texts: Is there a Blender equivalent to switch layers in 2D animation?

texts:
So, in 2D software like Anime Studio Pro, there's a thing called switch layers. Basically, you draw artwork on various layers, group them, and can then keyframe switching between them. It's an easy way to lip sync, draw each mouth shape individually and then switch between them.

My question is, is there an equivalent method for 3D modelling in Blender? The project I'm planning contains one character who requires a way to model individual heads with different mouth shapes to lip sync (a la this: https://www.youtube.com/watch?v=F25RKt7DldM&t=9m56s). Does anyone know if this is possible?


texts:
I have a 3d model (a house - with doors /windows/ holes /floors). I want to see from ortho top view and want to make a section. I tried to use BIM or camera clipping , but the result not as i expected because the cutting area is hollow ( rather than solid - which i prefer).
check the blenderBIM in creating section plane :
https://www.youtube.com/watch?v=CPGFC566Lmc
Like in my screenshot, a simple example : the section is created from top but i can see the cylinder. I want the section to be like solid , so we shouldn't see the cylinder in the middle.
One perfect result , of course by using boolean, but i have a lot of house elements. I don't want to use this method. BIM addon is almost perfect, it's just i don't like that hollow.
Is there any other method ?


texts: Rigging: how to set/lock feet IK to follow a global axis?

texts:
Looking at this youtube video:

[at 3:36] https://www.youtube.com/watch?v=j7XZ3Q8JNfM

The author has set the feet IKs to "work at a global axis, rather than following the parent armature". He also uses the term "lock to global axis" for the feet at 3:56.

I'm trying to use the same technique for my armature. So how can I set/lock the feet IKs to follow the global axis independently of the parent bones?


texts: Blender 2.8 manual vertex coordinate editing

texts:
In blender 2.79 vertex coordinates were able to be edited directly in the window.
In 2.80 this functionality appears to be absent, is there any way to bring this functionality back?


texts: How to setup reciprocating compressor rig?

texts:
Note: I put my object names in "".
I need to rig this reciprocating compressor such, that rotating the "Rotary Base" at its center, should pull the "Rotary Shaft" at the "Pivot" (which is a child of "Rotary Base"). I achieved this by applying a Copy Location object constraint on the Rotary Shaft and setting the target to "Pivot".

Now I need to lock the movement of the "Piston Shaft" on the X-axis, as it should go in and out of the "Cylinder". How can I somehow link the right-end of the "Rotary Shaft" to the left-end of the "Piston Shaft" while maintaining the "Rotary Shaft" movement with the "Rotary Base"(basically, the right-end of the "Rotary Shaft" should be locked on the X-axis while the left should be able to move.)?
I am open to other workflows (armatures included), so please.
The file I included, only has the models. The constraints and stuff I removed.


texts: How can I randomize object instance's rotation?

texts:
i made one rotating cube.

and i set the cube to object instance node.

and i turned off "remove animation data" in item tab.

so the instanced cube rotates same as original cube.

what i want to do is let them rotates randomly.

i wish for if someone gives me advices.
thank you.


texts: How to add a Line between two moving Objects with Python?

texts:
I'd like to add a line between two moving objects with python.
For example if I have two cylinders...

I want that light blue line between the two 3D object (it could be a cylinder also). It has tree parts:

and 2. there is one shorter line which comes from the side of the cylinders (not from the top or the bottom), and the other ends which are marked with red arrows, 'point' to the other object.

From the top view:

The third part is connecting these points.
And if I move these objects, or rotate them, I'd like to have the line with the same features:

I would like to add the line with a Python script.
I've tried many things, but couldn't solve the problem yet.


texts: Dealing with multiple textures on an object

texts:
I imagine images will explain what I've got better than I have the words for, so here's what I'm working with:
I have 3 albedos I want to put on this model and bake. I have no idea how to go about this, since I'm used to Maya. I would usually just copy and paste the existing UV setup onto a new UV map, but it seems blender doesn't have the same UV editing capabilities.
And... yes, I know it's abhorrent to have 3 textures on a single character. It's for an online game with set standards for user created content and this is it. :/


texts:
I am modeling a laser beam in blender, and I was wondering exactly how to achieve the "beam" look of the laser.

I don't exactly want to use a bright red lamp, or an emission shader, because obviously laser dots don't really change in size as you increase the distance between it and the producer.

Here is an reference image of a beam similar to what I am trying to achieve:

There are a couple questions similar to this one, but they obviously do not give information about achieving the volume of the laser, or the bright "star" at the end.

A detailed node setup for a type of projection like this would be the correct solution to this question.

Part of the problem: When I tried the laser lamp node setup for my lamp, it had no effect except for color.

Here is a picture of the lazer lamp's node setup with the model of the lazer case in material view:

This is in rendered view with a volume cube surrounding everything. (Lamp is still selected):
This is my model of the laser case:

Here is the .blend if you want to work with it:


texts: Is it possible to get an objects scale through an input in the cycles node editor?

texts:
I am working on a material for a candle, but I'm using the geometry input to get the Z value as a fac for a mix shader.

I've already taken into account the objects position using the object info input, but I've realized that if I duplicate the object and scale it up or down, the material no longer works as it should.

Is there a way to get the objects scale in the material node editor to multiply the Z value by?


texts: How do you cut off part of a mesh you don't want?

texts: I made a clothing mesh in the program  Sculptris a open source sculpting progam and then exported the mesh to Blender 3d. When I made the mesh in Sculptris I made alot mistakes on the pant leg and I do not like the way it looks  so I want to delete the part of the pant legs and redo it. However,  I do not know how to delete parts of mesh I do not like.  I am still much a newbie to Blender, I understand most the basics of the program but I am still learning all the tools in Blender.  I am sorry this such a newbie question.  Can you please explain it to me of what is the tool to use and how to use it?


texts: How can I change an objects settings to render correctly when using the blender renderer

texts:
I am sorry if this turns out to be a really basic answer. I have tried google searching the problem, as well as search through the first 3 pages of results here, but no dice.

Here is the situation, I downloaded model from blendswap to append to a model of mine. My model was set up to use with blender's rendering system, the blendswap file on the other hand uses the cycles render. When using the blender render, these objects are transparent and prevent objects behind them from being rendered as well.

So, as a restatement of my question, how can I change an objects settings to render correctly when using the blender renderer, instead of exclusively the cycles renderer.

Thanks in advance


texts: I'm new to blender and trying to do a wheel. But when i try to merge the center hub parts they dont..


texts: BGE How do I get a objects location/Rot/velocity into a property?

texts:
I am working on a space game, no gravity, no friction, just a ship and lotsa things to avoid (rocks/aliens) all logic bricks.

How do I send my ship's current (updated constantly) location or rotation into individual properties?   i.e. X, Y, Z, XRot, YRot Zrot

I want to use these numbers to determine my ship's current velocity and location, combine the results with a collison sensor and then I can determine/set whether or not the ship hit a rock/planet hard enough to explode.
(slow = bounce  ---fast = Boom ---real fast = Rock and Ship go Boom)

This screams to me to be a python solution but that is outta my league to write, i have had some success dissecting and reworking existing python tho...

thanks for any pointers/help

jd


texts: FK hand not displaying. I can only get the IK to work

texts: I am switching from Maya to Blender. I cannot get the FK (Forward Kinematics) to work. I am using the Vincent rig, the rig is showing, and I loaded in BlenRig 5. Is there a trick or tutorial? I don't even see the elbow joint. Thanks.


texts: The 'BCRY Exporter' export button doesn't show up

texts: I tried everything but BCRY Exporter 5 or any other version does NOT WORK! It does nothing and the button doesn't show up to export or use. The BCRY button doesn't exist and sadly I'm running out of time. This is my last resort to get some answers or I must, even though I don't want to, move on from this.


texts:
I'm very new to the whole material/texturing pipeline, and i've been having trouble figuring out how people get their materials to follow the form nicely. Like if I have a material for a scale texture, how do i get it to follow the flow of the creature's body?

I know I could go in and use a texture brush to sculpt in the details on multiresolution, then bake that into a normalmap, but is that really the best way to go about this?


texts: Is there any way i can make procedural cracks in a wall (cracks are transparent)

texts:
i want to make something like this
https://youtu.be/AXjE-t6dFZ8?t=303 (5:03)

but i don't want to spend a lot of time making a texture for every surface i want to have rusted or cracked. Is there a way to do this in the material editor proceduraly?


texts: why is part of my mesh not affected by subdivision surface modifier?

texts:
Only the right side seems to be affected.
Here is a blend file if you need it https://drive.google.com/file/d/1zESOunpfijGMY_71UO04QfNuUIA8QNhl/view?usp=sharing


texts: Vertex stuck during cloth animation on rigged model

texts:
On a model ripped from a game, I separated the outfit from the body to make it easier to rig.

Now I want to attach the outfit back on the body, here are the two meshes :

The main body :

And the outfit itself :

I parented the outfit to the armature and used the "transfer weight" function from the main body to the outfit.

I want to give the lower part of the outfit a cloth physics, so I applied the cloth modifier to the whole outfit mesh, with the upper part as pinning group.

But when I animate the model, deformations of the cloth appear and they don't make any sense to me, see for yourself :

The more I lower the end of the "pinning group", the more spikes I get, so I guess it's related to bad weight attribution, but I can't see any problem when I switch to weight paint mode.

edit:


texts: Bone effecting part of mesh it has 0 influence on?

texts:
though its my second time modeling, its my first time weight painting + working with mesh aspects particularly close to one another.

seen above the right arm bone has absolutely no influence to the belt-tail part of the mesh

however when the arm is moved in the pose menu it moves with it! any thoughts on how to fix this?


texts: How to add collision for a Physics enabled tail?

texts:
I have a character with a rather large tail and thanks to this answer-> How to make rig that reacts to gravity or seem to behave physically correct?

I was able to give it physics to give me some really cool tail movement during the character walking, running, etc. But I noticed it clips through everything. I tried adding collision to the tail mesh but nothing, and the "Cloth mesh" for the tail doesn't collide with anything either.

