texts: How Might I Go About Visually Reorienting a Tilted Object to Worldspace after Accidently Applying its Rotation?

texts:
I have an armature object in Object Mode which has accidentally been rotated a small degree without me knowing it, so that its base is no longer flush with the floor when it is in its T-pose. Somehow, its rotation transforms got applied afterwards, also. I saved the file before discovering this issue. Sloppy, sloppy. Now the situation is that I can't return this armature to its original orientation, because now that I've applied the rotation, the tilted position will forever register as (0,0,0).

I tried investigating the 3D cursor's rotation value as a way to work out a possible snapping solution, in combination with Object > Transform > Align to Transform Orientation. Yet while I was able to create a transform orientation consistent with the rig's current position easily enough, I wasn't able to use that new transform orientation to fix this problem, because Align to Transform Orientation uses the current orientation of the object (0,0,0, remember?) to determine how to align objects to it, not its original orientation. I can't figure out what orientation the armature object is now in visually, relative to worldspace. What I need is either:

a way to determine this, so that I can use the resulting values to create a new transform orientation, and then retry this Align feature based upon those new values, OR
a way to dig up the original orientation data. My hope is that there are some values under the hood somewhere that have preserved the original transforms, and that I can access them somehow (probably with script) to straighten out this rig.

How can I fix this?


texts: How to avoid creases on certain areas of a model when using subdivision modifier

texts:
Sharp edges

Bacically while trying to sharpen edges of one part of my model it causes another part of model, which needs to be smooth, to become sharper. I understand why this is happening but I wanted to know if there is anyway to prevent this


texts: How do i change the collision box position?

texts: As you can see in the picture i have set up a small resized cube and made it a ridgid body however the collision of it is not in the same position as the cube how can i move it to fit?


texts: How can you cut shapes out of an object with other objects?

texts:
I know this has been asked before but I seem to be struggling to use either the knife project tool or merging meshes and then separating out sections to cut pieces in a mesh. This is probably due to some fundamental misunderstanding but there must be an easier way to do this rather than making 1000 edge loops to line up with the curves.

Here's the sheet with pieces overlayed:

When I consolidate Ctrl + J then separate P you can see that the piece gets separated but the original base sheet remains untouched.
If anyone has any advice that would be much appreciated. I was hoping the knife project tool would be the easier way but whenever I use it only part of the piece gets cut not the entire thing.


texts: Alternative to: normals_make_consistent ops (is too slow)

texts:
I try to make bmesh method but not have idea about in the apy not find that method, i need to adjust faces orientation for object selected, but my script is too slow...
I try :

selected =  bpy.context.selected_objects

for o in selected:

    if o.type == 'MESH':

        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.normals_make_consistent(inside=True)
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.ops.object.mode_set(mode='OBJECT')

Edit 2:

    meshes = set(o.data for o in context.selected_objects if o.type == 'MESH')
    bm = bmesh.new()

    for m in meshes:
        bm.from_mesh(m)
        bmesh.ops.recalc_face_normals(bm,faces = bm.faces)
        bm.to_mesh(m)
        m.update()
        bm.clear()
    bm.free()

From Api blender , this method adjust orientation inside, but not find api to orient outside

Edit 3:

i find a bmesh ops

bmesh.ops.reverse_faces(bm,faces = (bm.faces), flip_multires = True)

now i control that in an if statement after the recalc_face_normals


texts: Using Alpha Textures doesn't work properly

texts:
I'm trying to mix to shaders with the use of an alpha texture. I UV unwrapped the cube and adjusted the mapping but it still doesn't work.
On the top of the cube there should be a P with the Glossy Shader.


texts: Blender Animation Nodes Particle Information

texts:
Blender Animation Nodes (BAN)

How does the Blender user obtain the Particle Rotation Data in a later version of BAN, visible in a previous version of BAN?

Short and sufficient answer please.

A comment below has led me to include the screen capture below

What might the term "pattern-matching" mean in the image above?

All responses within 48 hours have the same priority.  No need to rush.  I may not be able to see responses for that amount of time.

BAN Earlier Version

On the left side of a previous image is a
Particle Info Node with Rotation output enabled

BAN Later Version

On the right side of the previous image is a
Particle Data Node with Velocities output enabled.

The user does not see the Rotation output available.


texts: split screen and final render could not show objects

texts:
the petals show on split screen and final render.

stem and stamens only show on original screen, and not appear on slip screen and final render.

I checked the alt+h

I checked outliner panel, all camera icons checked.

