all-parts to get both first_part.mp4 and second_part.mp4.
My use case: I'm trying to use blender to create animated slides for presentations. For example, my talk could look like:
<a girl is on the screen alone>
- Hello everybody, here is Alice
<I press a button, a boy appear on the screen>
- Here is Bob.
<I press again a button, and a box appears on the video, moving from Alice to Bob>
- See: Alice sends a message to Bob

On blender, I don't have any troubles to create a big animation, that shows Bob alone (say frames 1-5), then Alice arriving (frames 5-10), and then the box moving from Alice to Bob (frames 10-30). However, in order to pause the video at the right time, I'd much prefer having 3 differents video, and render them into different files. Of course I can manually render each one by putting some markers M and then manually render all the files, but when the number of "slides" become higher, it's really long to do manually, and error prone. So I'd love to have a way to name these parts, like:

first_part = from frame 1 to marker "first part"
second_part = start at marker "first part" and stops at marker "second part"
third_part=starts at marker "second part" and stops at marker "third part")

That way I could ask to render one specific part, or all parts in one go. I'd also love to be able to use command line (see above) to specify which part I want to render, as it could be very practical if I want to redo the whole
Potentiel solutions:
I guess I could write a python script, basing my idea on this answer, but it is a bit dirty I guess. Another option (thanks intrac) seems to use only the command line using something like blender my_scene.blend -f 1..50 -b, but not sure how to get the list of markers from the command line.


texts:
Do you know why hair particles get strange when animating?

Here is the thing: I have a character with a hair particles system for hair.
My character is animated through an armature.
So I move my character, make him following a path, through his armature: and as soon as I move this way, my hair get crazy.

I precise that armature modifier is just above my particle system.


texts: Copying Action From One armature to Another armature

texts:
I am a beginner in blender.

I have 2 Armatures. They have different bone structures/names.

Armature A does some action for 200 frames, Armature B does some action for 80 frames.

I would like to add the action from Armature B to Armature A.
I tried to use NLA editor, push the action from B to A, but it didn't work. I think somehow i need map each bone from Armature B to Armature A.(I couln't find a way to rename bones)

I searched for every related tutorial but i couldn't find how to map. All i can find was people joining actions using NLA editor, adding action strip.

After that i tried copying keyframes from Armature B to A, but i couldn't find a way to do it in neither dope sheet nor action editor.

I am not afraid to do lots of menial work (like renaming all of the bones) or using python scripts(i am comfortable with coding with python). But i couldn't find a way to do it.

Any detail will be appreciated as i am a newbie in blender.

Thank you in advance.


texts: Can modifiers be called in the Game Engine?

texts:
Can modifiers be called in the Blender Game engine and called using actuators?

For example, could the explode modifier be called when you jump on a box?

If so, are there some modifiers that work better than others (faster rendering), or any general rules of thumb I should use when applying them?


texts:
I am trying to animate what shows up in the viewport moving around in wireframe mode. I would like to keep the vertex highlighting 'look' (in edit mode wireframe) while panning around the camera. Can anyone advise how to accomplish this? I can render in 'wireframe' but I can't get the vertex highlighting texture.

Thanks


texts:
I can't get "depth of field" to work as expected in version 2.68. Here are the steps I'm taking (from a brand new file):

I clone the default cube a few times, and place all the cubes in a row.
I go to the camera's settings, and select a cube on which to focus in the "Depth of Field" section.
I switch to compositing mode and check the "use nodes" box.
I add a "Defocus" node in between the "Render Layers" node and the "Composite" node.
I also connect the "Z" output from the "Render Layers" node to the "Z" input of the "Defocus" node.
I render. When the image finally goes through the compositing process, I can see the cubes, and blurring occurs, but the camera is NOT focused on the cube I selected in the camera settings.

I've tried this both in the Blender internal renderer and in Cycles. What am I doing wrong?


texts:
I have a problem with weight painting the models head, even when I just use automatic weights it does this.

Whenever I move the head bone, my models face parts don't move perfectly with it, instead the mouth opens, the teeth, tongue and inner mouth move out of the head and the eyelash mesh and brows move strangely with it as well.


texts: How can i add a texture to billboard particles?

texts: I'm using a billboard-type particle in order to show a texture/plane look at the camera, the problem is i have the billboard option selected so i can't choose 'object' and the planes from the billboard are working great, but how can i add an object or a (single) texture in order to replace the gray plane the billboard offers?


texts:
I have downloaded a .blend file that contained a pistol model.
Also, it contained a light.

The rendering was set to "Blender Game".

Since the default blender rendering doesn't require a light in the scene, and since I wanted to get rid of the light, I deleted it.

Since then the view shows a black weapon model:

I have set the rendering mode to "Blender Render", hoping that this would restore the default lighting, but it didn't help.

As one can see, the default blender scene also doesn't have a light, and it still renders fine:

How could I set the default blender rendering in this case?

Thank you very much for the help.


texts: Import freestyle line style from other .blend file

texts: I know you can import other stuff like object from another .blend file. I am wondering if you can do the same of the line styles and how?


texts: RIGGING in 2.79b ~ IK handles cause hands/feet to detatch from the body, alternatives? (Foot rigging)

texts:
I've followed a couple of tutorials to learn how to rig my flying humanoid character.
Both of them tell me to unparent feet/hands bones and parent them to added bones that will work as IK handles.

GOOD: this allows me to rotate feet/hands freely while also driving legs/arms IK chains.

BAD: whenever I move the IK handles beyond legs/arms' maximum extension, the feet/hands' bones and mesh follow the IK handle resulting in a stretched mesh.
(See screenshot from one of the aforementioned tutorials)

This is unacceptable.

Alternatives?


texts: How to select and merge vertices into separate triangles?

texts:
For my blender model, I have an image of a half-sphere. On its face it is triangulated and I want to merge the triangles together so they are like the portion that the red arrow is pointing to:

What I have tried doing is first going to select on the bottom left, and then using circle select. I selected the areas and I tried doing many different things:

First, I tried pressing AltM and I was given the choice of merging at center, at cursor, or collapse. None of these can give the function I need.

Then, I tried pressing Select > Vertices > Connect and nothing happened.

I have tried using this: http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/

Does anyone know what I should do?


texts: Trouble baking normals from a high poly mesh to low poly mesh using Blender and Substance Painter

texts:
This is a bit of a mixed question as I'm using both Blender and Substance Painter. I am hoping that someone with a Blender > Substance workflow knows what's causing my frustration.

I am following this tutorial.

Here is my blender file: tracer_redo_final_bake_3.blend

Here is my low poly mesh: tracer_low.fbx

Here is my high poly mesh: tracer_high.fbx

Here are both meshes as they appear in blender for convenience:

High Poly Gun:

Low Poly Gun:

When I try to bake the normal map in Substance, the details come out completely wrong and there are a lot of artifacts. I am aware that some artifacts are normal and I'm not striving for perfection here, but I'm not getting any of the beveled edges or further detail after the bake. The edges that are supposed to look beveled end up sharp and the model gets really splotchy. This doesn't occur in the tutorial video.

Here's a screenshot:

Here are the settings in Substance that I'm using for the bake:

I know that I can bake normals inside of Blender, but I really want to figure out how to do it correctly in substance painter for workflow reasons.