Is there a way to add collision to this sort of physics enabled rig?


texts:
How to delete these Warehouse.jpg names from the list?
I want to pack extra files, but get errors because these files don't exist

I use X sign, but no result


texts:
When an object is deleted from the scene, is it still present somewhere in the Blender file? For example, I've been playing with physics constraints, so I created and deleted a bunch of cubes. So now even though there are only 2 cubes and one constraint in the 3D Viewport and the Outliner, there are dozens in the object drop-down (only a few fit in the window).

That wouldn't be a problem by itself, but I noticed that the Rigid Bodies behave strangely after creating and deleting objects and constraints. It seems that those "phantom" objects are interfering with the physics engine.

Is this the expected behavior?


texts: Moving hook stretches edges in cloth sim

texts:
I attached two vertex pins and then two hooks for a cloth simulation on a plane. When I move the hooks, the cloth stretches the vertex's connected edges to the location of the hook, making the cloth look stretched. How can I stop the hook from stretching the edges?

This a screenshot of the first couple frames of the cloth simulation. The left hook is unmoved and correct. The right hook has been translated left.


texts: Addon that implements edge/face groups similar to the vertex group feature?

texts: I've found the vertex group feature very handy, but it only saves vertices, making it difficult to save edges or faces. Can somebody point me to an addon that lets me save edge/face selections?


texts:
how can i add a driver for a shapekey via python?

shape_keys.animation_data.driver_button_add(True)

or

obj=bpy.context.active_object
obj.driver_add('key_blocks["Eye_left"].value')

The Problem is that it can't find the shape key and shape keys are getting their driver with a different method; so I'm a bit confused how it can be added by python correctly.
Sorry I'm new to Python. Thanks for your help!


texts:
What's the best practice for polymorthic properties?  I want to associate a type with an object; Cylinder, Thread, Cube etc.  For each type I want properties associated, but as the object can only be one type at it only need one set of properties.
What I was hoping to be able to do was define a class from PropertyGroup then subclass that, and set the custom type on the object.  Something like this
class ObjectParameters(bpy.types.PropertyGroup):
    type: bpy.props.StringProperty()

class CylinderParameters(ObjectParameters):
    height: bpy.props.FloatProperty()
    radius: bpy.props.FloatProperty()

class ThreadParameters(ObjectParameters):
    height: bpy.props.FloatProperty()
    pitch: bpy.props.FloatProperty()
    radius: bpy.props.FloatProperty()

bpy.utils.register_class(ObjectParameters)
bpy.utils.register_class(CylinderParameters)
bpy.utils.register_class(ThreadParameters)

bpy.types.Object.object_parameters = bpy.props.PointerProperty(type=ObjectParameters)

cube = bpy.data.objects['Cube']
print(cube.object_parameters)
cube.object_parameters = CylinderParameters()
print(cube.object_parameters)

That fails as you can't create an instance of CylinderParameters; and even if you could cylinder_parameters is read-only so you wouldn't be able to change it.
The best option I've come up with so far is this; creating properties for each type on bpy.types.Object then having another one select between them.
import bpy

class CylinderParameters(bpy.types.PropertyGroup):
    height: bpy.props.FloatProperty()
    radius: bpy.props.FloatProperty()

class ThreadParameters(bpy.types.PropertyGroup):
    height: bpy.props.FloatProperty()
    pitch: bpy.props.FloatProperty()
    radius: bpy.props.FloatProperty()

bpy.utils.register_class(CylinderParameters)
bpy.utils.register_class(ThreadParameters)

bpy.types.Object.object_type = bpy.props.EnumProperty(items=[
    ('NONE', 'None', '', 1),
    ('cylinder_parameters', 'Cylinder', '', 2),
    ('thread_parameters', 'Thread', '', 3),
], default='NONE')
bpy.types.Object.cylinder_parameters = bpy.props.PointerProperty(type=CylinderParameters)
bpy.types.Object.thread_parameters = bpy.props.PointerProperty(type=ThreadParameters)

cube = bpy.data.objects['Cube']
print('init type', cube.object_type)
cube.object_type = 'cylinder_parameters'
print(cube.object_type)
print(getattr(cube, cube.object_type))

The other way is to just update a custom property on the object with a dictionary e.g.
cube = bpy.data.objects['Cube']
cube['parameters'] = {'type': 'cylinder', 'height': 56, 'radius': 1}
print(cube['parameters'])

Whats the best way to do this?


texts: I need to get out of animating mode, and I can't! This must be simple. I just do not know what to do.


texts: I trying to make mesh for hair  with transparency for BGE but the light is reflecting the entire model including the area that supposed to be invisible,the only way i find is unmark specular in the light, but i wish to find a better way because a want to use specular.


texts: Motion tracking with large sweeping camera moves

texts: Hi I wish to motion track a scene that involves large sweeps which means the end frame contains none of the markers placed in the first frame. I'm not sure how to have adaptive markers or markers that are not in the first frame which are included in the solve/bundle? I'm coming from boujou where it updates new trackers if old ones are not on screen.


texts: How to cut into an object that has a sub surface modifer with out changing the overall shape

texts:
I am trying to model Hornet from Hollow Knight, and I am not sure how to make the eyes.
How would you suggest I make holes in the object for the eyes without affecting the shape of the rest of the object.


texts: Does Blender offer network rendering on a LAN? If so, where are the docs to set this up?. I saw something on setting up a Primitive Render Farm, but no docs as to how this is setup.


texts: Blender render output is completely white

texts:
In my layout view, everything looks perfectly fine, but when I hit F12 in Blender the render output is completely white:
Layout view:

Render View:

I tried some suggestions I found in other answers, but they were hard to follow due to being for older versions of blender, and finding the similar settings here was hard/had no effect.
How can I get Blender to render the output normally? I don't see any layers that should obstruct, and even when I disable everything all I get is white, I can't find an "ambient" light setting that might bleed over everything. I tried changing the settings of rendering to color, opacity etc.. but it had no discernable effect. I tried moving the camera, ensuring my item is in field. I tried hiding the plane layer to see if that caused issues, but nothing I did seemed to have an effect on the rendering.
I'm using blender 2.90.1


texts: Corrupt axes and floor lines in Blender 2.83.0 on Mac OS

texts:
I'm experiencing strange graphical corruption in a file, where the axes lines and grid have strange lines. (see attached picture below)
I have only one project file with this problem, it seems that the axis lines have "corrupt" lines when moving around the scene in all of the viewport tabs. The problem started after adding an empty for the camera to track, the screen went grey, so I refocused on an object in my scene to find it again, then these lines showed up.
Has anyone else experienced this, and/or is there a way to resolve it? Does anyone have any suggestions to troubleshoot it?
So far I have tried:

removing the empty object
giving the file to a friend (they deleted the empty and it went away)
trying a new file (did not have the same issue)
restarting blender

Details of system:

iMac (Retina 5K, 27-inch, Mid 2015), AMD Radeon R9 M290 2 GB
Version: Mac OS 10.14.6
Blender 2.83.0

Thank you.


texts: Rotate a plane to align with the Ground, while using Vertices to determine its Rotation

texts:
This is sort of an open ended question. I am trying to write a python script that rotates a plane to align with the ground. I have to use the plane itself instead of its origin point. I have accomplished one rotation in one direction so far using some trig stuff. But I think there has to be a better way to do this. Please let me know if you know of a solution other wise I'll just keep coding this one lol.
https://youtu.be/HHq-yMF397Q
basically what I've done is flatten it out like you would if you where looking at the scene from one direction and then just worked with the triangles. I figure if I just work my way around it (Z and Y directions next) I can eventually get it flat.


texts: How do I remove weight from weight painting?

texts: I am trying to remove some weight. I left click to add it, but I cannot figure out how to remove it.


texts: I created a body and some clothing (just objects shaped into clothing) and I joined them together. I then created armatures and joined with automatic weights to the body. problem is the mesh does not move with the clothing


texts: i can't center the object - invisible side

texts:
I can't center the object ( house ).

It's like if there would be an invisible side to it.

I tried to set the center to the Geometry, and to the Center of Mass, but it doesn't go to the right place.

I tried to change the pivot.

I used CTRL + SHIFT + ALT + C

I tried SHIFT + S

I tried the Set Origin

I'm running out of options.

Here is the .blend


texts: How to access driver f-curve data with python?

texts:
I have a script I am working on where I create and add a shape key to an object and add a driver to the value of the shape key. By adding the driver through python it doesn't have any keyframes like a driver would if you manually added it.

I want to be able to add keyframes to the driver's F-curves but I cannot find the data path to access it.

Here is a sample of my script where at the end I would want to insert keyframes:

import bpy

context = bpy.context
data = bpy.data
aobj = context.active_object
me = aobj.data
scn = context.scene
objs = data.objects

if me.shape_keys == None:
    bpy.ops.object.shape_key_add(from_mix=False)

bpy.ops.object.shape_key_add(from_mix=False)

current_key = me.shape_keys.key_blocks[1]

sk = me.shape_keys
cur_key = sk.key_blocks[1]
cur_key.driver_add('value', -1)
drivers = sk.animation_data.drivers

cur_driver = drivers[0]
cur_driver.modifiers.remove(cur_driver.modifiers[0])


texts: I am wondering how to make a storm trooper helmet in blender

texts: I am fairly new to blender, and I am wondering how to make a storm trooper helmet. There are no tutorials out there, and I was just wondering if anyone knew how. Thanks


texts: Blender 2.78a force field not affecting particles

texts: I have a particle system and I want them to move to the side using a Wind force field. Thing is, none of the force fields do anything in my scene. I looked for the issue online but no matter what I changed, no luck. How to set up one to actually work?


texts: texture not seem to show up in texture shading mode

texts: I added image texture to a material, uv unwrapped it and choose texture shading mode but it still not show up a texture in a viewport. Any thoughts on why is it happening?


texts: Add shortcut for Merge Last, and Merge First

texts: The area I am trying to speed up is when you press AltM and then click "At Last" or "At First". I would like to set up two buttons that when pressed would merge "At Last" or "At First".


texts: How can I increase the gap between loopcuts?

texts:
Using the "loopcut" function first, is there a way to widen the gap between the lines?
I think it's going to happen with "Scale". It's only increasing in volume. :.-(


texts: How to increase the render distance (fire)

texts:
How to increase render distance of fire effects?
I have big scene (and I can't make it smaller) and I have an explosion in it, but it is to far to be rendered correctly, I can see only flying particles but not fire (in smaller scene it is work fine) what should I do? I have increased clipping.