I checked Obeject panel

Cleaned all restrict render

And the stem and stamens only show on the original screen, and not appear on slip screen or final render

so here is the question: how to make the stem and stamens shows up?

thank you so much for your help!!!


texts:
I was working on a project in blender 2.92, I have put many hours into this and really hope there is a solution.
After working I saved file. When I returned to file I found that when in solid view all was good but when I wanted to check in the Material Shader view (LookDev) is shows just a dark model. This also happens in Renders mode.
I get this issue with a new blend file too.
All setting seem ok. As far as I am aware I didn't change anything.


texts: Paint high-poly mesh and then bake for low-poly, OR just paint low-poly with normal-map applied?

texts:
I recently completed my first sculpted game character including rigging and animation. I am still desperately trying to find reasons to do PBR texture paint in blender 2.8 rather than substance but I am still on the fence. For the time being I used only blender cycles.

The steps I took:

Sculpted a very high poly character.
Created a retopologised (low-poly) version of this character.
Baked a normal-map from the high-poly sculpt onto the low-poly mesh.
Added the normal-map to the low-poly mesh and then painted that in texture painter.

My question is "Is it better in general to paint the high-poly sculpt and then bake all the textures (diffuse/albedo, roughness & normal-map) afterwards?"

The upside I can see to that approach might be that if I need to adjust the resulting tri-count of the low poly model I don't need to repaint - I can just make now low-poly mesh and then re-bake accordingly.

I see some quite conflicting information online.

One thing I noticed in painting the low -poly mesh with normal-map applied is that occasionally the paint landed slightly off the target I was aiming for because of the real topology underneath.

The efficacy of workflows can be subjective but I am interested to know if my suggested workflow is better than the one I used or not.

Thanks in advance.


texts:
I want to create an animation with a rigged model, but it appears as if the bones are all rotated 90 degrees:

This is best visible in the tail; I would expect the tip of the left bones meet the head of the right bones, as is the case with most rigs I've seen. For example:

While the rig does work correctly and is posable, I'd like to rotate the bones back so they look like you'd expect. Of course this can be done manually, but is there a way to do them all in one go?


texts: Image render comes out white no matter what I do (blender 2.83)

texts: I am trying to render a scene in blender, but whenever I click, "render image" the final render is just white.  I made sure everything was within the view layer.  I'm not sure what else could be causing this.  If you have any ideas, please share them!


texts: Translate an object local in Animation Nodes

texts:
I try to translate objects local the following way:

The problem is it resets all other things like scale and rotation (that are set not using a matrix).
I have seen this topic:

How to move object in its local transform orientation in Animation nodes?

But that does not work in my case. (It's like all previous non matrix editing gets undone).

Here is the file, I hope someone can take a look:

Here is the data it loads:
https://pastebin.com/raw/Lu7Cj8SH

Edit:

I tried isolating the problem and I already have hit a wall.
Why does this not work?


texts:
At random times rotating around an object with the mouse wheel will not work. Sometimes it randomly works again.
I've tried enabling/disabling three-button mouse, recentering the cursor, resetting the origin to 3D-Cursor/geometry, changing the pivot point. It somehow worked for a bit at some point, but then went back to not working again.
Anyone else experience this?


texts:
I made 5 array objects, apply array modifier and then got 1 object.

How to separate this 1 object into 5 individual pieces in one step?


texts: How to change the pivot point of scaling to the center of selected vertices in Blender 2.8?

texts:
I want to scale based on the center of the selected vertices in the image above. However, I don't know how to change the pivot point to the center of those vertices. I also don't think moving the object to the center of the global axis is the right way.

I think there was a function for this in previous versions, but I wonder if it disappeared? How does it work in Blender 2.8?


texts: Constraint the camera to look at an object

texts:
In my scene I have a camera sitting at the origin. I would like to contraint it so that it always looks at the center of a given object. But the camera should not change its position.

I found some answers using a "TrackTo" or "LockedTrack" constraint but could not manage to make it work.

Could I probably use a Driver for this and if yes, how can I adjust it?

Thanks in advance!


texts: Cant change animation action from move to hit

texts:
With blender an 3D artist made me an unit with 6 animations. When I downloaded the file I was able to change all animations. But now I cant. Even if I select the shield and after that I cant change animation to another.

My unit walks, but when I change animation to hit , it still walks. No idea how to fix it.