Is there any possibility someone could look at my files and tell me what I'm doing incorrectly? Could this be a blender-specific problem? This is my first attempt at baking and texturing something remotely complex, so I'm kind of overwhelmed.

A huge thanks for any assistance at all!


texts:
Can anyone help me confirm this is a bug, or possibly just something I might be doing incorrectly? It may also be the lack of a feature I'm assuming exists.

The problem is that add-on preferences only seem to get auto-saved when they are not within a property group branch. To replicate it, set this simple scenario up. You may already have something close enough - the properties do not need to be Boolean.

class PrefsSub(bpy.types.PropertyGroup):
    SkipTestB : bpy.props.BoolProperty( name = "Skip Test B" )

class PrefsMain(bpy.types.AddonPreferences):
    bl_idname = "PROJECT_NAME"
    SkipTestA : bpy.props.BoolProperty( name = "Skip Test A" )
    sub : bpy.props.PointerProperty(type=PrefsSub)

    def draw(self,context):
        area = self.layout.column()
        area.prop(self, "SkipTestA")
        area.prop(self.sub, "SkipTestB)

Open Blender and Add-on preferences, modify Skip Test A, then close/open Blender. The SkipTestA state should remain intact, indicating that the property was automatically saved.
Open Blender/prefs, modify Skip Test B, close/open Blender. If you encounter the same issue, the property does not get saved. Is this a bug?
If you open Blender/prefs, then modify Skip Test A and Skip Test B, then close/open Blender, both properties appear to be saved.

It seems as if the auto-save triggering feature breaks down on property groups. Is this a known issue? And are there any workarounds for it? If this does not normally happen, can anyone guess something I may be doing incorrectly to cause it?

Really appreciate any knowledge about this. I have my preferences setup to use multiple property groups because I didn't realize this happened until it was too late. I can probably flatten the hierarchy, but would prefer to not do that if possible.

Edit: Some info and possible solution

Forcing a root preferences value (prefs.prop) to change when a property group value (prefs.group.prop) changes does not trigger an auto-save.
In fact, programmatically altering root preference values does not seem to trigger an auto-save at all. Which would mean states stored in prefs won't get automatically saved unless the user modifies a root preference value using the UI within the same Blender session.
When a root preferences value is modified by the user through the UI, Blender will save all add-on preferences on exit - even those in property groups.
My current solution is to add update functions to all preference properties, and have the update function set bpy.context.preferences.use_preferences_save = True.
The solution I'm going with at the moment is to set bpy.context.preferences.use_preferences_save = True when my add-on starts up. Read about this state here: https://docs.blender.org/api/current/bpy.types.Preferences.html?highlight=use_preferences_save#bpy.types.Preferences.use_preferences_save . According to documentation, setting this to True will trigger modified preferences to be saved on exit. In my opinion, it seems like this should always happen.
If anyone can think of a better solution, please let me know! I personally do not like forcing this value to be True on every Blender execution, but it seems like the simplest solution. I guess the best solution would be to avoid property groups altogether in preferences, and to only trigger an auto-save when procedurally changing preference properties internally. But since my add-on does this every time it executes, it makes sense to do it the lazy way.


texts: Today, I downloaded Blender 2.82 and attempted to install an add-on that would allow me to export models in a format compatible with the program MikuMikuDance (MMD for short). After doing my research, I attempted to install the add-on while all the files were in a ZIP folder. However, no matter what I try - changing the add-on directory in the Preferences, getting rid of excess dots in file names - the add-on won't show up even though a message indicates it was successfully installed. I've tried looking at other questions regarding similar issues, but nothing seems to help, and I'm at the end of my rope here.


texts:
I have been searching online for the answer to this for a few hours now and I just can't get this resolved on my own.

The materials are not showing up in the final render, they show as gray scale but show up colored in everything else. I have made sure the materials are made in Cycles render and that there are no over riding of materials in the renderlayers tab.


texts: Shortcut for quickly toggling between cameras (in a similar way the Alt+Tab works for OS tabs)?

texts:
Shortcut for quickly toggling between cameras (in a similar way the Alt+Tab works for OS tabs) ?

Assuming the function exists...

If it doesn't, it should lol.


texts: I downloaded this template but it's appearing like this on my blender. What am I missing?

texts:
The template is the one shown in this video: https://www.youtube.com/watch?v=NbixwwuSY-U

This is what is appearing on my screen:

Anyone know what's up? The rendering also comes out all funny for this. It always looks like this even when I restart the program, re-download the template, etc. Thank you


texts:
I downloaded this model:
https://free3d.com/3d-model/fireman-15959.html

When I import it into blender the model doesn't have the textures even if I see them in the folder.


texts:
Why does the shear matrix example not use two matrix inputs as per several of the other example nodes in this matrix section? (for example rotation matrix and transform matrix)

https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/matrix/shear_matrix.html

Just wondered why vector/vertices is used instead.


texts: Why are my PitchiPoy Knee and Elbow Directions wrong?

texts:
I'm using the PitchiPoy addon for Rigify in Blender 2.72b to rig human characters. The knee and elbow joints are bending in random directions (this even differs between models) and I cannot find a system to this madness.

The PitchiPoy super_limb does not use pole targets for IK bones
I am getting different problems for different characters (eg. in one, the elbow is correct, in another it's bending sideways)
I've tried changing the roll of the bones in edit mode, but this had no effect
I've tried increasing the angle of knee and elbow hoping that's how Rigify figures out the bend direction, but this had no effect either

How do I control the default knee and elbow joint direction with PitchiPoy?
And why doesn't it use pole targets? I'd like to avoid changing the way this rig works by adding them for fear of breaking other things.


texts: Generation has thrown an exception: but there is no exception and it wont generate the rig correctly. how do I fix this?

texts: So, I have fixed many errors in my bone structure but when I try to generate the rig it says "Generation has thrown an exception:" and that's it. I've generated the rig multiple times tweaking a thing here and there but end up doing ctrl z so I don't have a broken rig. I have no idea how to fix this problem and couldn't seem to find the answer anywhere.


texts:
Say I have a cube on a plane:

How do I make the ground transparent but also keeping the shadow that the cube passes? I want a solid shadow, not a transparent shadow as other answers detail. Like this:

I need the answer in blender cycles.


texts: I am trying to create 2 cubes, with one mirroring the other. Instead it appears to create one cube that is always connected to the center!

texts: This is my first attempt at creating a character using blender. I am finished with the body, and now I am trying to add hands. I put my cursor where I want the origin to be and then pressing Shift+A to create a cube, which I would hope would also create an identical cube mirrored across the center. Instead, it seems as though these two cubes always have to be connected in the center. Any suggestions? This is my first day using blender so forgive me for not knowing the terminology.


texts: No smooth keys option (for animation) in window

texts: No smooth keys option when I enter fn+f3 (Mac). Photo. Can you help me? Thanks in advance.


texts:
Say I have a mesh with inconsistent subdivision. There are some areas with really large faces and no details, and other areas with lots of tightly packed detail. For example, a building with detailed windows with window sills and trim on one side, and no windows on another.

I would like to subdivide or otherwise cut the large blank faces to be at about the same level of detail/face size as the detailed areas, but without further subdividing the detail. It does not have to be exact, and I don't care if it causes triangles, ngons, or other such bad topology. The goal is to able to standardize the mesh for purposes of vertex colors and the pointiness attribute.