(I have blender 2,72)


texts: Control metal reflection color with PR Shader and an Albedo input texture

texts:
I have a metal node setup with textures from texture.com which produces a reasonable metal material with Principled Shader (2.79)- but the 'Silver' reflection is what I don't understand.
How do you control the metal reflection color - let's say I wanted a Gold ball or a Blue ball - if the base color input is already used?

The base color is already input from the Albedo image, but it's application to the surface is controlled by the 'metallness' image (I think) which says which parts are metallic and which parts dielectric. If the Albedo input is only applied to the parts of the surface that are dielectric/diffuse..what's controlling the metal reflection color and how do I control that?


texts: Setting the points of a nurbs curve to (XYZ) in worldspace

texts:
I`m trying to snap the ends of a curve, to two points in space.
However, I can't get past the fact that It requires worldspace input of a matrix instead of a vector.
I've tried to convert worldspace to local, and backwards but its not my strongpoint.
Any ideas are more then welcome. Thank you!
import bpy
from bpy import context, data, ops
from mathutils import Euler, Matrix, Quaternion, Vector

# Create bezier path.
ops.curve.primitive_nurbs_path_add(enter_editmode=True)
#ops.curve.subdivide(number_cuts=0)
ops.transform.resize(value=(2.0, 2.0, 3.5))
ops.object.mode_set(mode='OBJECT')
curve = context.active_object
curve.name = 'line'