On my Dope Sheet I see "a collection of F curves for animation" with the namings "walk, stay, hit..". When i change them and press Alt+A (to start animation), it still walks, no matter what I do. I am weak in blender, forgot everything so long ago. And I try so many buttons, but still cant change the character to hit. Please help with suggestions (in noob talk please).


texts: Can I use gt1030 for rendering while useing igpu for my vga display?

texts: I want to edit videos and create animation in blender. My budget is very low and able to use gt1030 and a vga display. I have a 240 watt PSU which I can't replace, Just because I am using dell vostro 3668 with cpu intel g4560. Now my question is, in this circumstance Can I use my igpu's vga port for my display and gt1030 for rendering stuff in windows 10?


texts: My render result is very different from my render preview. Does anyone know what I'm doing wrong?


texts: How to randomize window lighting on skyscrapers without separating each window into a separate object?

texts:
I want to make a building where each window has a randomized lighting value. I can achieve this by separating each window into a separate object and assigning them a material that uses a random number, but is it possible to achieve this without having to separate each window into a separate object?

Ultimately I want to make a city of these skyscrapers, so I imagine it would be computationally way more expensive to have to separate each window into its own object (not to mention annoying having so many objects in the outline editor).


texts:
Blender material button doesn't work for selected object.

As you can see, it worked on the first object, but wont work for the plane, either. Maybe I messed up at the first object"s material, cause I'm new and it just wants me to give up?
I tried transparency to the first object and I assume that we wouldn't be able to see that without rendering, since it's not partially transparent in this view.

Thanks in advance.


texts: Why a part of my mesh disappears and its untexturable?

texts: I'm still learning Blender and i'm trying to create something on my own, without tutorial. I created my whole mesh using "Mirror" modifier (I didn't apply it), but when I started texture painting, I realized that a part of my mesh is untexturable. I added a procedural texture to the object and it worked fine. I tried to fix the UV map by adding seams to edges, but it didnt help. I realized that topology of my object is not so good and that could be reason of my problem, so I tried to fix it with Instant Meshes, because im not really good at modeling and I don't know how to do it manualy. When I uploaded my object, I saw that untexturable part of my mesh disappeared. I don't know what to do with something like this and what to do next time to not make mistakes like this, so maybe someone will know.


texts: How do I save an object in a blender file separate from the blend file?

texts: I want to gather a folder of objects to use in blender, but I don't know how to separate it from the blend file, or how I would put it back in.


texts: Blender VSE Audio out-of-sync when animation (video) is rendered

texts:
Ok, so I found out that Blender has this really cool video-editing interface and I was beginning to love it. Until, I created this awesome project composition and when I exported the animation as a video file, the audio was out of sync :(.

Actual Problem

Audio is in-sync with video when the animation is played in Blender but is out-of-sync in the rendered video.
I know that this question has been asked umpteen number of times already, but no solution seems to work.

Solutions I tried out and failed

I used the 'Audio-Sync' option in the sequencer but that made no difference.
Then I thought that my scene audio frequency might have been an issue since it was initially 48kHz and my videos were at 24kHz, so I changed the scene audio frequency to 24kHz, this still failed to solve the issue.
Initially, I was combining videos with different frame rates and thought that might have been an issue (although animation played as expected in Blender), so I recreated the source videos to ensure all videos I was using in my project had the same frame rate, but this also did not work.
Someone online suggested exporting the video and audio separately and then combining them using a command-line tool like FFMPEG, this also failed.

What's really frustrating

This lag (audio is a few frames ahead of the video) is noticeable only in longer videos (>12 mins, my video is 1 hr long) suggesting a very small rendered rate difference between the video and the audio.
Also, note that the animation plays absolutely fine in Blender, so all I could figure out was that this was a rendering issue.

So if anyone figured this out please let me know. I am a noob in video/audio codecs so please forgive me if I used some incorrect nomenclature above.


texts: Unwanted purple background with image texture

texts:
When i add a texture image to the background of the world, an unwanted purple color comes with. I don't know how to delete it (the purple color). I see it in the preview before adding the texture image from my folder. After adding the image, the preview is OK but if i render my 3d view i have always this purple color with my image. Somebody has a solution ?

(with blender 2.74)

Thanks for your help.

Matthieu

P.S : My light is not purple and it is not a duplicate. No files are missing and i don't use blender render but cycles render.
I can see my image in the preview window. My problem is : when i assigne a texture the background is a mix with purple color and my texture. I don't want this purple color !

I think it's a bug. It works great with my older version of blender (2.66a).


texts: Compositor and rendered image not the same

texts:
I have set render layers, combined in compositor.
Post processing is checked for compositing.
the rendering rendered all 3 layers but the final outcome is only one fo those layers.
the viewer and the final render is different.

(something that is weird: i tried both cpu and gpu to render, previously does not have this problem but recently when i render after the 1st layer, the img of the first layer is still visible while rendering the second layer, only "overwrite" when the boxes render the portion, i wonder if it is a bug...)


texts: How can I replace all selected object's mesh?

texts:
With a linked duplicate object I can edit the mesh and have the change show up on all the duplicates. Can I completely replace the mesh of every duplicate instead, and in an easy and repeatable manner?