Here is an example. On the right is what I have, on the left is what I'd like to turn it into.

The meshes are too complex to do it by hand. Is there any way to automate this?


texts:
I've somehow turned x-ray on for all objects in my project, or so it seems.
No matter which object I put in front of the others I will look right through all the layers of objects until I see the last object in the line.

I still see the objects in front, but when there's an object behind the "front-object", then I look through the front-object and see the objects behind it as if they were in front.

If I'm only looking at a single object (in this case a 3D-object), then I don't see the face I'm looking at, but I see the backside and the sides.

When I use the Blender Render, there's no problem, but when I switch to Blender Game Engine and press play, then I look through everything.

What is the problem?

Here are 4 examples of my problem:


texts: How do I make hair particles appear on top of the emitter and not through it?

texts: How to make grass appear on top of ground not in middle?


texts: Eevee render output is black. But it appears in cycles. What I did incorrectly during adjustment?

texts:
Till half way of my process, all was good. I was able to produce images but now all I get is black images. Checked world environment and lightings too. No luck. Can anyone please tell me what's wrong?
File size: 21.1mb
Link: https://blend-exchange.com/b/kjKW8Pwn
What setting I messed up?


texts: I tried to x mirror my particle edit but it doesn't work.


texts:
After rendering a very short animation (simple turntable) the nodes for the textures have disappeared. The "use nodes" is active in materials but nothing in the texture node editor window, Did I hide them by accident?
Hope you can help.
Blender 2.91


texts: How to unwrap from project from view using marked seams?

texts:
The question is in the title. I have a setup angle from where I wanna unwrap my object. But I wanna unwrap it using the premade seams I made earlier.

Also editing the seams in UV-editor is not an answer, because I have too many islands.


texts: How to build building that is made of small pieces - how to correctly put rigid body over rigid body?

texts:
I'm new to blender and actually amazed from the possibilities it provides. I successfully created a set of boxes (like domino tiles) that fall in a chain reaction. (Like in this answer: https://blender.stackexchange.com/a/7111/8260).
When I did this there was a tiny fall of the tiles (about 0.001cm) and very quickly they stood still.

OK, Now I want to build a +30 tiles height building (and see them fall :-) ), but even though I put the tile one over another with precise mathematical positioning they still have an initial shake, so a 5 floor tower stands, but a high tower just falls by itself.

The tower I am tring to build looks like this:
(this is an example of 5 floor tower, each floor has 2 vertical tiles and one horizontal)

__
||
__
||
__
||
__
||
__
||

So my question is - how can I position this kind of building with 30 floors or more without get the "initial shake" when starting the simulation - I want the building to fall only when it gets hit.


texts: Curved surface relief using the lattice modifier

texts:
I want to put a 3D design onto a curved surface. I'm trying to make a flat version of the design, and then use the Lattice modifier to shape it to the surface it's supposed to be attached to. Here's a simplified example:
Say I'm trying to take this eight-sided vase here (pretend it doesn't have rotational symmetry, so I can't use a curve modifier):

I want to put a square stud in the middle of each side in that recessed area. So I make a mesh object with an Array modifier of 8 units, so that each unit will become one side of the vase. I make an 9x2x2 Lattice object and, without adjusting any of the vertices, I set its transforms so that the divisions match up exactly with the outer vertices of the pattern object, like so:

Then I painstakingly move the vertices of the lattice into place. Each of the rear vertices on the lattice gets snapped to one of the inner vertices in the recess, and each of the front vertices goes to the corresponding outer vertex on the vase. Then I delete the original faces of the recess.
This almost does what I want, but the resulting mesh with the pattern is just a little smaller than the recess, and it doesn't quite reach the starting point. What's up with that? If the lattice vertices exactly coincide with the pattern vertices before I shape the lattice, and exactly coincide with the vase vertices after I shape the lattice, then why don't the modified pattern vertices coincide with the vase vertices?


texts: Blender exporting incorrect uv map for .obj

texts:
When exporting a mesh I've created in Blender, the (.obj) file does not contain the uv coordinates I have created in Blender. I made sure Blender recognizes my custom uv map along with the texture but when I load it into my OpenGL program the coordinates do not match the texture. In fact it looks like the coordinates try mapping to the default uv map the mesh provides.

All other data points of the obj are correct (ie. the positions and normals), just not the uv coords.

Update: I've tried using a full obj loader to eliminate the problem and I've reduced my conversion to 1-1 with the obj index (ie. no mesh optimizations). No luck.

Example rendered mesh in OpenGL

Blender view


texts: Add custom textures and vertex attributes

texts:
I'm a new user of Blender, but I have 10 years experience of 3d development (mainly C++/OpenGL, but I know Python pretty well).

Now I plan to use Blender as a replacement tool for the "good old ones we made by hand" in my company. These tools are made to prepare 3D model before importing them in our "scientific rendering and computation" softwares.

Blender offers all the geometry edition tools we need, but we also need specific data, such as surface temperatures, coverages maps, algorithms parameters in vertex attributes...

So here is my question :

Is there any built-in way in blender to add and edit a texture in a specific "OpenGL" format (for example, a single channel 32 bits float texture) and mark it as "custom texture 1" or "custom texture 2"... ?

Or should I make an add-on for this ?

The same for vertex attributes : is there any built-in way in blender to add and edit a custom vertex attribute or should I make an add-on for this ?

Thanks.


texts:
I've been working in a character during my free time, and I came to the point where I decided to Rig it using rigify. Everything went fine.. Until I tried bending the legs. Instead of bending like a normal character's legs would bend, the characters legs bent in the opposite Direction. I know that other people have come across this problem before, but there doesn't seem to be any IK constraints on any of the bones.

Please Help.


texts: How can I get this curtain to open and close realistically?

texts:
I'm trying to model a curtain (drape for you US people) accurately.  I've seen this youtube tutorial that scales the top vertices in the x axis with shape keys, but it's not the right look because it all squashes up evenly.
Here's a gif of how I want the curtain eyelets to operate - they get a certain distance from the next one and pull it along because they are all connected together with string:

They hook on at these points:

And here's a real-life version, that I want to animate:

(You may notice the curtain doesn't sag down, because it has stiff fabric holding it up level.  This might make just hooking the vertices difficult)

.blend coming soon - as soon as it uploads! - It's massive. I can upload if strictly necessary, but it's nothing amazing so far.


texts: How can I render an image with sharp and uniform color edges?

texts:
I'm modeling a simple scene of black board (diffuse material) with red, green, yellow, and white squares (emission material) on it.

The following is a crop of the rendered result.

All the squares I modeled have same size, however after rendering, the last square shown in the image is smaller than the rest. One square has a lighter edge (marked #1).
I think this has something to do with anti-aliasing used in Blender cycles. The following is my rendering setting.

I want all the squares to have the same size in final rendered image and uniform color even in edges (like the first 4 squares shown in the image above).  I was searching for a solution but couldn't find one. Can anyone suggest a solution for me? Thank you all in advance.


texts: Why does adding a subsurf modifier cause this large flat face to deform?

texts:
I'm very new to blender so this might be an easy fix, but I have a little problem with the model of my guitar. Here's what I'm working with right now:

But when I add the subdivision surface modifier, the tops go crazy, the big flat faces are not completely flat any more, and there's something wrong with the top and bottom of that carved out part... I would also like to make the edge of that less sharp but I haven't found a good way yet.