# snap one end of curve to A other to B
location_a = (1,1,0) # (XYZ)
location_b = (2,2,0) # (XYZ)

curve.data.splines[0].points[0].co = Vector(location_a)
# error ->
# Line 20 -> ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3
```


texts:
i just started using bgl with blender scripting
and it's giving this error "AttributeError: module 'bgl' has no attribute 'GL_MODELVIEW_MATRIX"
i just checked on API documentation and it's supposed to be there
any idea?

import bgl
'''code from API doc'''
xval, yval= 100, 40
# Get the scale of the view matrix
view_matrix = bgl.Buffer(bgl.GL_FLOAT, 16)
bgl.glGetFloatv(bgl.GL_MODELVIEW_MATRIX, view_matrix)
f = 1.0 / view_matrix[0]

# Instead of the usual glRasterPos2i(xval, yval)
bgl.glRasterPos2f(xval * f, yval * f)


texts:
Pretty sure that there is some answer to this already somewhere since it seems such a basic action. But I could not find an answer to it. Maybe since I just started with Blender, I just don't know the relevant keywords for it. I try to let some Tetris blocks fall on to each other. But for some unclear reasoning, the collision happens in mid-air. Rather then on the surfaces of the two rigid objects. I've made a video to see what does happen.

Both objects only have a rigid body set in the Physics tab, with the following parameters:

Rigid Body

Type: Active, Dynamic
Mass: 1

Rigid Body Colisions

Shape: Convex Hull
Source: Deform
Friction: 1
Bounciness: 0
Collision margin: 0


texts: Blender renders HDRI instead of Material

texts:
I have added an HDRI background to my world like in the screenshot and in the material preview it shows me the correct materials on the wall.

Yet, when I hit render, the walls are replaced with the background HDRI like this (in both viewport rendering and when i press F12 with cycles):

If I disable the HDRI it will render plain black where the walls are supposed to be. Weird!
How does this happen? I also noticed that when I turn on "Transparent" in the Film settings the walls become transparent instead of the HDRI. In the Blender Docs it says this feature makes the background transparent. How does Blender determine if something is considered background or not?
If more info is needed for this question, I'll try to provide those!


texts:
Where is the Add New keyboard shortcut feature in 2.8?
Why 2.7X keymap in Blender 2.8 doesn't have keyboard shortcuts from 2.7X?
Why exporting a keymap from 2.7 imported in 2.8 doesn't work?
How to copy keymap from 2.7 to 2.8 if the Export/Import feature doesn't function?


texts: How to make a real mirror on blender with cycle engine

texts: I need to add a mirror object in Blender. I'm looking for the existing objects, but can not find any object. I am wondering how I can add such an object.


texts: How do I get a user defined filepath in Blender with python?

texts:
I have to allow users of my addon to select a path via the directory browser window of blender.

Instead of using this

I used Operator in panel to get the folder path from user as follows

I tried lot of ways and I referred this and still trying....

Here is my code, for operator to browser the folder and set it.

class OBJECT_OT_find(bpy.types.Operator):
bl_idname = "object.find"
bl_label = "Select Path "

directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
filter_image = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})
filter_folder = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})
filter_glob = StringProperty(default="", options={'HIDDEN', 'SKIP_SAVE'})

def execute(self, context):
    # what to write
    return {'FINISHED'}

def draw(self, context):
    self.layout.operator('file.select_all_toggle')

def invoke(self, context, event):
    wm = context.window_manager
    wm.fileselect_add(self)
    return {'RUNNING_MODAL'}

def register():
 bpy.utils.register_class(OBJECT_OT_find)
 bpy.utils.register_module(__name__)
 bpy.types.Scene.FPath = StringProperty(name="Set Source to Find",
  attr="custompath",
  description="searching Images",
  maxlen= 1024,
  subtype='DIR_PATH',
  default= "")
def unregister():
 bpy.utils.register_class(OBJECT_OT_find)
 bpy.utils.unregister_module(__name__)
 del bpy.types.Scene.FPath

How can I get that path? I want to store and read it.


texts: Paint With Image Projection in Texture Paint Mode

texts: I am comfortable painting in texture paint mode with standard brushes and masks, however how can I use an image as the brush color? Some reason I am not finding a succinct answer here on the site.


texts: Reconstructing axis of pot with one shard via vertex normals

texts:
I`m planning to do a reconstruction of a whole pot from one shard of it.
I've already thought of a way to do it, but I really don`t know how to make it happen in code.
Theory: every shard has a certain bend to it. This bend contains two pieces of information:

the orientation of the shard within the pot
the diameter of the pot.
You can easily see this when turning on vertex normals in edit mode. Technically, from the process of making pottery, there is a center axis in the middle of every pot. The vertex normals cross this axis, so you can see the axis clearly when turning the vertex normals on.

Problem:
how do I reconstruct that axis via script? mathematically it is the intersection of the vertex normals with a thin cylinder.
Step one would be to select the vertex normals from a certain selection only, as I don`t need the one facing outwards...

Test Shard


texts: Is blender a good choice for creating illustrations/demonstrations?

texts:
I want to create educational content to youtube and my blog. That includes topics i would like to had myself when i started with but where so hard to understand. So instead of writing text which tends to be more boring the longer it is, i would really love to illustrate the most things with animated illustrations ... but not in the way that looks like a cheap 90s animation we all know from our beginning of the beginning in blender ... realistic would be good but in the end the effort is not reasonable for a one man show.

What cames to me in mind intstead are these well known low poly illustrations that are explaining things in an really entertaining way ... for example:

a low poly character laying with head on his desk, a questionmark appears over his head ... he has an idea ... something appears here and there .. the desk fly's out of the screen, a plant appears and scales bigger ... the camera zooms to the plant and shows something that gets explained more detailed ... then zoom out, the plant disappears, animated like a exploding balloon etc ...

The advantages with low poly in general i hope to have are

low render times due to low poly scenes
easier (or at least acceptable) general production times
realistic renders doesnt matter
since my topics are in the same branch over and over again, i could reuse the most of my models and scenes for future videos

I am not completely new to blender and basically i like blender and love to play around with it.  But after my tough developing learning curve the last two weeks i really ask me if blender is the right choice doing this educational stuff including also some basic physics or is it not really made for this?

An frustrating example: I spend hours to figure out while one object does not has any effect colliding with the other one ... pushed hundreds of buttons, without any success ...
Also I had the imagination that some easy looking effects might be not that hard to implement ... done once its easy to reuse ... but yeah ... even simple scaling and appearing animations doesn't seem really simple in blender

what i mean: you lose the focus on what you want to do after you struggle around doing details five hours ...

and the next question i am asking for would be "how to organize all these animations, that may repeat for many many objects and projects over and over ... how to manage different scenes from one an the same setup?"

Sure ... might be not a big deal for a pro ... but is there maybe anything out there, that does the thing in a more efficient way or should i stick to blender anyway? Are there any good resources?

I don't fear the effort learning blender but i don't want to waste time at things, that does in the end not fit to what i wanted to achieve originally

Can somebody that has/had similar goals give any advices to me?

Thanks a lot!


texts:
I'm trying to learn how to create a multifile addon, but its getting hard, I've tried out some ways but no sucess. the method that better worked was this.
but it is giving me an error on line 17 now
'TypeError: ("reload() argumment must be module")'
someone can help?

bl_info = {
    "name": "driven_shapes",
    "description": "",
    "author": "Your Name",
    "version": (0, 0, 1),
    "blender": (2, 78, 0),
    "location": "View3D",
    "warning": "This addon is still in development.",
    "wiki_url": "",
    "category": "Object" }

if "bpy" in locals():
    import importlib

    importlib.reload("shapesplit")
    importlib.reload("driver_add")
    importlib.reload("ui")
else:
    from . import shapesplit
    from . import driver_add
    from . import ui

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts:
I'm currently modeling a football stadium, applying a texture to the stairs I created using the array modifier from a simple cube shape.

When I apply a texture to the stairs, the texture is clear on the flat part of the step, but the front of the step is stretching the texture horizontally, and does't look like the concrete surface I'm trying to achieve. Does anyone know an easy solution to this issue?


texts: Blender using find missing files on textures that have a different format

texts:
Hi so I imported a map from assetto, and all of the objects use .dds textures. I converted all of them into .png so I'm wondering if there's a way to reapply all of them without manually applying all 200 textures...
Does find missing files work even if it's a different format? Will it base it off of the missing texture file's name instead?


texts:
I am trying to export this video project, but all i see when i export is a grey screen.
I am using Evee and have attached screenshots of all my settings. Hopefully someone can help! I have no other ideas about what i'm doing wrong here.


texts: Hi, how do I move the root of the hair at the top towards the centre of the head? Whenever I comb it towards the centre it becomes a right angle


texts:
I saw this in another answer and I would like to know how to do it:

"Making a light source invisible to everything except shadow rays will cause it to only block light from other light sources and not influence anything else."

Thank you!


texts:
Struggling with something very simple

I have a blender file open and need to import my character in there. That file is also a blender file. Can import blender file into blender file?


texts: how do you render displacements in cycles?

texts:
i was hoping someone could help me figure out why my rendered image doesnt render what the viewport sees. the first image is of the viewport and the second is the actual rendered image. any idea whats wrong?

full screenshot:
i did change a few settings on the material but they really just changed the shape of the crystal spikey things. thats why it looks different in the 3rd image


texts:
I just connected bones in an armature and I'm having this problem where the mesh doesn't move with the bones as it should.

Not moved:

Moved:

As you can see, the bone is going much farther but the actual finger is moving very slowly and stops at a certain point. What could this be?

Also, I have another issue to where when I move the parent of that bone, the whole finger screws up. It just turns into a mess:

Thanks in advance.


texts: I have a solid door. I want to divide it along the current edges:


texts: Curve from selected vertices/edges using low level api

texts:
I want to convert selected vertices/edges into curves. I can convert them using bpy.ops functions. But is there any alternative using lower level api preferable using bmesh.
I can get all spline points to proper position but not in proper order so I get this mesh(middle) not the expected curve(left).

Here is the code.
import bpy
import bmesh

def create_curve(coords_list):
    # make a new curve
    crv = bpy.data.curves.new('crv', 'CURVE')
    crv.dimensions = '3D'

    # make a new spline in that curve
    spline = crv.splines.new(type='POLY')

    # a spline point for each point
    spline.points.add(len(coords_list)-1) # theres already one point by default

    # assign the point coordinates to the spline points
    for p, new_co in zip(spline.points, coords_list):
        x,y,z = new_co
        p.co = (x,y,z,1)

    # make a new object with the curve
    obj = bpy.data.objects.new('object_name', crv)
    bpy.context.scene.collection.objects.link(obj)

def main(context):

    obj = context.active_object
    if obj.mode == 'EDIT':
        # this works only in edit mode,
        bm = bmesh.from_edit_mesh(obj.data)
        selected_verts = list(filter(lambda v: v.select, bm.verts))
        pos = list(map(lambda v: v.co,selected_verts))

        create_curve(pos)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

There is also this stack overflow thread. Solution in that thread works for closed loop. I tried to modify it to work for non-closed loop/selected edges but no success. Modified script works in some cases in other gives weird results.


texts: Save all images using names of materials

texts: I have an imported model I'm working with. The materials by default are named something like 054fF0_c. I usually rename all of these in blender to something that makes more sense. I would like to then 'Save all images' of the opened images in the UV editor window but I want them to have the names that I assigned in the material tab and not suggest the original name that's not my assignment. Is there a way to already accomplish this? I'm not a programmer by the way.


texts: Can't find any tutorials on Body Edgeloops

texts: I can find plenty of tutorials on good edge loops while modelling the head, hands, feet but nothing on the main body itself, any help please?


texts: Cut out everything within a volume. Is it possible?

texts:
I have a very large model of terrain, spanning several thousand kilometers, with meshes of buildings and trees scattered across it. I'm only interested in one single area of the terrain, and I want to cut out a cylindrical volume around the area, and delete everything outside the volume. I'm familiar with the knife tool, but that's on a per-mesh basis, same with the boolean modifier.