To be specific, I would like to create a chain out of a duplicated chain link, and I want to manually create each LOD mesh of said chain link. I would then like to replace the chain link mesh of all duplicates to make different LODs of the composite chain.

Note that the array modifier is not flexible enough for my purposes.


texts: Why is my Texture on the opposite side of the normals

texts: The image texture is showing up on both sides of the model however the bump map, reflection map, roughness map, etc are all on the opposite side that the normals are facing. I removed the top face of the model to show whats going on (the gloss on the interior is the texture). If I flip the normals then the texture shows up on the correct side however the normals are then facing the wrong direction. I tried adding a solidify modifier, same problem. I also added double sided normals and nothing changed. What is going on?


texts:
hi, im new to blender. I was wondering if there was a way to use python to print a list of coordinates of edges or save into a text document like this:

x:(the coordinates of one end of the edge)

1

2

3

so on

y:

1

2

3

z:

1

2

3

x2: (the coordinates of the other end of the edge)

1

2

3

y2:

1

2

3

z2:

1

2

3

ignore bullet points I'm using them to separate lines


texts: How can I make loop cuts the same distance from the edge?

texts:
I'm trying to make a mesh like this, except where the loop cuts are exactly the same distance x from the edges (this is just a eyeballed approximation of what I'm trying to get):

I've tried looking around for an answer, but the only thing I come across people using beveling or insets, but I need overlapping cuts making the little squares in the corners. I don't want diagonal lines from the corners pointing inwards like this:


texts: Blender 2.77 Bsurfaces add-on works with "d" key in Mac version but not on PC version

texts:
I've tried out Blender 2.77 on my MacBookPro 13" screen and all works as expected. I moved on to my Asus laptop with 15" screen (with a better video display) and installed 2.77 also with the Bsurface add-on.

When holding down the D key to draw with the mouse, nothing is drawn.

Do you have any suggestions? I'm relative new to Blender. Thanks

I've done further testing and here's the issue:  One of my PC computers doesn't change the curser to a brush icon when holding down the "d" key.  (works fine on another PC - desktop instead of laptop, same manufacture: Asus.)

When I remote into the Mac where Blender functions as expected, drawing is still not working, yet when I remote into the PC from the Mac, the drawing works as the curser changes to a brush.  I've contacted the PC manufacturer but they claim it's a software issue but they have offered to have the PC reimaged, something I already did and I have the same issue.

This undocumented feature is unique because drawing works when I use the GreasePencil draw button, but doesn't work when holding "d", and only on this PC laptop, works fine on 2 PC desktops and Mac laptop, one uses Windows 10 as the laptop that has this issue, the other Windows 7.  I've tried different versions of Blender still same issue.  It would be nice to have a solution or even a workaround because currently this is just an inconvenience in having to take the extra steps to draw lines in Blender.

Anyone else with a suggestion would be appreciated.


texts: Align particle objects relative to parent mesh

texts:
I'm trying to put an object on the vertices of another object (crosses on a sphere) but I would like all the crosses to be parallel to the sphere's surface, not sticking out.

This is my current setup (using particles):


texts: Difference between bump map and normal map

texts:
Does normal map contains height information? Because it stores x,y,z axis information, but is the z axis equals to height information? But some comments I saw said that normal map does not contain height information, then what the z axis is representing?
Why does bump map is ‘directionless’? From my perspective, they store the height information in black and white. With that information, how does the direction of the bumps cannot be retrieved? I tried to create a simple bump map example to show what I am trying to ask. The below bump map only has a white rectangle, so the white will be pulled outwards and the black will be push downwards. But isn’t that we can already know the direction by the white and black data? Such as the direction that I marked with green arrows, which shows the 5 direction of the faces for the rectangle (1 top face and 4 side faces).

Many people claims that normal map and bump map are nearly same, but the below normal map and bump map has quite a high amount of differences, so how are they nearly the same when there could be so much differences between them?

I know the difference between bump map and normal map are probably asked and answered by many times, but I don’t really find any answers that could answer the questions that I have asked above. I sincerely feel sorry if there are repetitive question asked.