For reference, here's a picture of the guitar I'm trying to recreate:

What would you suggest to improve my model? Thanks for the help!


texts: Failed to read BLEND file..... TYPE error in SDNA file

texts:
Hi to all Masters out there. I encountered a problem regarding with a certain file that was created and modified weeks ago. when I tried to open it back again to do some revisions but it can't be opened anymore and an error message was displayed saying "X\XXXX\XXXX\XXXX.blend": TYPE error in SDNA file.
any ideas what happended to this?
thanks!


texts: How to specify tmp directory for rendering

texts:
I tried to make animation rendering and saw in console
Saved: 'C:\tmp\0001.png'
 Time: 00:01.15 (Saving: 00:00.31)

Saved: 'C:\tmp\0002.png'
 Time: 00:01.00 (Saving: 00:00.31)

Saved: 'C:\tmp\0003.png'
 Time: 00:01.00 (Saving: 00:00.30)

and so on.
But I have SSD on C and don't wan't to exploit it hard. How to specify different drive for saving frames during rendering?
Neither TMP or TEMP system variable work. Reasonable fields from this dialog also ignored


texts: Python: How to select a collection in the Outliner?

texts:
I would like to set an active collection via python and have it selected in the Outliner.

Example: There are two collections A and B.

step 1: Manually select collection A in the Outliner.

step 2: Run

bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children["B"]

step 3: Observe that collection A is still selected in the Outliner, but I would like to have collection B to be selected.


texts: Cannot assign vertex group to eye bone in rigify rig

texts:
I am new to Blender, but have worked with other 3D programs. I'm trying to rig a model in Blender 2.82 using the built-in human metarig and rigify. It's gone well so far, but I cannot weight the eye mesh to the eye bones. They simply will not move with it properly.

I have the armature modifier applied properly, as seen below...

And the vertex groups named after the appropriate bones as I understand it after further research.

The meshes are weighted 100% to the appropriate vertex groups. To my understanding this should work, but the eyes simply do not move properly. I've tried renaming the groups to other bones involved in eye movement, and tested them on their own with a different instance of this default rig, but can't get them to work.

The blend file can be found on this Blend-Exchange link, if it helps.

I'm stumped. Can anyone help with this issue?

Thank you.


texts: Threadripper slows down render/loading process

texts:
I have the following problem. I work with 2 systems, an Intel i7 4770K and AMD threadripper 1950x. If i render my benchmark scene ( 30 gb ram) The intel workstation runs smooth and starts rendering after 3 minutes. The AMD threadripper needs 2 hours to load the scene.

When the threadripper starts rendering, it does everything quick and fast, but the scene buffering/ loading all assets,  takes a long time.

I work with the latest 2.79 blender release, no test build. Both systems have a clean windows 10 build and include all chipset drivers.

If i run the Blender official benchmark demo scenes, everything runs fine. Also the 16 gb production benchmark scene runs smooth. There is a difference between the intel and AMD system when loading, but it doesn't take more than 10 minutes extra for AMD and that's oke.

One more detail, the first 16 GB ram on the AMD system loads quick, but when it starts loading more ram than 16GB it slows down completely. I did a ram test in win 10 and everything was oke.

full specs AMD:

HTTA03 AMD Ryzen TR 1950X WOF   3400 TR4 BOX   |
GTEG30 GiBy X399 AORUS Gaming 7  X399    |
HXLM63 CooMas MasterLiquid Pro 240     |
TN7V2L03 be quiet! Pure Power  10  700W ATX24    |
GTX 970

If more details are needed, let me know


texts: Parenting with the empty, all the hairs disappear

texts: With a base mesh created hairs on it. Took another plane and poke some hole on it & Parented to that 1st plane instancing the faces. Add an empty, with the rest of the model i want to parent with the empty so that i can move and rotate, While parenting the complete model with the empty. The hairs disappear. I tried the Object transform option to parent. Any suggestion how to parent. Thanks


texts: Please can anyone tell me how i can model the areas in the red box

texts: I am trying to model the side wall light in the reference image can anyone help me?


texts: Bone constraint rotation not working correctly

texts:
I am following a skeleton rig tutorial on youtube step by step and despite having the exact same setup, my armature behaves incorrectly. https://youtu.be/jp_SqjB0468?t=920 at minute 15:40.
This is the result I am supposed to be getting:

This is the result I am getting, the foot seems to rotate around its own local Z axis and not the parent's, even though the "Copy rotation" Space is set to "Local With Parent":

This is my constraint setup:

I am struggling to find the error. Can this be a potential glitch in blender 2.8? I remember giving this tutorial a try in 2.79 and I can't recall having this problem.

UPDATE:
I confirmed that this is caused by version 2.8. I created an identical armature in version 2.79b where it rotated correctly. When I opened the exact same file in 2.8, the bones rotated differently. I will follow a different step by step tutorial made in 2.8 and see if I can find what has changed in 2.8 that's affecting this.

FINAL UPDATE:
"Relationship - Child of" constraint used instead of "Transform - Copy rotation" has solved the issue.


texts: Was quick switch between mesh and armature removed in Blender 2.8?

texts: In Blender 2.79 I was able to quickly switch between mesh and armature in Pose Mode with right click on them. Same thing worked for switching between 2 different armatures. But I can't do that in Blender 2.8. I can't quickly select mesh and, for example, go to Edit Mode and do something. When I press the mesh while being in Pose Mode it doesn't switch to it. And when I have 2 armatures and one of them is in Pose Mode and another one is in Object Mode I still can't select Object Mode one. Is that a bug or a new feature?


texts: EEVEE improve diamond and gold metal render

texts:
I want to improve my render results for diamond and gold polished metal.
Here is my screen copy.


texts: I'm trying to understand how to stretch and scale exactly the keyframes of my animation. Let's say that at the beginning my animation was composed by 66 frames that I want to render at 24 fps. Later I stretched the keyframes to 110 because the character's movements was too robotic. Now I want to come back to 66. I gone to frame 1 on the dope sheet and I scaled down the frames a little,but the position of the characters is not aligned with the background images that I used on the beginning to make the poses. I need to understand what's the method to know exactly how many frames should I add to 66 the make a fluid animation at 24 fps and how can I scale the frames from 110 to 66 to match the starting background images. Check here to see what happened when I tried to scale down the frames. Thanks.


texts: How can I make a flat, spiralled surface?

texts:
I'm a bit new to Blender so I apologize if this is a really simple thing.
I'm trying to make a peppermint candy in Blender (like this:

,

one of those red ones that looks swirled. So I'm extruding a circle, slightly rounding the edge, then there's a flat surface, and there are equal cuts of the disc that alternate red and white. Is there a way to basically twist the whole thing around the centerpoint such that the bands curve like that?
Thanks very much!


texts: I need to know if you can create three magnetic fields with orthogonal directions to each other, meaning one having it's direction on the x axis , one on the y axis and one on the z axis, the only direction I've found in blender field options is the z direction, can you create magnetic fields with different directions from the  z axis in blender?


texts: Why are all the movie clips I import into the compositor not working?