Is there any way I can achieve this?


texts:
I've been following the BlenderGuru's tutorial, I'm at the last part of level 2. unfortunately I found this weird line (looks like'N's) on the inside of my donut. I've just finished doing texturing using nodes. I've no idea where it came from.
One major deviation from the tutorial I did is applying a decimate modifier to lessen my vertices (subdivide subsurface modifier too much).
The Second picture showcases the problem using viewport shading.
EDIT: Included the UV map of the donut. Hope it helps


texts: Do some materials appear to be darker at grazing angles ?

texts:
When I walk on an asphalt road on a summer day and I look below me ( where I set my feet ) the area around my feet appear to be lighter than the area a few meters away.  I think I notice the same with brick walls. They appear to be darker to me at grazing angles.
But all theory I can find and what I experience in blender is that when you increase the roughness of a material, and/or you play with Fresnel  the materials created in blender show a lighter color at grazing angles.  See also the youtube videos about physically based rendering from CynicatPro at https://www.youtube.com/playlist?list=PLlH00768JwqFtFtsTKBxnLwadWsNo36R-

I started to think that glossy materials might appear lighter at grazing angles and rough materials darker, but I am sure my theory is far from correct.  I hope anyone can tell me more about it.  Is it maybe that the bumpiness caused self shadowing when it comes to materials like roads and walls, and so they appear to be darker at grazing angles ?


texts: set random active face in python without toggle mode

texts:
In python how can I set random active Face in edit mode without toggle the Object/Edit Mode ?

For example re code in this answer can you also automatically set an active face again from the script to loop the option ?


texts: What are the denoising passes useful for in 2.79 experimental feature set?

texts:
In 2.79 when experimental feature set is activated, there are some new passes available to the compositor if Denoising is enabled.

The new passes that are there after rendering the denoising pass are as follows:

Denoising Normal
Denoising Normal Variance
Denoising Albedo
Denoising Albedo Variance
Denoising Depth
Denoising Depth Variance
Denoising Shadow A
Denoising Shadow B
Denoising Image
Denoising Image Variance

Here are a few example images of some of the passes with a simple scene:

Denoising Image:

Denoising Image Variance:

Denoising Normal Variance:

Denoising Shadow A:

Denoising Shadow B:

The only information I have really been able to find regarding these extra passes is located here.

Quoting Lukas Stockner:

  ...added an option to store the denoising feature passes in the render
  result (only visible when experimental features are enabled).

  This makes it a lot easier to debug problems and check why some scenes
  don't denoise well, and might be useful for animation denoising in the
  future (since that requires multiple frames at once, it has to be
  separate anyways).

Even still, I'm not sure how these passes help with debugging issues, or present any other use until implementation is completed.

The question:
How are these passes to be used in current 2.79?

If they are simply for debugging issues, as mentioned by Lukas, or if there is another practical use for them, what would be a typical use case where it would be necessary to store them?

Here is the file used in the images above if anyone is interested:


texts:
As a picture often speaks better than words, here are the two images of my problem. I'm trying to get a smooth render on this object. I tried many options but no way I always have these artifacts. Is it possible to have a smooth rendering with a convex surface?

Here what I'm trying to model


texts: How to stop object being used as a camera?

texts:
I accidentally turned on 'use object as camera' by pressing ctrl + numpad 0 and now I can't get it to stop doing that. I deleted all the cameras, and then created a new one, and still it keeps trying to use that object as a camera, and I can't get Blender to switch to a different camera.

I'm adding the file in case there is something glitchy here.


texts: Selection tool only selecting some of the mesh

texts:
I am not a noob, by any means.  I have been doing this for 8 years, reviewing tutorials and Q&A's religiously since I began and I have never encountered this myself, nor has anyone I've seen ever had this issue, I don't even know if it's an issue with Blender.  I have a very large and expensive sculpt that I have to finish for a client of his dragon character.

For whatever reason, I can select the whole mesh toggling the "a" key, but can not select it normally using any of the selection tools.  It will only select a sparse few vertices outside of the spikes I recently added to his back, but the spikes select normally.  It will not even let me select them manually, and I am in vertex selection mode.  All of the vertices are visible and none of them have been hidden by any means, they are all part of one object.  None of them are overlapping and there are no doubles.  I am at a loss for what to do.  Where can I upload the .Blend?  It's very large.

Just to note two recent events:  Blender was running particularly slow and I watched a tutorial which recommended adding Blender to my NVidia control panel, which I did.  The second is that I ran into a glitch when I was using the Boolean modifier to add the spikes.  Some of them disappeared altogether when I did, but the ones that didn't are selecting normally and the vertices are responding to the selection tools as expected.  The mesh I added them to is what's giving me problems.

EDIT:  I have uninstalled and reinstalled Blender with no change and this is not effecting other meshes that I have experimented with.

EDIT:  I've already tried exporting out the model and hiding parts of it.  Like I said, I'm at a complete loss.


texts:
I am a begginer and have to make something like that:

With plane geometry I can easily make, but with curves the triangulation gets in the way...

How to make a wireframe only for external edges, anyone can help??
If I just delete the undesirable faces my external ones gets all bored.

I can get a mesh with only the edges if it helps, but I need to be able to assing materials to edges.

English ins't my language, sorry!

EDIT 1 ----

With @Martin Z I get this:

And that is great! But I need to close this gaps, any ideia?

EDIT 2 ----

With @Martin Z and @Carlo i successfully make this geometry! Thanks guys!
But with another geometry with a hole in it I can't...
My mesh come like this (left) and a apply the decimate modifi (right):

If I delete the edeges in blue (the left blue ones, with shouldn't exist), I end with holes in my mesh (blue right):

Any way to get the holes out? If I make one by one it could get much time, I have 62 geometry like this.

Thanks a lot!


texts: I don't have much experience with Blender, as I only used it a few times. This time, I managed to do something I didn't want to while rendering something. Basically, I opened a few windows (picture below) and I have no idea how to close them. Pressing 'X' or any other button that's supposed to close them doesn't work. Help would be appreciated, thanks!


texts:
I try to install Mitsuba render engine. Mitsuba comes in .zip file. After the installation process, I can not find the renderer (neither in the render section nor in User Preferences). What's the solution to install Mitsuba properly?

Blender 2.77a, Windows 10 64-bit Home


texts:
I have this mesh:

With a python script, I'd like to select edge loops in the upper part first:

And the ones in the lower part:

So I can close them some way (by a face, or by adding more loops).
How can I do that with Blender SDK? Thank you.

EDIT: I mean, find the edges by starting from the object data, and not by using the editor...


texts:
I just installed Blender and I'm new to all this.

When I open up Blender I see a black screen, like the command prompt app on Windows, and I was wondering how to get into Blender?

Then if I click on a space, as if I were selecting it, it goes to white:


texts: Creating my own custom Grease Pencil brushes using different facial textures in blender 2.8

texts:
as soon as I have watched this tutorial I've got an idea. As you can see on the tut,he created a grease pencil brush that has two caracteristics :
a pre-determined size and a pre-determined color and both these caracteristics have been chosen using krita. Now,I want to make something a little different. Instead of using a solid color to paint the texture,I want to use a facial texture,like this :

the idea is to paint the head of my 3d character,trying to reach a better result than this :

I'm looking for an alternative to the projection painting with the stencil mode. This could give an advantage from my point of view : I can create different brushes,one for each head I want to use.

Also,as you can see on the tutorial,he clicked on the grease pencil white plane and the texture with a pre-determined size has been applied directly. This is also what I want to do with my facial texture. I want to click on the front part of the 3D character and boom : the front part of the facial texture will be applied to that. Is that possible ? Can u give me some suggestion to achieve the result ? thanks.


texts: Can't find the Material Output in Cycles!

texts:
I can't find both Diffuse BDSF and Material Output, i am in fact in cycles render. Here is an image to show

Help would be highly appreciated since i can't really do anything without it at the moment.


texts: Creating a helix look for a marble track

texts:
Hi The following file shows how I created my loop. If is built from a base object that I will use to build the rest of the track. I am wanting to pull the ends of the loop apart in the direction of the arrows so that I can create a simple helix loop.

I tried dragging the end faces using proportional editing but it lands up pulling both ends in the same direction.

I tried using a curve modifier too but could not get it right.


texts: Key map for an addon activate the class more than one time?

texts:
I am creating an addon I have created key map for that addon,but the problem is when I press the hotkey that I set up it activate the class more than one time,while if I press it from menu it happen only 1 time.I tried to find a solution but I couldn't find it,
here is the key map portion of my addon:

so what is the problem?


texts:
I have the following scenario: a model placed on the center and a plane beneath it.

There is also a top view camera. When rendering:

I have created four spherical gradients that depend on the distance to four certain objects. My final goal is to create those gradients but limited to the zones the objects "see". For instance, if the model is a cube and there is an object attached to one if its side faces the gradient should not be represented on the opposite face plane part because the object only "sees" what is in front of the face it is placed on.

On the picture above, the purple point is the object (can be thought of as a camera). As can be seen, there are two gradient areas with red crosses on them that I would like to delete because they are not within the field of view of the object.

Thanks


texts: position is messed up when I save quit my project

texts:
My question is simple, I am modeling a tank and every thing was perfect since I hit arrow on my keyboard which messed positioning on my elements. I tried to put everything in the right place but whenever I save, quit and reopen my project everything is messed up again. what am I doing wrong ?

thanks for your help :-)


texts: Is there any way to make X Mirror respect delete?

texts:
I find X Mirror (found in Tool Shelf> Options> Mesh Options) very useful, but it would be more useful if it would mirror my deleting vertices as well as morphing them.

Does anyone know how to achieve this?

Current solution: Delete half the mesh, then apply mirror modifier, but when I have a bunch of bones and textures already in place, it's annoying to re-add them.


texts: why blender create holes in mesh when i go to sculpt mode?

texts: So, I am doing the "blender guru" tutorial, and when it's time to sculpt, my "icing" object creates this holes, anyone knows how to solve it?


texts: Best way to modify this particular model

texts:
What My Model Currently Is

Hello Everyone! I am an amateur blender user and I mistakenly added the legs to far forward on my model.

I need to reposition the legs further back, on the y axis of the body of my model.
I figured there are two ways to do this. Either I detach the legs and move them back or I cutt the butt off and make a new one.

The "Body" of the model is a sphere that has been extruded on the Y axis.
The "Legs" are a custom extrusion.

What would be the best way to approach this and what tools should I use to accomplish this?

Thank you for being an awesome community and helping on your free time,

Drew :)

What The Model Is Now

With help from the community I was able to produce this. A nice mesh with good topology. I realize this model is a little bit more square around the body, but Im starting to like it :)


texts: Camera settings to imitate Samsung Note 9

texts:
Hello stackexchange community

I wish you all a happy holiday season

I would like to know what values , for my mobile phone "Samsung Note 9", i must set in Blender 2.8

Specifications i know

Sensor Size: 1/2.55; Wide angle: 26mm; Sensor ratio: 4:3; field of view: 77°

the Crop factor I don't know

My settings:

for lens:
Type: Pespective; Focal Length: 26mm;

for camera: Sensor Fit: Auto; Sensor Width: 26mm;

(Here I have my problems, If i choose 4:3 inches, then the frame is too small.)

Which settings are still necessary or have to be set exactly to simulate the camera?

Thank you for your answers in advance

CloneBorg


texts:
So I try to unwrap my plane's wing and I get a double unwrap in UV editor!

Why would this happen?


texts: How to get face normal's x or y axis vector (or matrix)?

texts:
Is it possible to get vector of the x or y axis of face's normal orentation?
I know it's possible to get z axis of face's orientation like this
 bpy.data.objects["Cube"].data.polygons[0].normal
However, I can't find a way to access x or y axis vector of normal orientation.
An expression like bpy.data.objects["Cube"].matrix_world (this express object local orientation) is also ok.
If these is no direct access, is these a way to calculate it?

Sorry for poor English