Below are some articles and sites I have searched, but I feel like there are conflicts between them so I wanted to make the concept clear.
https://www.pluralsight.com/blog/film-games/bump-normal-and-displacement-maps
https://forums.cgsociety.org/t/normal-vs-bump-always-better-to-use-normal/1410917/52
https://blender.stackexchange.com/questions/ask

Thank You So Much For Helping


texts: How can I efficiently duplicate a large amount of objects?

texts:
I wrote a blender script that duplicates an object, rotates it, and eventually creates a mosaic, data looks like this: [x,x,x, o,o,o, x,x,x,], where x is 90 degrees and o is 180, for example. Creating a "board" of the rotated objects.
The problem is that my mosaic consists of 17,000 objects and blender crashes when ever I run the script. It worked great when I was only creating 30/40 objects in my first tests but 17k is just too much to handle that. Routine:

Duplicate the active object and move it to the right (or down and to the left if the row ends
Rotates that active object
Repeat both steps

I'm fairly new to blender, is there a better way to achieve that? I tried to run the script on the default cube and that crashed too. Also, I tried adding time.sleep(0.1) to slow it down or something but that also crashes:
import bpy.ops
from math import radians
from mathutils import Matrix
import time

def move_obj(x, y, z):
   bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":True, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(x, y, z), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(True, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})

def rotate_object(rot_mat):
    obj = bpy.context.active_object
    orig_loc, orig_rot, orig_scale = obj.matrix_world.decompose()

    orig_loc_mat = Matrix.Translation(orig_loc)
    orig_rot_mat = orig_rot.to_matrix().to_4x4()
    orig_scale_mat = (Matrix.Scale(orig_scale[0],4,(1,0,0)) @
                      Matrix.Scale(orig_scale[1],4,(0,1,0)) @
                      Matrix.Scale(orig_scale[2],4,(0,0,1)))

    obj.matrix_world = orig_loc_mat @ rot_mat @ orig_rot_mat @ orig_scale_mat

def rotate_dice(num):
    if num == 2: rotate_object( Matrix.Rotation(radians(90), 4, 'X')) #2
    if num == 3: rotate_object( Matrix.Rotation(radians(270), 4, 'Z')) #3
    if num == 4: rotate_object( Matrix.Rotation(radians(270), 4, 'X')) #4
    if num == 5: rotate_object( Matrix.Rotation(radians(90), 4, 'Z')) #5
    if num == 6: rotate_object( Matrix.Rotation(radians(180), 4, 'X')) #6

def rotate_to_one(num):
    if num == 2: rotate_object( Matrix.Rotation(radians(-90), 4, 'X')) #2
    if num == 3: rotate_object( Matrix.Rotation(radians(-270), 4, 'Z')) #3
    if num == 4: rotate_object( Matrix.Rotation(radians(-270), 4, 'X')) #4
    if num == 5: rotate_object( Matrix.Rotation(radians(-90), 4, 'Z')) #5
    if num == 6: rotate_object( Matrix.Rotation(radians(-180), 4, 'X')) #6

def dup(to, fro, x, z):
    move_obj(x, 0, z)
    rotate_to_one(fro)
    rotate_dice(to)

dice_arr = [1,2,3,4,5,1,2,3,4,5] // actually 17,000 entries long (removed for post)
break_on = 119

def run_arr():
    counter = 0
    last_index = 1
    movement_amount = 2.075
    count = 0

    for i in dice_arr:
        if count == break_on:
            dup(i, last_index, -movement_amount * break_on, -movement_amount)
            count = 0
        else:
            count = count + 1
            dup(i, last_index, movement_amount, 0)

        last_index = i
        time.sleep(0.1)

run_arr()

Edit: Blender doesn't seem to "Crash", it just hangs and is not responsive. How do I speed this up or let it run and so I can see the incremental changes?


texts: Is there any way to scale text on the z axis? It doesn't work for me and I want to use it to make a hole/carved number in a dice with boolean.


texts: Is it possible to animate the wireframe slider in the viewport overlays using Python?


texts:
My son is working on the BlenderGuru’s donut lesson.
Everytime he tries to render the image, the donut and the coffee mug don’t show up in the render.  The icing and everything else does.

What are we doing wrong?


texts:
Hi,

I need some help in mass selecting specific parts of a composite object.For example, If I use "B" or "C" to select the brown sphere on one face, it also selects the ones on the diametrically opposite face because they are in the field of the selection in 3D.

Is there any was to select the spheres on just one face of this object?

Thanks in advance!

Best


texts: How to write controller to activate Blender Game Engine actuator?

texts:
I am new to Blender and but working on some simulation which involves Blender Game Engine. I want my mesh to follow a path while in motion. For that I am doing the following:

create a KX_SteeringActuator
configure it on PATHFOLLOWING
configure velocity, acceleration, turn speed
potentially setting target and navigation mesh (checking selfterminated)

So my python script has some code like below:

actuators['Steering'].behavior = Path_following
actuators['Steering'].velocity = 3.000
actuators['Steering'].acceleration = 3.000
actuators['Steering'].turnspeed = 120.000
actuators['Steering'].distance = 1.000
actuators['Steering'].target = target
actuators['Steering'].navmesh = navMeshWhole

Now, I can not figure out how do I activate the above actuator, so that my mesh object starts moving towards the target. I want to have a python controller for the above Actuator. If any one has idea or dealt with similar problem, please guide me. I want to write a python controller to activate this actuator.