texts: When I import a movie clip into the compositor in blender, it shows up in the backdrop as completely transparent, showing the black and grey tile pattern to signify a transparent image. Anybody know why this might be happening? Any help would be greatly appreciated. I've attached the blend file below. (Ignore all the nodes that aren't connected to the viewer node. I'm only concerned with the movie clip connected to the viewer node)


texts: I'm making models with pixel art textures, the models themeselves are made up of cubes. The problem is that when the cubes are scaled they are not the proper size to be used with pixel art so either the pixels get stretched or cropped. I know that I can hold CTRL while scaling the cubes to make the snap but this is done in increments of 1. Is there a way to change this value? If there is no built in solution, is there a way to do this by script?


texts: Ceramic texture looks right in evee but not cycles

texts:
So I'm trying to make like a ceramic matcha bowl and I think i found a way of making a nice looking ceramic texture but it's not displaying right when I render it in cycles it looks like it lost all it's details.
Here is my render in evee
And this is my render in cycles.
Does anyone know what is happening? This is my shader for the pot btw


texts: How do you create an animated mask for an image to show underlying video for v2.82a?

texts:
EDIT

I'm using Blender's video editor to overlay an image on top of my video footage. The problem is, I need to mask (make transparent) certain parts of the image that are currently blocking part of the video at certain frames. I am able to create a single frame mask and apply it to an adjustment layer that works as exactly as intended by showing the underlying video. I was able to create an animated mask in the movie editor, but when I apply it to the adjustment layer the mask doesn't work at all. I compared the strip settings of both the single frame and animated masks and they are identical, both using Alpha Over as a blend mode. I followed this video tutorial (times 7:22 - 9:22) but the animated mask is still not masking at all. I'm not sure what I am doing wrong.


texts: Texture painting showing UVGrid when coloring

texts: I modeled a human figure and i have UVMapped every part of it. Now i am trying to TexturePaint it but when i draw the color a UVGrid appears under the color. I would like to paint my model whithout that Grid showing. Does anyone know how to get Rid of it?


texts: Font that looks as if made out of ribbons?

texts: Can I use blender to create and render something like the text in the image below? If I were to make my name, using this type of ribbon "font". How can I create these letters?


texts: Rendering a video sequence does not Display

texts:
I am using Blender to edit my videos, and I've run into a snag. Whenever I try to render the animation, It will only display as black.

My .blend data:
https://www.mediafire.com/?cb9u9lyzzj3mu2f

Does anyone know what's the problem and how to solve it?


texts: Prevent Double-Sided Clothing From Clipping Through Itself?

texts:
I've given my character this sleeveless T-shirt and I'm happy with the model and texturing work, however I constantly run into the issue of it clipping through itself when animated with cloth simulation.

As the inside is a darker blue, it shows up very obviously. (I cannot apply the solidify modifier afterwards because the design can be seen through the armhole.)

Here are the UVs so you can see clearer how my model works.

Is there a way to prevent this from happening? Such as a slider I can turn up to provide a small forcefield between polys of the same mesh? I've tried messing with a few of the settings to no avail. (For example, self collisions just caused the entire mesh to bunch up into a very strange shape.)

Thank you!


texts: Blender resets restricted rendering settings upon frame change

texts:
I am using CellBlender for particle simulations and now want to extract a series of pictures using the render feature. The issue now is that my simulations contain many different particle species, but there are only a few that are interesting for illustrating purposes. Once I turned them all of for rendering, render a picture, and go to the next frame I have to turn them off again, because these settings are not being saved.
How can I prevent them from being reset, s.t. I can browse between frames without having to change the settings again?

Also, is there some form of batch rendering? Instead of rendering an animation, I just need every frame by itself.


texts: Screen Space Reflection Flickering During Animation

texts:
I'm trying to eliminate the "bouncing" or flickering reflection of an animated object rendered using EEVEE.  I have a simple text object on a semi-reflective surface (specular 1.0, roughness 0.25) and screen space reflections enabled.  When the camera is motionless, the reflection appears fine, but once the camera begins to move even slightly, the reflections begin to bounce and jitter as seen in the clip below.  I'm somewhat (erroneously?) confident this is something to do with EEVEE's screen space reflections.  The bouncing disappears when I render in cycles.

So, what exactly is happening here?  I have played with each screen space reflection setting, but none seem to eliminate the flicker.  The Blender manual mentions using a reflection plane, but also mentions that you lose the effects of subsurface scattering, volumetrics, and screen space reflection/refraction, which is not desirable.

Maybe I've gone down the wrong rabbit hole, but other basic troubleshooting such as increasing samples doesn't have any effect.  Of course, turning off screen space reflections eliminates the problem ...and the reflection, which isn't desired.

Any thoughts?


texts: How to make wireframe mode in 2.9 look like 2.8's version

texts: Blender 2.9x version changed the wireframe mode and it personally is much harder for me to tell what I'm looking at. Previous versions have full wireframes and I would like to know if there is a way to change it  to look like 2.8x's wireframe. The 2.9x version wireframe is attached below.


texts: Good tutorials for materials and lighting in Blender Internal using 2.77a?

texts:
I've just recently learned Cycles well enough to get some good renders.  Then found I need to use Blender Internal rendering in order to put the 3D models on the web.

I am really struggling going from Cycles to BI for some reason.  Can't get the materials to work at all.

Seems most tutorials now are for Cycles.  And the BI ones are for older versions and harder to follow.

Can anybody point me to some good tutorials on Blender's Internal Renderer using 2.77a?
Or explain how to use the materials?  I'm after mainly wood and aluminium.

Would really appreciate any help.

Thanks


texts:
I am creating an airplane 3d model and I am rigging the wing flaps.
I am using Object Constraints to rig the flaps. I have added an empty as the Rig Controller, and have rotated the Empty so that it rotates the flap on the correct angle.
If I rotate the empty on the Local X, it rotates alright. But I want to make it so that the empty has limited rotation so you can only rotate it a certain amount before it stops. I have the flaps object parented to the empty, so that it moves along with the empty. I added a Limit Rotation to the Empty, but when I do so, the flap seems to flip upside down. When I change the Owner Space to, Local Space, it fixes that problem. But when I do that, the Limit rotation seems to completely stop working.
I also want to rig the entire airplane to a Master Controller, so that I can animate the airplane as a hole. But when I parent the Flaps Rig to the entire airplane controller, the flaps and empty change shape and get all stretched out, and move to another place.
This topic is a little bit hard to explain in words, so I have added Photos, as well as a Link to a video I created, showing the problem as well. Please See Below.
If anyone can help me out, I'd really appreciate it.
Thanks!
Here is the video, so that you can better understand the Problem:
https://www.youtube.com/watch?v=zpsD-PSk24Q


texts: Why the mesh is twisting when base bone is rotated?

texts:
I am trying to rig long year of dog.

It needs to bend along chain of bones
And its base bone should be able to rotate the whole ear without twist.