texts: How to repeat an action with offset in NLA?

texts:
Reading up to answer my question it seems that Blender once had an offset setting in NLA for use in conjunction with Repeat but that has been replaced with something else. I can't find out what it is.

I tried making a simple animation of the default cube of just a few keystrokes using the timeline and then using Cycles with Offset in the graph editor to repeat the action. Fine, but when viewed in the Action Editor, the repeat cycles cannot be seen and when pushed down to the NLA, the action strip is just the basic timeline animation with no repeats.

If I want to make an action strip comprising say 20 repeats of a cycle WITH OFFSET how can I push that action into the NLA or its cache so I can then use the full strip at will?


texts:
Okay, I'm not sure if the title is quite accurate but I'm having an issue with materials in a blender project I'm working on. I'm working on a model of a truck (as you can guess from the colour it's based on Optimus Prime, it's a private project)
Now the first picture I've got is the model in solid (I use 2 monitors, I don't know how to print screen only one so the left side is BTS of this post)

You can see there is geometry on the surface, such as the bit the spoiler's mounted on, the wheel arches, the frame behind the window etc.
Now this is the the same model in material preview
You can see the probleme, or rather you cannot, all the geometry I previously discussed is impossible to see, for that matter you cannot even see the edges of the shape, if the textures were coloured black it'd look like a silhouette for additional reference here is the Shader Nodes

Please, anyone with suggestions, tell me how to make the materials show the edges.


texts:
For the example lets say there are two groups of faces. Is there a way to make them face one direction uniformly?

What I've tried so far:
  Set pivot center for transform as Active Element and transform orientation as Normal. Then select all faces in question with the face to which other faces will align selected last. Then S Z Z 0. Problem is: the second group of faces will (predictably) go out of its place too much:

Is there a way to leave it more or less in the position it was before the transform while making the faces facing the same direction nevertheless?

P.s. I've also tried to create new orientation to apply it to another group of faces (the same S Z Z 0), but a) it will clamp the geometry to a line if applied to the faces and b) it more or less works with vertices but there are problems aligning them to other axis and it is really time consuming.


texts: How to make a rig like curve handle with control points

texts:
With curves, you get good control points that move with the middle handle. I'd like to do that with bones but I'm experiencing problems with dependency cycles.
How am I supposed to do that?
i want to make this:

but with these:


texts: Mesh not following bone after parenting and painting

texts:
The mesh is not moving at all even after i parented and painted the weights on that bone's vertex group. I tried it on all the bones but I have the same problem.
Any help would be appreciated.


texts: Can Use the VGA to render the animation on ubuntu 16.04

texts:
I Have Intel i5 2.8 GHz Computer and I use Ubuntu 16.04. But when I render the animation, spent more time although a small animation. My Computer has NVIDIA 940 MX 2 GB VGA. Can use that VGA card for render the animation? else how use VGA to render the animation fast? else how render the animation fast? when I render the animation I use MPEG 4 file type.

Thank You


texts: Textures getting pixelated when painting with zoom out

texts:
My text is full hd, its tga blablabla.

When i paint using stencil, with zoom out, the texture gets pixelated. However if i paint them when i'm zoomed in, they don't.

Why is that ?

Btw, i REALLY need to be able to paint this with zoom out, without this pixelated problem.


texts: Animation - Falling object one after the other

texts:
I like to animate a larger Number of boxes, falling or better moving straight from out of the camera view on a surface, one after the other. Starting slow and become faster to the end of the animation. It is just a straight linear move, up to down. No tumbling or anything else. Each box should be placed in the same way next to the box before.

Has somebody a tip how to do it in a proper way? Or is there a faster way then keyframing every object seperatly?
Help or some tips would be great! Thank you guys.


texts: How to fight deep creases/intersecting mesh when sculpting?

texts:
Often, when sculpting, you are unintentionally creating deep creases with mesh hided inside of your model. Here are some screenshots of a quick example.

In the real world it can happen when you model bended limbs or hair locks, or when joining 2 meshes together.

So the question is if there is a quick or "right" way to fix a situation like this? Because smoothing it "till nothing left" is not an option...


texts: How to recover unsaved file or abort endless operation?

texts:
I accidentally and essentially crashed Blender during a build I was doing for a friend.

I added a Subsurface modifier to an object I was creating so I could see where to add extra loops. However, when I went to type in "6" for the views, I accidentally typed "65".

I don't know if Blender can handle this request, but I'm going to leave the system running for a while (I hadn't saved the file yet, so I'll lose a couple hours of puttering around if I force it to close). It seems to be trying to process the request, as it's running more memory than anything I've ever seen and knew was possible with my computer (I just saw it go over 27 Gb on the RAM, CPU running a lot power right now too, and my hard drive seems to be at its limit for data transfer).

Now I imagine I am not the first person to encounter this problem with Blender, but I wanted to ask if there is a way to recover a file that hasn't been saved recently if the system crashes? Or if there is a way to abort operation which is being calculated for too long?


texts:
I have been trying to animate my blender scene but it just turns out black.
some screenshots. I've also made sure my compositor was connected properly.


texts: Closing Blender as soon as "export finished" gets printed by script executed with subprocess.Popen()

texts:
In the following code, Blender2.79 is opened with a project and two Python scripts are executed in succession from command line. The last Python script outputs the string "export finished in xx.xxxx sec." after completion. How do I catch this output and end the subprocess (Blender) accordingly? This is my code:
if __name__ == '__main__':
# blender project.blend --python main.py --python fbxexport.py
cmd = ["D:\\Blender279\\blender.exe",
       "D:\\...\\project.blend",
       "--python",
       "D:\\...\\Scripts\\Main.py",
       "--python",
       "D:\\...\\Python_FBX_Export\\fbxexportanim.py"]
p1 = subprocess.Popen(cmd)
sStdout, sStdErr = p1.communicate()
# i want to do something like...
# if "export finished" in str(sStdout): # if fbxexportanim is finished
#    p1.kill()
# ... but p1.communicate() waits until end-of-file is reached, that's why this does not work

This is the fbxexportanim.py script:
import bpy

# for anim
bpy.ops.export_scene.fbx(filepath="D:\\...\\fbx\\anim.fbx",
use_selection=True,
apply_unit_scale=0.01,
object_types={'OTHER', 'MESH', 'ARMATURE'},
mesh_smooth_type='FACE', add_leaf_bones=False, use_armature_deform_only=True,
bake_anim_use_nla_strips=False, bake_anim_use_all_actions=False)

Note
I've posted this question on Stackoverflow already, but it got no attention. That's why I decided to post it here as well. I hope this is not against the rules.


texts:
I'm new to blender and am trying to create an indoor model. I've emulated fluorescent lighting with some point lights placed inside a glass cylinder. For some reason the contrast in my model is very high. This is a demonstration of the effect with a single point light. I have added a noise texture to the room.

I think the reason is that light isn't bouncing off the walls and other surfaces nicely. So would this problem be resolved once I add correct textures to the surfaces or do I need to tweak some setting in blender?

In the former case, how things do I need to keep in mind while adding the textures?


texts:
Where to prop_search for vertex groups?

This doesn't work:

row.prop_search(context.scene, "vertex_group_density", ob, "vertex_groups", text="Density")

context.scene seems to be the wrong place, but which is the right one? In e.g. the particle system dialog source, there's just a "psys" instead of context.scene, but that doesn't give me a further lead.

Man-pages say "Data from which to take property", I'm not exactly sure what is meant by that:

 prop_search(data, property, search_data, search_property, text="", icon='NONE')

 Parameters:

    data (AnyType, (never None)) – Data from which to take property.
    property (string) – Identifier of property in data.
    search_data (AnyType, (never None)) – Data from which to take collection to search in.
    search_property (string) – Identifier of search collection property.
    text (string, (optional)) – Override automatic text of the item.
    icon


texts: Objects appear in the viewport and preview render, but not in the outliner or final render

texts:
I don't understand what happened. Before when I saved the file it worked fine, but when I came back and reopened it, this problem started happening. (It is most visible with the character's eyes.)

The object is visible in the viewport, but it appears nowhere in the outliner. (Yes, I have scrolled down through the entire outliner to check.)
The objects even appear in the preview render and work fine there,(Sorry I couldn't post more than 2 pictures.) but once I press F12 for the final render the objects completely disappear.

I am using cycles render. I am hoping someone might be able to help me, I have searched a lot, but have not been able to find an answer to my problem anywhere.


texts:
Im trying to render a single frame of BigBuckBunny with blender 2.72b on linux.
I downloaded all the files needed (2d blender files + http://graphicall.org/bbb/index.php )

Now I want to render a single frame as a .PNG file - but whatever I try initiates a crash. I tried it at university with an incredible machine - lots of RAM, competent CPU, a GPU, etc. I also tried it at home on my pc and on a virtual machine.

At this point, I don't really know what I am doing wrong.

render-format = .PNG
use-extension = 1
render-frame = 250

I always end up with the following crash message:

Fra:250 Mem:407.65M (430.03M, Peak 1156.72M) Sce: set Ve:615361 Fa:1079136 La:21
Saved: /home/user/blender/2d/test_0250.png Time: 00:39.88 (Saving: 00:00.21)

Error: Not freed memory blocks: 30

And Blender quits.

Ve:615361 Fa:1079136

Ve always same number - Fa changes

When I try it with the Cycles render engine, I don't get an error, but the PNG file produced is far inferior to the original.


texts: For smoke how can I take certain frame of smoke and use as initial frame?

texts: In Blender is possible to take a certain frame of smoke simulation and use as a initial simulation frame, in Maya it was possible but seems in Blender I can not find a good solution, for example I want to add smoke effect on a motion-tracked car, and in frame 50 i want the smoke begin with that frame.


texts: Objects From Group, list order issues - Animation Nodes

texts:
I run Animation Nodes to drive shapes on a rig with bones - such a better solution to Drivers.

But currently the shape Group list I use to select that particular object (needed for updating the rig and keeping the group relatively dynamic)gets the object list order mixed up sometimes.

Why does this happen? Is there a way to sort the group object list order with Animation nodes?


texts: When I try to render my scene, the only thing that renders is the sky. BI

texts:
I have looked over every setting and checkbox I could think of that might be the cause of the issue (including render restriction and camera obstructions), and I'm starting to think it has something to do with memory, and not settings. Though if that were the issue, I expect there would be some kind of error message, based on some answers to questions other people had on related issues.

Here is the .blend file

The objects in front of the camera

The rendered image


texts: Is it possible to see or edit several frames at the same time in viewports?

texts:
First of all, sorry for the title of the question but I don't really know how to phrase the all thing.
Here it is :
Okay so let's say that, on frame 1, I have a vertical bar.

What I wanna do is for that bar to be at a 45° angle on frame 30 but with no keyframe.
So I naturally go to frame 60, put the bar at a 90° angle to make the bar rotate half-90° at half-60 frames.
Is it clear ?

My ultimate goal is to have tens of elements going from their point A to their point C while only being interested in their point B, somewhere between the two, where all the elements would harmonize in a bigger picture.

The issue is that I would like to play with several factors like location and X, Y, Z rotation at the same time and won't have easy values like "90÷2" most of the time.
So rather that doing complicated maths for each factor of each element to determinate their A and C points, I was wondering if there was a way for Blender to display the viewport at three different times in three separate windows.
It would allow me to live-tweak point A and point C to adjust point B.

Hoping that I'm being clear, can someone help me ?
Thanks a lot.


texts: How do I append an action into a new scene?

texts:
Would like to move, link, or append an action onto the same character in a new Blender v2.83 scene.
My teacher moved a kick action I'd created on the first character but I must've not heard him correctly as I tried to move an action to my second character and nothing transferred.
Character 1 - talks to / kicks / drags off Character 2
Character 2 - want to transfer in two actions from other Blender v2.83 scenes
There is dialogue / sound for desired Character 2 transfer actions - would that also transfer to new scene if actions can be brought into the two character scene?
Thank you.


texts: Cannot find Background Images feature in Blender 2.8 - follow up

texts:
I'm new to this forum, don't have "reputation" pints to answer, that's why I'm doubling this post:
Cannot find Background Images feature in Blender 2.8