--> If I have a Keyboard sensor, linked with an And controller which is linked with the above actuator then, if Game Engine started (pressing p in blender), it gives desired behavior on the Keyboard-Sensor key-press. The mesh object navigates towards the target object, following the path. Dont want to use Keyboard sensor and And controller. Thanks a lot !


texts: A random surface seems to appear in my render but I cannot see it in 3d Viewport

texts:
Apologies, I'm a pretty novice user and I'm trying to render some artwork for my job quite quickly.

I've created this set up with lots of objects emitting light and want one flat background to let the light bounce off of. The background is textured. For some reason when I render, a second surface appears closer to the camera than I want the background, cutting off some of the light-emitting objects.

https://imgur.com/a/UKd6k4b -
the left is the 3d viewport with the face behind it, but on the right you can see it rendering with a surface appearing closer to the camera, and the lights behind being  cut off.

Any help would be really appreciated!


texts: Leg bones twisting backwards when moving leg up

texts:
The leg looks fine up to this part:

However when I go further up it just twists and flips backward like so:

I've scoured the internet and can't find a solution.
The pole target offset is at 90 degrees.

Thanks. Blender file attached if you want to look at it.

Blender file


texts:
I write an exporter, which exports PBR materials, mostly from the PrincipledBSDF shader.  Would like to add a small directory of generic environment textures in my zip file, in a format that Blender does not use.  Like a 2 umbrella studio environment texture, seen here as a reflection texture.

User could then also pick from a custom property list, in addition to a the .hdr in the world node.  The file would get copied to the export directory.

Problem is how do I know where the directory from the addon is, in a completely OS independent way?


texts: Speed up I/O when using cached simulations

texts:
I'm experimenting with fluid sims, so I've been baking and rendering the whole day. One thing I've noticed is that the I/O seems to be really slow. Like really slow. I'm only rendering at 30 samples per pixel and denoising, and when rendering an animation, it takes a couple of seconds to render the frame, then it hangs, I'm assuming reading the cache from the disk, and resumes the render. Guys I'm not kidding, the reading from the disk is twice the time it takes to render the frame. I'm on a SSD and every baked frame in the cache, between the actual sim and the noise sim (I'm working with fire at the moment) is around 35mb, so it should be very quick to load... And yet.
Also the timeline performance is afwul, scrubbing on the timeline is basically impossibile if the cache is active, I have to remove it and the reload it if I want it to be workable.
I only have 16GB of RAM, so I know I won't be able to do gigantic sims, but at the moment blender is only using 1.2GB of RAM during rendering.
Is there a setting I'm missing? IS there a way to I don't know, load more of the cache in RAM or something to speed things up?
Edit: Blend file https://we.tl/t-RCntPkgsnu it's really just a test scene


texts: How to use "self" in a driver expression to refer to transforms of a bone in the parent armature?

texts:
I have created a rigged low-poly character which I intend to use for a crowd simulation, i.e. the plan is to create multiple linked instances of it, each with its own animation cycle, and add them to a group for particle instancing.

Some of the animation is based on shape keys which I can control via the armature. I did this by assigning a driver to the shape keys which evaluates the transforms of non-deform bones in the parent rig.

However, my drivers currently reference the armature object directly via a transform channel variable. This of course works fine for a single character but any (linked) copies I create will keep being influenced by the bone from the original rig rather than the one associated with that copy.

I saw in the Blender 2.78 release notes that driver expressions can now use "self" to refer to the object being processed. Can this be used to resolve this problem and create "instance-friendly" drivers? If so, what would the expression have to look like? How do I get from "self" (which in this case would be my mesh object) to a bone in the parent armature?

Update: I have attached a very simple demo file to illustrate the issue. There is an armature controlling the shape key of the default cube via a driver. I then created a linked copy (Alt-D) of both armature and mesh. As you can see, posing the armature of the copy (right) does nothing while the armature of the original (left) controls both instances.

For completeness' sake here's the current driver setup from the sample file:

The question is how to rephrase that expression, probably using "self", so that the driver works properly on instances as well.


texts: How to change an action starting position?

texts:
I have these 2 armatures actions strip in NLA editor:

action 1 starting from pt A ending at pt B
action 2 starting from pt C ending at pt D (with multiple LocRotScale on each path ofc) .

So at this pt armature just jump from B to C at the end of action 1 ofc.

How can we make action 2 starting from pt B ? ..and get that action 3 result.