  I understand why there is deformation but i need to understand why there is twist in whole ear when only base bone is rotated

Please check this EAR Rig File and help me with twist.


texts: How do I clear this list so I can start empty and fresh?

texts: Pretty much this.  I'm a bit stuck on getting a decent bake my first time and want to clear the slate and start fresh.


texts:
I'm trying to bake my textures for use in Roblox Studio. I've managed to get it working, but I've got some weird spiky artefacts on my model after I've imported it.
I've tried tons of combinations of settings, but I always get this result. I noticed it got worse as I increased the resolution of the image, but turning it right down didn't fix the problem entirely and actually gave me new problems.
Does anyone have any ideas to try? What settings could be causing it to export like this?
The first picture shows the object looking fine, as well as my bake settings etc. Second picture shows the artefacts on it in Roblox.
Thanks guys


texts: Can't draw on my texture in texture paint mode

texts:
Basically i have a model with a texture. I used gimp and lot of patience to give color to the parts that needed it, but now i have to do little details and i can't do them if i can't directly draw on the model. I know this can be done becouse i've seen some videos. I select a brush but it doesn't work, i press the mouse button and the program even lags a bit when i move it on the model, but nothing changes on the texture. I'm in cycles.
Link to the file


texts: Fluid failing to enter side channels in Blender 2.80 fluid simulation

texts:
I have a fluid sim under Blender 2.80 which requires liquid to flow into a main structure and fill side channels off (imagine underground passages flooding or a storm drain backing up).

Past a certain relative width, I cannot get the 'liquid' to flow into these smaller side areas, even with a lowered viscosity; all the fluid does is gain height, as the level behind rises, and inch forward rather than flow in. The relative width of the side channels seem to be important as I've sized a test area to 5m x 5m, then magnified it to 50m x 50m and still have the same difficulty (Transforms applied, afterwards).

Having been through boundary type settings, viscosity settings, domain height (less volume is not necessarily better) and one or two other options (3am never is a good time to still be working, let alone remembering) can anybody suggest other parameters which will allow the simulation to unfold as hoped? A much higher resolution? Boundary subdivisions? Animal sacrifice?

I've reproduced the effect in the attached test file.

Thanks,
Quin.


texts: How do I create my own terrain and 3d print

texts: I want to hand sculpt my terrain and not get it from google maps.But I want it to print on a 3D printer


texts: Is it possible to customize the side panel, when you press N in the 3d view, in 2.92?

texts:
Like the title says I want to customize the side panel, mainly I want to remove some of the properties from add-ons that I got. A lot of it is import and export add-ons, but I only use it for that, not the side panel property stuff. I don't want to get rid of the add-ons, as I do use them. I just want to clean up the side panel to make it easier to navigate.
This V


texts:
I have a model which I want to bake bevels in, I literary duplicate the object, add bevels unto the newly created object.

I bake it with cycles, yet the edges always look like this, no matter how I try using a cage, adding supporting loops in the low poly, checking the shading

nothing worked, i made sure the nodes are non-color.

Am I missing something ?

Edit: I added a pic of the nodes for more clarity.

Edit : I added a pic of the cage, I just duplicated the low poly and added a displace modifier , tweaked it a bit for better proximity. I also tried using displace modifier on the beveled object to make sure it's slightly above the low poly so the latter's edges won't pop out of the bevels, yet nothing made a difference.


texts:
working with Blenrig 5, trying to animate a scene with a table. Would love to have the character grab the table, but the hand ik's are parented to the torso, and I'm not seeing a good way to switch that off.

In the arms tab under the extra properties in the addon, I'm seeing a free option for the arm pole targets, which has the functionality I'm talking about... I just can't find it for the hands themselves.

Is there a good way to deal with this, or does Blenrig not support this? Any thoughts?


texts: How do I "look around" in a scene? Also, what's up with zooming?

texts:
Noob here (be kind). I am coming to Blender because I would like to use it to primarily do Arch Viz renderings and fly through animations. I'm really loving blender so far, but one thing I'm not loving is the navigation in a scene. There are two things about it that are driving me crazy. One is I haven't found a good way to "stand" in an interior space I've modeled and "look around" inside the scene. All of the tutorials I've watch on navigation are super basic. They just cover zooming, panning, and orbiting, which are all fine if you are just needing to navigate around an object. But It gets really cumbersome when you are inside an object, like a room, and need to look all round. This is pretty important for arch viz. SO! does anyone have any tips on this that they can share with me? are there any exhaustive comprehensive navigation tutorials I can look at?
The other thing that I find frustrating with Blender navigation is the zoom seems to be exponential? Like when I use the mouse wheel to zoom in, it gets slower and slower and slower the closer I get to where I'm trying to go to the point that I am never able to actually get there. Is there a better way to zoom that is more linear?
Any tips and tricks from other people doing Arch Viz is greatly appreciated.
Thanks!!


texts: Having issues changing the settings in my Materials Tab in Blender 2.8

texts:
I've been trying to figure out how to change these settings back to what I had originally which allowed me to create a Displacement and Bump on my models. However, this menu keeps popping up and I've never seen it before.

Could anyone give me some advice to change this?
Settings down below are the settings I'm trying to get that has the Surface Setting in the Material Setting.


texts: Why I can't see hair in exported glTF file?

texts:
I created hair - Particle Settings and I would like to see them in exported glTF file.
I tried to made Mesh from this hair, but it seems that doesn't help. Still I can't see the hair in exported file.
Could please someone help me? I would be really very thankful.


texts: Dynamic occlusion-based target object for DOF

texts:
Is there a way (during animations) to have a Depth Of Field target calculated dynamically, based on the first occlusion plane that rays shooting from the centre point of the camera encounter?

This as an alternative to the less convincing method of using a preset (and keyframed) focusing distance, or the more labour-intensive method of using a manually positioned (and keyframed) target.

Preferably this method would be based on - or alternated with - the average occlusion of the current frame.
For example: when there is an object in the middle of the camera view, if most of the frame is covered by the wall of the window the camera is looking through, the camera will focus on the wall, not the object.

As an exaggerated example of this second method, not this:

But this:


texts: Receiving "File not found" error when trying to render animation

texts:
I'm trying to render an animation, but what i get is the error "File xyz not found".
The directory output is present. I've tried multiple different directories with the same result.

Anybody had the same issue?


texts: Unwrapping tileable model for use with seamless textures

texts:
I have simple model (let's name it 'cube'). I also have a collection of seamless PBR materials (represented by square diffuse/metallic/roughness/AO/normal maps).

Goal: apply such seamless material to the top face of this 'cube'.
How to unwrap this model to reach this goal without editing/scaling textures?

Should I use multiple UV maps (one for top part of this 'cube' and one for other sides)?

Edit: This particular model eventually will be exported to Unreal Engine (and it will be used with already prepared PBR materials). So approaches that use Blender's materials (= Blender's rendering system) in my case won't work.


texts: How to make the edges of an object blur (to alpha)?

texts:
basically I'm trying to make a plane with a solid colored center and I want it fades out to the edges of the plane (as the image below) on cycles.