So, it's possible to import images and give them options similar to old background images, transparency, scale, dimension, foreground/background overlay... that's nice.
However, how can we limit the visibility to specific views, like before.
I want 6 vies to be assigned to Top, Bottom, Left, Right, Front and Back views.
Can anyone explain how to do it simple way like it was in 2.79?
Best,
Hazooka.


texts: Can't install pip due to PermissionError on Windows 8.1

texts:
New to Blender. Experienced with Python 2.7.

I am trying to install pip in my Blender Python implementation. I am attempting to do this by following the instructions in How to use PIP with Blender's bundled Python? - Answer, which links to Install pip.

I followed those instructions, and it seemed to be going well, but I got a PermissionError. I switched from doing it cmd.exe to PowerShell, but encountered the same problem.

Question

What do I need to do to get past the PermissionError?

Here is the full output from the command execution, including the exception message:

PS C:\Users\Paul Schrum> cd "C:\Program Files\Blender Foundation\Blender\2.79\python\lib"
PS C:\Program Files\Blender Foundation\Blender\2.79\python\lib> ..\bin\python D:\SourceModules\get-pip.py
Collecting pip
  Using cached pip-9.0.1-py2.py3-none-any.whl
Collecting setuptools
  Using cached setuptools-38.4.0-py2.py3-none-any.whl
Collecting wheel
  Using cached wheel-0.30.0-py2.py3-none-any.whl
Installing collected packages: pip, setuptools, wheel
Exception:
Traceback (most recent call last):
  File     "C:\Users\name\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\basecommand.py", line 215, in main
status = self.run(options, args)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\commands\install.py", line 342, in run
prefix=options.prefix_path,
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_set.py", line 784, in install
**kwargs
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_install.py", line 851, in install
self.move_wheel_files(self.source_dir, root=root, prefix=prefix)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_install.py", line 1064, in move_wheel_files

isolated=self.isolated,
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\wheel.py", line 345, in move_wheel_files
clobber(source, lib_dir, True)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\wheel.py", line 316, in clobber
ensure_dir(destdir)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\utils\__init__.py", line 83, in ensure_dir
os.makedirs(path)
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\os.py", line 241, in makedirs
mkdir(name, mode)
PermissionError: [WinError 5] Access is denied: 'C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\Lib\\site

-packages\pip'


texts: Is there a way to shrink-wrap only a section of a mesh?

texts:
Is there a way to shrink-wrap only a selection of mesh to another without effecting the whole mesh?

When I shrink wrap a mesh to another mesh, sometimes I lose a lot of data on the other side of my object.


texts:
Very recently, blender crashed and deleted some of my work.  I looked into the autosave directory after I tried to reopen my file.  The reopened older version (without my recent changes) was the only version available in the autosave directory.  It disappointed me that my changes were gone in the very recently autosaved file.  In the user preferences panel I saw some autosave settings, none of which seemed to change how many previous versions of autosave files there were.

My question is this:
Is there a setting in the user preferences that will alter the amount of autosave versions saved as seperate files?  Is there an addon that will work to the same effect?

Cheers


texts: Auto show/expand outliner to selected objects

texts:
I'm not sure if it's possible, but if it is that would be great!
Is there a way to make it so when I select an object in the scene, the outliner will automatically expand the hierarchy to show the selected object?


texts: Why are my UV islands splitting apart when I move them?

texts:
When UV mapping I have been running into issues with not everything in an island being connected. I have marked the seams and all the vertices are connected but when I go and try to move an island only part of the selected object in the seam moves.

How do I link the whole island up so that it moves as one?


texts:
The following command in edit or object mode is the same to create a new mesh cube:

bpy.ops.mesh.primitive_cube_add

I structured my pie this way but nothing happens - only when I am in edit mode.
I assume because mesh.primitive_cube_add is a mesh object? But it is the same readout in the console, when in object mode I press shift A and select the cube.

import bpy
from bpy.types import Menu

class NewPie(Menu):
    bl_label = "Select Mode"
    bl_idname = "mypie"
    def draw(self, context):
        layout = self.layout

        pie = layout.menu_pie()
        pie.operator("mesh.primitive_cube_add")

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

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS", shift=True, ctrl=True).properties.name="mypie"

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

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="NewPie")


texts: Make an object stop interacting with fluid

texts: I'm trying to make a mug disappear, so that all the fluid inside spills out. I'm using Fluid sim modifier for the coffee inside the mug. I'm having trouble getting the mug to disappear such that it stops being an obstacle for the coffee. Simply making it become transparent means its still physically there and still works as a container for the coffee. I need it gone such that the fluid can be released. Any clues?


texts: How can I create complex edge profiles on columns?

texts:
I'm a complete beginner to Blender and I'm trying to create an accurate model of the Tuscan Order, based on William Chambers' "Treatise on Civil Architecture" from 1759.
So far I've made a rough outline of it using only cylinders and cubes of various dimensions. I haven't figured out how to properly curve/round their sides however.
This is what it looks like at the moment:

There are a couple of different types of curvings I'll need to do, as can be seen below:

Make the sides of the cylinder completely rounded, and have the flat upper face begin where the next part of the column stands (i.e. make it in the shape of a half-circle).
Make the shaft of the column slightly taper outwards where it ends.
Make the sides of the cylinder rounded, but only from one direction. (i.e. make it in the shape of a quarter-circle)
Make a Cyma Reversa (inverted s-shape)
Make a Cyma Recta (s-shape)

I'd be grateful for any help I can get, whether it's for all, or just one of these curvings!


texts: Geometry Nodes: Point Instance Collection use count (object weighting)

texts:
I'm trying to recreate the donut sprinkles tutorial (by Blender Guru) but instead of using a particle system for sprinkles on the top of a donut, I want to use the new geometry nodes system.
When using a particle system you can use a collection as the objects and then the "Use Count" option allows you give different objects in the collection different count.  This means you can make certain objects in a collection appear more often than other objects.
When using a Point Instance Geometry node you can choose "collection" but there is no option to "Use Count".  Is there some chain of nodes you could use to accomplish the same thing?


texts:
When I tried to bevel a square it doesn't give me the perfect circle I wished for.
this is the result:

and the image below is before beveling:

Can you help me to solve this problem? Because when I remove the face of the defect it would remove some of the faces below that I did not wish to be removed. Thanks.


texts: The interface to create material looks different

texts: When i add a material to my object i get an panel that is like the one from [picture left] but what i need is an panel that is similar to [picture right]. Why is there a difference and how can i get the right one?


texts: Different texture space in the same mesh?

texts:
I'm using 2 different textures on the same mesh. The first looks right with a texture space of 10x10x10 on the mesh, while the second needs a texture space of 100x100x100 to look right. Can I assign different texture spaces to different parts of the same mesh?

I don't want to modify the material because it is used on other objects as well and I would prefer not to separate the mesh into two meshes unless there is no other way.


texts: How do I make text dissolve into particles, then have those particles turn into another text?

texts:
I have this working up until the 3rd text, I'm using keyed physics to do it, and so far I've been following this tutorial from tutor4u

I have it working just like the video, but once it gets to the transition into the third text, instead of the 2nd text turning into particles and transforming into the 3rd text; the particles appear out of the 2nd text but the text remains.

The 3rd text then forms but the 2nd text will not go away, so they end up overlapping.

I plan to set this up with 4 texts for a YouTube outro.

Here is the order: (Thanks for Watching --> Like --> Comment --> Subscribe)

Thank you to anyone who could point me in the right direction, your input is much appreciated!

Here is the blend file, i have only added the first three texts for now.

https://www.dropbox.com/s/0qkz8mj6svjkdpb/Outro.blend?dl=0


texts: A model I downloaded has textures packed that are in TGA format. I want to convert the images into PNG format because it takes up less storage space. Is there a way I can easily convert all the files without having to unpack them, and replace the textures one by one?


texts:
I have a cube

cube = bpy.data.objects['Cube']

The cube has a constraint, follow path. I would like to animate the offset in this constraint. I do know how to edit the value of it, but i need to put in a keyframe. Is there something like:

cube.keyframe_insert(data_path='offset_constraint', frame=10)


texts: Append scaling issues. When I append an object it's smaller than the original

texts: I noticed that when I append an object from one blend file to another, the appended object is smaller than the original. I have an object measuring about 9.3 cm and when I append it to another blend file it's only about 8.8. Wish I would have caught this before as it cost me money for a now unusable 3D print. Any idea how to fix this?


texts: Convert BIM model (building) with 1000+ parts from HiPoly to LowPoly

texts: I have imported a gigantic model of a building, and it has 1000's of sub-meshes. I need to convert this monster to a fairly low-poly thing. I don't want to have to select each mesh and decimate it. I'd be here all year. Is there something off the shelf that will take a model and low-poly each of its submeshes or better yet, "figure the whole thing out" and merge submeshes with each other? Or even better yet, all I want is all the outward-facing polygons. I don't care what's "inside" the building.


texts:
My render and bake have recently started going by excruciatingly slow.  My CPU is only at around 40%, and my GPU is sitting around 10 or 20%.  I've been rendering a rather simple scene for almost 12 hours, much higher than previous simple scenes.

I'm using the Cycles Render - I have it set to prioritize my GPU, and I've raised blender's priority in task manager - all to no avail.

Anyone have any ideas as to what may be causing this?


texts: Why do all pieces of a model suddenly turn during Animation?

texts:
I have a 3D-model in the collada (.dae) format. Its a class hierarchy of pieces. All rotation modifiers and correct parenting have been applied to the model previous to starting animating. The model is in t-pose. If you want to take  a look at it - here it is:

https://github.com/PicassoCT/MOSAIC/blob/master/objects3d/asset.DAE

Once i start animating, everything seems to work as expected, i can set keys, make  a first cycle. Then, in Animation view of a general blenderscene, if i click on a seemingly random piece of the model and apply a rotation, the same rotation is applied to all pieces, and to all piece positions depending on there parent.

The pieces look like a small planetary system, with the torso in the center.

Is this a bug, or do i use the rotation key system wrong? All rotations used are normal euler rotations. I will attach the blender files as another link:

Blender file with a rough walk cycle


texts:
Here is strange thing: Shift+Ctrl+Z doesn't work but i still can redo through menu (edit - redo). Why is it happening?
Blender version 2.82.7.


texts:
Sorry if this question already exists, but I didn't find the answer to my problem.

(BLENDER v2.78)

I recently had the idea to animate a toon-style Rubik's Cube. I used Blender Render. I added 26 Cubes to the scene and added assigned simple materials for each color.
For scrambling it I selected manually the 9 cubes I wanted to move, rotated them and set the keyframe. Everything worked perfectly and I got this result:

h*ttps://i.stack.imgur.com/JyJcb.png (I can only post 2 links)

Then I wanted to animate a whole solving process with the same file.
I deleted all the keyframes and scrambled the cube with selecting all the 9 cubes of one side and pressing e.g. R + X.

After scrambeling I've set the keyframes just the same way like I did during scrambeling and got this result just in the middle of the scrambled postion and the "1st move keyframe" (Only one 90 degrees rotation along the global x-axis after scrambeling it):

I regarded the Location of the strange tiles and saw that also the y and z coordinated have been modified.

Can someone please help me.
I don't know what happened and how I can fix it.

The File:

Rubiks Cube.blend


texts: Extruding faces are locked to a translation along a odd axis

texts:
Now, when I press E for extrusion, this wired thing happens:

And then if I try to move it, this happens:

This also happens when I try to scale.


texts: When should I pack an image into the file?

texts: When would I not want to use the tab "pack an image as embedded data into the .blend file" ? If I do use it should it only be at the end before final export?


texts:
I opened up my project and everything was fine. But when I selected the keyframes, the yellow timeline thing would go over my keyframes?

How does this even work!?