Found a dirty workaround so far by adding an empty & parenting the armature on it. Then moving + key frame that empty with some dirty f curves fill in graph editor ^^ Guess there must be a properly way to achieve that goal without having to deal with that extra garbage track. =)

Here's my first ever blender 1mn anim with that "action stich" issues. I wish i could improve the result on the 2nd one i'm "working" on .
https://www.youtube.com/watch?v=LNDjeKfk4sU

EDIT: Screen Captures of the NLA editor

Screen 1: frame 99 / end location of armature Action 1
Screen 2: frame 100 / start location of armature Action 2

Goal : Update Action 2 to start from frame 99 location


texts: Video in blender has audio out of sync regardless of fps settings

texts:
As the title says I am having trouble getting a video to be in sync with the audio.

The footage was captured from my computer at 60fps and i can confirm this via VLC player, also the footage as viewed through VLC player is all in sync with the audio. Where the problem arises is as soon as i put it into blenders sequencer, where the audio will be occurring up to 2 seconds infront of the video (2 seconds out of sync that is).

I have tried changing fps settings before importing the video but to no avail, i have AV-sync turned on to rule out the fact that its drifting over time. It seems that it is out of sync as soon as i start the video regardless of how long its playing, even on a 20 second video clip the audio is out of sync from beginning to end (but starts and ends at the exact same frame as the video).

Some advice would be greatly appreciated as i am trying to develop  my video editing skills but this is really making it hard and I'm at a lost end with it after trying for hours to figure it out by myself.

Thanks in advance, Sam.


texts:
I moved a minimal background I had to another layer, then decided to just delete it and remake it on that layer, better than before. I made a nice background, and then I went to test it out, and moved it back to render it, and it showed the same everything I had last time! Nothing I had deleted or added was changed! I added and deleted a few things to test it out, and the render stayed the same, no matter where I moved the camera, or moved on the timeline.

I have no idea what to do! I saw a bunch of people say "Maybe you used H to hide it instead of deleting it."
I tried the solution and it didn't work. I've been using X to delete everything.


texts: Is is possible to get boids data to animation nodes signalling when they are 'attacking'?

texts:
I am creating a space dogfighting scene and I have been able to hook up the particle boids to animation node instances, including positions and even the rotations by normalizing the velocity and finding the difference between that and a base rotation.

I now wish to trigger animations based on either when the boid is in 'fight state' or perhaps if there could be a trigger based on a raycast or intersection with a parented invisible cone/pyramid and the enemy boid. I would then have my spacefighters animate and 'shoot'. (Ideally generating 'bullets' but that is another problem.)

I had a cursory glance at the boids code and am not sure if it is indeed possible, as the 'attack' seems to not be a 'state' but a simple operation where the 'target's 'health' is subtracted when in range.

In Response to Omar:
All the settings for who is an enemy and friend are in the particle settings when you change 'Physics' to 'Boids', then under 'Relations', I have referenced other objects also with 'boid' particle physics.
I cannot reveal any images as this project is under a NDA.
Thank you for your interest in helping me Omar.


texts: Keyframes won't appear in the Graph Editor window

texts: I'm trying to make the light bulb, a sphere with an emission texture flicker, by using the Noise modifier using the F-Curve modifiers in the Graph Editor section. Now, I've split my layout into the 4 screens: the basic 3D Viewport, a Timeline, a Dope sheet, and finally, a Graph Editor. I've keyframed the emission strength at both the first and last frame of the animation with the same value, however, I'm only seeing actual output from the Dope Sheet. Here is the screenshot:


texts: Why is my material index not working on the other eye?

texts:
I have a robot with a monocle on one eye, and now I want to give his eyes a glare effect. So what I did is, I gave the emission material that is assigned to the eyes a pass index of 1. But after the render the eye behind the monocle wasn't detected. And the glare effect only worked on the open eye.

What would be the best way to add glare to the eyes in this situation?


texts: How to make blood splatter effect in the Blender Game Engine

texts:
I am trying to make a first person shooter, and what I need now is a blood splatter effect on the screen when the player has been shot by an enemy. Something like in Call of Duty and Uncharted.

How can I achieve something like this?

I prefer to use logic bricks but Python code would be fine too (But please explain the code).


texts:
I have an armature/mesh in my scene. I want to duplicate this rig multiple times so I can have multiple instances of the same character. Problem is that all the armatures behave to their meshes, but only the original driver panel (floating above the character's head) controls all the other characters. This is very confusing for me and I would appreciate any help you could give.

This rig is appended to my scene (not linked) and I have not set any keyframes.

I know very little about rigs, so extra detail is appreciated.


texts:
I just curious that how can I make this gradient background?
I use gradient image texture but It didn't look like this.
Should I use light set ups?