Thanks in advance. Regards,
Gonzalo


texts: Placing Wave Texture In Center Of Geometry

texts:
I am a Node Noob and i was wondering how/if i could center this wave texture in the middle of my knob here. I did a knife project on the "pointer" so the UV of the top of the knob where i want it centered is not good.
Thanks!
Can provide a blend file, but i do not remember how to do that.
This is what im going for:


texts: Where to suggest Blender additions and fixes

texts:
Where can I suggest fixes and additions to someone who works on Blender? I have a lot of suggestions for problems I ran into:

Screw modifier needs fit curve and fit length settings just like
array
Array settings for objects going in a circle instead of adding
empties and rotating them (so annoying)
Better drawing and texturing tools
Equation objects like golden rectangle generator
Specific measurement tools with shortcut keys
A data path for a curve's length
Many more options for Blender game engine (optional integration of object constraints, turn more Python commands into nodes for people who can't code. we don't have enough node options)
Official freaking object motion tools (animation nodes?..)
Time dilation tools with nodes (entire animation nodes?) instead of scaling keyframes
Better autoretopologizing than remesh.
If any of these exist, then I apologize, but I know most of these don't.


texts: Im trying to find the amount of ticks in my animation. My animation is 100 frames long and I am running at 60 fps. How can I figure this out?


texts:
I have an object in my scene which is acting as a mask, but i need it to be just a regular object. Here's a gif:

It's not just the render view but it also renders in the final image as a mask. This does not happen in eevee, though. Both of the objects have a Principled BSDF material and the object which is acting as a mask DOES NOT have a holdout shader. I also tried going through some of the options in the object properties, but nothing changed.
Here's the blend file:


texts: I'm a beginner in Blender 2.8. I tried adding a background image using the environment texture, but it isn't getting displayed. Can somebody please tell me what to do?


texts: Resize different sized faces to 1 uniform size?

texts:
I would like to be able to select a group of faces that are all different sizes, and be able to make them all the same size.
Please see the attached image for the my example -

I would like to resize all the highlighted faces to be 1 uniform size (ie. the average size) so that I can then extrude them back to create equal sized indents.
The method needs to resize them based on their current orientation as the surface is not completely flat (intentionally).

Thanks in advance.


texts: I would like to see multiple weights and not just the active bone why in weight painting mode you can only see 1 at a time it's kinda annoying clicking back and fourth just to compare is there a modifier or something to fix this?


texts:
I'm a Blender noob but made it this far.  I successfully textured a round sky onto a dome that's cupped over the center of the plane grid,  I started from the default start screen (the one with the cube primitive model, and some sort of frustum hanging at an angle overhead, and some sort of light (?) with a corona of double dotted lines circumscribing it at the top of a stick line).  I'm that new.  I deleted the cube.  Everything else remains.

Okay, here's what it looks like:  Imagine a dark, very thin thin-walled black plastic dome, with the black pigment infused into the material such that it's almost opaque but not dense enough; if I'm inside and I look up at an angle and turn to the direction of that light source outside of it, the dome surface gradients and increasingly brightens in between me inside and that light source.  From inside that's where I can see the sky I just pasted onto it pretty clearly.  If I pivot away from that it's going to gradient down pretty sharply to darkness.

But if I try and brighten everything up all around inside by repositioning the light so that it is contained within the dome rather than outside of it, then everything turns jet black inside and I can't see anything.  Another one of those Blender moments.

My question is, how do I brighten the inside of my skydome so that I can see the sky as sunny and clearly as the examples on the web, no matter which direction I turn my perspective on the grid inside?  It's just a stock UV Sphere primitive halved, with a sky slapped on it using the texture tool.  No other tonal values added.

Thanks for any help.


texts:
Is it possible to modify the content of a text data block in the text editor using Python?
I have 100 blocks of text data and would like to replace parts of their code in bulk or rename variables.


texts: Z-combine multiple openExr and render with passes

texts:
Lets say I rendered 2 different openexr images with some passes and now I want to z-combine them and save them as 1 openexr image with the same passes, how do I do that? I'm using cycles
I tried the following, but it only saves it as combine, not with passes?


texts: After triangulation I've got these shading artifacts. how do I get rid of them?


texts:
Blender 2.80

A number of steps (days) ago I accidentially subdived my low poly model. When I now try to undo or at least reduce the number of vertices with Un-Subdivide simply nothing happens. Un-Subdivide has absolutely no effect.

Verifying the issue with a new cube in the same file Un-Subdivide works.

The documentation says nothing about any limitations.

So is there a way to force unsubdivide the mesh.
The model is a partial adapted model from a larger one, made with triangles, already with vertex-groups and weight paint. The tris seems to be gone after the subdivision.

For the moment I'll rebuild the low poly model from scratch but I'm curious how I should proceed if a rebuild is not acceptable.


texts: Is it possible to change a value and the scale size, position, or rotation of an object can be affected by that value?

texts:
Im trying to create my own camera by adding a ruler and pull downs and have gotten it to work well.

The only issue is that when I change the "Focal Length" it does not match up to the the camera any more.

Is there any way to make the size & position change with the "Focal Length"?


texts: Get list of selected objects on specific layer

texts:
How to find which objects are selected on a given layer?

bpy.context.scene.selected_objects shows objects only on visible layer(s). After switching to another layer, the list of selected objects is gone.

>>> bpy.context.scene.layers[0] = False
>>> bpy.context.scene.layers[10] = True
>>> bpy.context.scene.object
bpy.data.objects['Cube']

>>> bpy.context.scene.selected_objects
[]

>>> bpy.context.scene.layers[0] = True
>>> bpy.context.scene.selected_objects
[bpy.data.objects['Cube']]


texts: blender 2.91.2 bevel node doesn't work properly

texts: bevel node doesn't work properly in rendered mode with cycles, it darken the edges rather than soften it


texts: Unwanted flickering in rendered animation

texts:
I have made an aquarium with some youtube help then rendered to see if it's Ok (and it's not).

My video to check: https://www.youtube.com/watch?v=J6HydYXtbdk&feature=youtu.be

You can see on the video that it's flickering (like the bottom of the aquarium). I don't know why it's happening.

My render settings are FFMPEG VIDEO with 30 fps.


texts: Vertex Groups assignment from Makehuman mesh

texts:
I have imported a mesh from Makehuman, and I started creating and assigning vertex groups using the "c" key and choosing the vertices. The problem is that many vertices are missed from the selection and not assigned to a vertex group. I don't know how to assign every single vertex to form n vertex_groups in a fast way without missing any vertices? Because missing vertices cause me a problem and also it took me hours doing this.

What I want to acheive is to have different vertex groups. So I don't know how to do this in an accurate way, as I use the ctrl+b and ctrl+c to select vertices and create the 26 different vertex groups but first I don't know how to do this so that the right side is equal to the left side, for example right hand vertices equals the left hand ones so that they are symmetrical. The second problem is, when I export the vertices, I find that the some vertices are not assigned to any vertex group and others are assigned to more than one. I also want to link the mesh with the armature and give weight to the different vertex groups. So if anyone could please advise.


texts: How do I align the view to the local axis of an object?

texts: How can I get standard axis views (Numpad 1,3,7,9) in local axis instead of global? The motivation is simple, I was using these view for modelling my object, now I moved it, but want to edit it again.


texts: Blender Texture Brush Paint Doesn't have Variety/ Falloff

texts:
I’m wondering, I have the newest 2.90.1 Blender.  My Texture Paint Brush doesn’t seem to give me any variety of falloff/ strokeà as shown in the owl tutorial. Wondering if this is a GPU issue (I have GTX 970) or possibly just missing an option in Tools Tab?
**Also SHIFT + S does nothing on my end.
*The purple owl is mine, his is the brown in tutorial
Link to Tutorial: https://www.youtube.com/watch?v=eX3skhOOmco
Thank you for your time, be safe,


texts: 2.8 & 2.81 - WebM / VP9 Encoding error: Additional information: g_timebase.den out of range

texts:
Using either Blender 2.8 or 2.81 when trying to encode a video using WebM/VP9 I get the following error:

Additional information: g_timebase.den out of range [1..1000000000]

I've tried a variety of containers in 2.8 including the previous workaround using "Matroska". And I've also tried just WebM encoding preset. Every attempt results in the same error mentioned.