texts: I am trying to propagate an array along a curve. The mesh that is being replicated as an array is an iconosphere. Attached is an image of the array and the curve. You can see that almost all the iconospheres are distended to various degrees. There are probably just 2 that are uniform in size. I am guessing the distortion is due to the intricate curve and number of vertices along the path. Is there anyway around this?


texts:
I would like to learn a method for creating smooth transitions between components of an object while keeping the geometric integrity of the two pieces.

I would not like to alter the general shape of the ring or hook part, but am curious what ways there are to smoothly transition parts of an object so that I may create better looking models.
hook.blend


texts: python - Creating an addon, what am I doing wrong?

texts:
I'm trying to make an addon in 2.81 and for some reason I'm getting this error:

register_class(...):
Warning: 'dp.clear_menu' doesn't contain '_MT_' with prefix & suffix
register_class(...):
Warning: 'dp.ui' doesn't contain '_PT_' with prefix & suffix

I have no idea what "dp" is. Here's the link to what I have:

https://github.com/kojocrash/Blender-Weld-Plugin


texts: I am trying to create two types of rain the first type being rain falling to the ground as im sure you have all seen before. The second type i am trying to create is raindrops that you will find left over on items after rainfall.


texts: How do I find the velocity of an object and use it to chaneg the colour of a material?

texts:
I am trying to make a material for a fluid simulation in blender 2.8.2 that will change the colour of the fluid as the fluids velocity increases. I have tried a few things:

Both attempts were unsuccessful. Currently, it seems as if it is not possible to find the velocity as there is no way to detect how much time has passed.

I am aware that there is a question almost identical to this one (is there any way to get to velocity of a fluid and use it in the cycle material editor) that has already been asked but it has no answers so I thought it would be ok asking again.


texts: Sliding an edge distorts texture image (blender 2.81)

texts:
When I use loop cut/slide (with "Correct UVs" checked (!)) and move edge - texture image distorts. Even when I move it with "Edge Slide" (Ctrl+E). Also I tried "G, G". Nothing of these works. What am I doing wrong?

P.S. Before updating to 2.81 version everything was OK.

Thanks.

Screenshot examples. Before and after.

Download .blend file:
https://www.upload.ee/files/10846777/texture-distort.blend.html


texts:
Hi.
I can't bake properly. after countless time of trying I still don't know what causes this though the set up is exactly same as tutorial video. 'white' space just doesn't show up except for the little part that is below jaw which I marked seam. Thank you in advance.


texts:
Sometimes, I have to remake a set of faces for an object. E.g.

Is there a faster way to create faces between the outer and inner ring only (no center) than by selecting every four adjacent vertexes and creating a face between them?


texts:
this is my render image.

and this is viewport image. what i want to ask is to know what happend to this.

render image is pretty messy:(

is there some mistakes i did? i don't know exactly.. but one thing i would say is that it supposed to be rendered like viewport!

if anyone know about this issue, please help me. thanks:)


texts:
I saw some really cool 3d work here, and I want to know how to recreate this.

What I want in the answer:

How the particle system works (or model)
How to color the layers (the blue, red, and orange)
How to animate it (bubbling up and down)


texts:
Im trying to show a downspout eroding the soil away as an example.

I have tried:
A. Using a boolean to deform over time the (ground mesh(obstacle) OR animating shape keys for the (ground mesh(obstacle).

B. I then baked the fluid simulation and it does not follow the animated deformation?

It is driving me nuts, i did get this to work in MODO but I am falling in love  with Blender and its community.

Please help me..


texts: How to bake roughness into green channel only for usage with GLTF (Blender 2.8)

texts:
I've got a node setup that uses the red channel of the diffuse map for the roughness. I've described this method here. This works really well for wood textures. The node setup looks like:

I want to export my object to GLTF. To create correct GLTF files, you have to connect one texture that holds the roughness (G), metallic (B) and AO (R) in the different color channels. Therefore the setup I currently have doesn't work. The setup that is needed by the GLTF exporter looks like:

(I'm not 100% sure about the connection to the glTF Metallic Roughness group node; Blender crashes atm when I use this setup).

I use a 2 step procedure now. First I use the setup as described at the top of this post. Then I bake the roughness into a texture. Then use that texture and connect the green channel to the roughness input of the principled bsdf node. Problem is that the generated roughness map contains the roughness in all channels (R,G,B). So when I connect the blue channel to the metallic it uses the same values as the roughness instead.

Is there a better way to do this? Or maybe a way to only bake into one channel? What solution do you use to export GLTF files from blender 2.8?


texts:
I want to pour cubes which are in the image. However when I animate blender p plane passing through to the cubes. How can I solve this problem? I just want to pour cubes and observe falling of cubes when I animate.Can you Help me?
Thank you...


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I'm working with Cloth Simulations brought in from another program (Marvelous Designer) via .mdd, applied with the Mesh Cache modifier. No changes can be made to this mesh in Blender without breaking the .mdd. I want to add further details to the cloth in blender, such as thickness, seams, grooves, and other surface detailing that Marvelous Designer doesn't have good tools for. To accomplish this, I want to have my detailed mesh be controlled by the simpler cloth simmed mesh. This isn't much different than if I was doing the cloth sims in Blender, as that is generally done on simple meshes that then control more detailed ones.

My question is, what are my options in Blender for having the simmed mesh control the higher detailed one? From tutorials I've seen from other software (Max and Maya), this is a very common workflow, and they handle it very easily. Does Blender?

I am aware of the following options:

Mesh Deform Modifier:
Take the simmed mesh, solidify it to envelope the high detail mesh, and use a Mesh Deform modifier. This works for very simple meshes, but even at high precision, does not handle complex ones well. It also fails badly when dealing with layers. I can limit it's effect to a vertex group on the target object, but I can't have only a certain vertex group of the parent object exert control. So any place where I would have layers touching each other will get destroyed, as even if I weight paint the solidify very precisely, I can't fully avoid the cage overlapping certain areas.

Bones constrained to the simmed mesh:
Constrain bones to the simmed mesh and have them control the high detail mesh. This is very inefficient and time consuming, even if you have custom scripts to help set it up. It can also lose detail in important areas, and can't really handle things like folds and creases unless you have as many bones as you have vertices. And constraints can often give very strange results. This method has worked so far for things like belts and straps, but that's about it.

Are there any other options? From what I can tell, a combination of the two I've listed is the best choice. But it seems horribly inefficient and obnoxious. This seems like it should be a very common workflow, and there should be better tools for it. Am I missing something?


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I am trying to install and enable the add-on using the API on CentOS 7.6.1810 64bit. The add-on can be installed into add-on folder and there is no error reported when I enable the add-on. However, the status of the add-on just keep false. I tried enable and disable the internal add-on, and it works fine. This is the script I used to print all add-ons and enable my external add-on:

Q: How to enable add-ons using via scripting?


texts: How to achieve anime-like smears in blender?

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So I'm trying to do an anime-styled animation. I want to do something like a smear over the character when they move really quickly. Something like this:

Is there any way to achieve something like this in blender?

Edit: I've just tried something that kinda gets the effect I'm looking for. I took a plane and gave it a glass bsdf and then a noise texture, connected that up to a mapping node, and then altered the scale to give it this stretched look. I then put the glass in front of the model. Having the plane would help me animate this effect. The problem is that it affects the background as well. I'm wondering if there is a way to isolate this effect to just the model.


texts: How to unwrap 2 different meshes in a way that both meshes will have identical UV map(suitable for normal baking)?

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So, I'm making game ready models which require me to model a high poly mesh, then I decimate it's duplicate to create a low poly mesh, and then I import them into an external software where I bake normals, but it only works if the UV maps of the two meshes are identical.

Now, when I have these 2 different meshes in blender, is there a way that I can use to make them have the same UV maps?

P.S. Lets avoid marking seams & Retopology


texts: How to set an uv map, from an multiple uv, as primary one?

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Is it possible to set an uv map as primary one, in a multiple uv?
For exsample I want that map02 becomes map00 (primary map).
If it's possible, how to do that?


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I'm trying to model a chair in blender, and i shaded a part of it smooth. The problem is, the bottom of the object becomes darker, and its not an issue with the lighting position. It also shows in renders.

Here is the chair shaded smooth and not shaded smooth for comparison.


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I was working on sculpting and wanted to apply a matcap, however when I go and turn on matcaps nothing shows up.
I am in blender render and just updated, is there any setting that could be causing this? I'm fairly new to sculpting and materials, but not very new to Blender in general.
Here's a screenshot of what's going on.


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In my latest render for Instagram I ran into a mapping problem. As a referece, this is the image:

The black and white striped bridge basically is half a torus with two cylinders attached to it. I couldn't immediately think of a way to unwrap it properly to get the procedural brick pattern flowing correctly. So what I did was create a cylinder, calculate the length of the bend, subdivided the part that should be bent and added a bend modifier to only those vertices.

But the transition from torus to cylinder on both sides is not completely smooth. So the next time I run into the same situation, I would like to use half a torus and extrude the ends on both sides. But how can I unwrap this shape properly so that the brick pattern is mapped just like in the render above? Or is there another way to approach this?


texts: How do I increase the audio volume on a video

texts: I have a .wmv file where the audio volume is too low.  I was able to edit two files into one and match the volume of two video files to the same volume using windows live movie maker, but not to increase the volume, the (edit as opposed to the playback) volume control is max'd out, I can go down in volume but not up.  Can Blender help me increase the playback volume of this video?


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I am doing a big animation project. I am doing some animation scenarios and I need to apply each one on different MakeHuman character (different men and women). So, once I finish the scenario, I export it under .bvh file. After that, I use the MakeWalk tools to load and retarget this scenario on a new person. Unfortunately, Mocap could not auto-detect aramture and show me this message .

I try with the proposed solution in MakeHuman website but they did not work. Here is my file .blender


texts: Using the 2.82 .blend on 2.83 causes problems in viewport render view

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For some reason when I switch to render view in 2.83 I have the problem shown in the image: material view mode shows all the materials in place as expected, but when I checked the hdri and environment node, but it just shows these weird colors :\

Any help is much much appreciated


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I'm having trouble using bpy.ops.ptcache.bake().

I get the error message bpy.ops.ptcache.bake.poll() failed, context is incorrect no matter what I set the context to. I tried using bpy.context.area.type="PROPERTIES" but I still get the same error.

How can I set the context in order to bake a cloth simulation in a script?


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Sometimes when working with high density meshes (like sculpting in multires, which is my case) in wireframe mode, there are so many edges that I can barely see through the model, making it very hard to check background images and objects behind it.

Is there a way to work with a simplified wireframe or is there some other see-through mode I'm not aware of?


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I haven't been able to get the fragments of the green object to explode.  I'm not sure why, since I added physics, rigid bodies and made it active.

Here's a screenshot:

Here is the .blend:


texts: I am using the Video Sequence Editor and when I put a low FPS clip into it it is way too fast. I think that Blender is basing the speed of the clips on their framerate rather than their actual speed and length. Can I fix this?


texts: How do I animate a shoelace that is being pulled out of a shoe?

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I want to animate a tendon transfer surgery in blender. I want the tendon to follow the surface of the bone while it is pulled out at the incision area.

It should look like a shoelace being pulled out of a shoe:
The shoelace should be able to deform but follow the hole it is pulled through

Many thanks in advance!