Is there somethign else that I'm missing?


texts: 3d connexion space mouse: how to move objects?

texts: I recently got a 3Dconnexion Spacemous and everything worked perfectly, at least in the training setup. Now I tested the device in blender and even though the control of the viewpoint works excellently I can not rotate/move objects, like the cube in the startup example. I read some posts, with older timestamps stating that this option is no available, but really? It worked in the training why does not it work in blender. There must be some solution to this problem since I can not be the only one who wants to use such a feature. Please help!


texts: How to find and review all python scripts in a Blend file

texts:
If you download a Blender file that has python in it, there is a warning to enable that script or not. If you want to use the file with python enabled, it not clear how to check for malicious scripts.

Where are all possible locations for python scripts?
Are there any tools or utilities to simplify checking for malicious python scripts in a Blend file?


texts: running the blender on a single node of a cluster

texts:
Does any one know how to keep blender alive without doing any job on a single node of a cluster? because the addon (CrowdRender) I used to build render farm requires the access to a blender-running machine, but the node has no gnome-desktop to display the blender.

Also, suggestions of related softwares or add-on used to build the render farm are very welcome.

THANK YOU.


texts: Can VSE not generate proxies for scene strips?

texts:
I placed the scene proxy on the VSE timeline and clicked on Rebulid Proxy and Timecode Indices, but I didn’t get any cache.
Below are tests for some situations.

Only image sequence on the timeline:
The proxy gauge builds up as the proxy gauge slowly rises.

Image sequence and scene strip on the timeline:
Nothing happens after’Buliding Proxeis 0%’ flashes for 1 second.

Only scene strip:
Nothing happens after’Buliding Proxeis 0%’ flashes for 1 second.

Q: Why can VSE create a cache for a scene strip through playback, but not Rebuild Proxy and TImecode Indices?


texts: Can´t bake larger textures than 1000x1000px

texts:
I have a problem with baking textures in cycles. No matter what image size I create for UV coordinates, the baked image allways shrinks to 1000x1000 px, thus gets pixelated.
Do you have any ideas, why is it happening and how could I solve it?


texts: How to apply transformations directly on mesh data?

texts:
I need to load some COLLADA files into a program that does not support any transformations (because it does not support scaling). I want to export these objects from a .blend file.

Is there a way to apply the transformations directly on the mesh vertex data in blender before exporting the objects to .dae?

An example:

Scale(2,2) * triangle{(0,0), (0,1), (1,1)} => triangle{(0,0), (0,2), (2,2)}


texts:
I'm trying to key
My node tree is
                       Movie Clip -> Hue/Sat/Value (For color correct)
                                                                       -> set alpha -> keying
Movie Clip  -> Hue/Sat Value -> bright/cont -> keying -> alpha convert

For some reason, though Blender gives me the same result from the first Movie clip -> keying nodes when that information shouldn't even be there.
Is there any way to fix this?


texts: How to make Blender run at 25 fps right after I open blender?

texts:
I am making an animation with blender 2.82 with a stick figure that moves using the dopesheet.
For the first two minutes I let my animation play, the fps is around 10-12 (the interface is slow too). After two minutes, the fps suddenly changes to 25 (what the fps should be) and everything runs smoothly again.
I tested this several times and the time is always around two minutes.
Specs:

HP
Windows 10
Ram: 64GB
Processor: Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHZ 1.50 GHz
Graphics Card: Intel(R) Iris(R) Plus Graphics Card
64 bit operating system

This started a few days ago so any idea how to make Blender have 25 fps from the beginning again.


texts: How do you create an electric aura in blender?

texts:
Im trying to figure out how to create an electric aura of a simple shape (cube). Would anyone know how i could easily do this?
Here is an example of what i'm talking about:

With sonic you can see electricity around him. I'm trying to figure out how i can do the same with a simple cube.


texts: Toggle 'deform' bone property for all selected bones

texts:
I'm a total beginner at coding and I'm having some troubles with my first script.

I copied the main structure from a script that toggles layer visibility for some bones from a rigging course I did at IHMAN 3D School. Now I'm trying to tweak it to fit my needs.

Aside from a quicker access to some Armature functions via Toolshelf, I want to be able to set all the selected bones to Deform=True/False at once with a button. I marked the line I wrote to accomplish this.

The script as is now goes as follows:

 import bpy

 class dwarfButtons(bpy.types.Panel):

    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Rigging"
    bl_label = "Dwarf Rig Layers"

    @classmethod
    def poll(self,context):
        if(bpy.context.active_object.type == 'ARMATURE'):
            return(True)

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

        row.label("Edit/Display options:")
        row = layout.row()
        row.prop(context.active_object.data, "use_mirror_x", toggle=True, text="edit: x mirror")
        row = layout.row()
        row.prop(context.active_object.data, "show_names", toggle=True, text="names")
        row = layout.row()
        row.prop(context.active_object.data, "show_bone_custom_shapes", toggle=True, text="shapes")
        row = layout.row()
        row.prop(context.active_object.data, "show_axes", toggle=True, text="axe display")
        row = layout.row()
        row.prop(context.active_object, "show_x_ray", toggle=True, text="xRay")
        row = layout.row()
        row.prop(context.selected_bones, "use_deform", toggle=True, text="Deform OFF") #THIS LINE

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

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

if __name__=="__main__":
    register()

I don't totally know what I'm doing yet. I discovered what functions to call trough the info panel and quick searches through the Python API.


texts:
I want color from one image and texture from another image for the material of the dress I am working on. Currently I am using a mix shader to join the two images but I am not getting the desired result.

Below is an image with the color I want (I set the mix factor to 0):

Below is an image with the texture I want (I set the mix factor to 1):

Is there any way I can get 100% of both effects. I don't want any color from the second image and changing from color to non-color data in Image Texture Node doesn't seem to do much.

Any help would be greatly appreciated. I'll add my blender file in case it helps.


texts: How to maintain right angles while editing a rotated mesh?

texts:
I'm trying to move an edge loop in a mesh that's not aligned to the global axis, but is supposed to have all right angles (since it was created from a cube). Even though I move the loop along the mesh's local Y axis eventually the angles on some edges deviate from 0.000/90.000 degrees as you can see here:

This stops happening for this particular edge loop after I apply the scale translation to this object, but now I'm worried it'll happen to me after I've made a lot more modifications to the mesh and wasn't paying attention to the angles.

Is this actually due to a precision loss or something else? Is applying the scale the best solution, if so I'd like to understand why, if not, what is?

Sample file: https://ufile.io/s7vwy
Blender: v2.79


texts: Why does using a normal map consisting only of pure blue make my model translucent?

texts:
I read online that using a normal map consisting only of a single color in RGB (128,128,255) makes normals completely perpendicular to all polygons on the mesh
I was puzzled by this and decided to see if a almost nearly blue color (0,0,255) would have the same effect. Here is the map itself:

Here is what the mesh looks like without the map:

And finally here is what it looks like with the blue image texture applied using the normal map node:

Note the translucency. The next picture showcases this effect even more:

Why exactly does a completely blue normal map cause such an effect? What is the reason behind the translucency here?