Thanks.


texts: Remove Unnecessary Confirmation Popups -- resolved, but why not effective?

texts:
So there's this ticket from about a year ago and it all seems to have been fixed/improved, meaning there shouldn't be blocking "Delete OK?" popups anymore.
However for me in 2.72b there still are.

Where's the missing link? Or did I miss that this needs to be enabled?


texts: Animating a rotation but with acceleration

texts:
I am working on an animation where a wheel is rotating. This has been done using the 'cycles' modifier on an F-Curve. Now I want it to slowly start up a few seconds into the video, and from frame X on, it should rotate at constant speed.

Adding the accelerating animation is quite simply done by inserting a keyframe before the rotation and adjusting the graph accordingly. However, the cycles modifier insists on repeating the acceleration part of the curve, too. In my case, I need the modifier to only repeat the constant rotation. I have not found a way to restrict the keyframes that should be repeated with the 'restrict frame range' settings. Can this be done and I just haven't seen it?

After inserting acceleration:

Expected graph (edited):


texts: How to animate an expanding network using Animation Nodes 2.0?

texts:
I need to animate an abstract visualisation of an expanding network in Blender 2.8, consisting lines that keep on growing until they meet at a junction point (represented by a sphere), where they split up again.
As a little example I created a short animation in which, for lack of a more elegant solution, I animated all elements manually:

Is there a better, more time-saving solution how to animate such a scene using the Animation Nodes addon maybe?

Having very little experience in using this addon, I'd be very grateful for any tips!

Thank you very much in advance!

Cheers

Matthias


texts: After improving my animation, render time has increased drastically

texts:
So I was doing the doughnut with cup of coffee scene from BlenderGuru's tutorials, when I tried rendering the animation (which was basically copied from what he did), it only took an hour maybe, but after some dedicated improvements that were made by myself, it takes half an hour to render one frame out of 160...

Of course I looked for solutions over the internet, I've tried changing sub samples and sampling options, messing around with tile rendering sizes, light paths and so on. These only saved me a couple of minutes, but it's just a simple scene or is this how it is with the life of rendering?

Just in case, when I added my own things, I wasn't even able to render anything properly, because Blender would just freeze my laptop and forced me to reboot it. So I fixed it by going to registry editor and increasing decimals for something. Maybe this is related with my slow rendering somehow?

My specifications:

Processor - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 260GHz;
RAM - 8.00 GB (during rendering, it only uses ~500 MB);
The program is installed on SSD disc;
Windows 10 Home 64 bit (version 1809);
GPU - NVIDIA GeForce GTX 1650 6 GB.

My render image:


texts: How to make material like shadow catcher, but for reflection(not shadow)?

texts:
Let's we have this setup:

Sky is black for camera and textured for reflection:

And I want to remove sky from reflection on the ground like this:

And the way that I found is using a post processing nodes like this:

But there is a few disadvantages for this method:

If I add lamps (any emission material) they are also subtracted.
Cycles passes are not denoised. So, this method looks bad with build-in denosing.

Any outer way to achieve this task?


texts: What is the combination of cameras that will a create side-by-side virtual reality view?

texts:
Some render engines that blender might use do NOT directly support virtual reality.  As such, it seems you'll have to set up some cameras manually.  Blender has various options for this; what are they?

What mathematics are actually being performed on the camera so that I can duplicate this manually?


texts:
I'm trying to get this result (picture in this post). Anyway, I created a Bezier circle, but I can't find the "Spline from Object" node neither the "Combine Mesh Data". I guess I miss something but I can't see it.
Does someone could help me to get this ?
Thank you.


texts:
I used the texture brush to apply 2 textures to my first ever 3D model in Blender, and exported it as .FBX into my Unity assets folder, but once I drag-and-drop it into my scene it doesnt have any textures at all?

I have also tried just saving the .blend file, but that does the same thing!

Im posting this in both forums because im not sure if it's an issue with Blender exporting, or an issue with Unity importing.

Do I have to bake the textures onto the model before exporting? if so can someone give me a step-by-step?

Does anyone have any idea where it's going wrong?


texts: How to make objects near the camera look bigger

texts:
I'm rendering an image where the camera is in front of the car and I want the front of the car to stand out and look big. Right now it looks quite flat. I tried playing with Focal Length and Sensor Size of the Camera but only thing I achieved was that the car was more stretched near the camera. I don't use blender very often so maybe someone who understands this properties better can suggest the solution.

Here is a quick visualization I made(by just moving the vertices). On the left is what I now have and on the right what I want to achieve.


texts: Is Backface culling possible in render mode?

texts:
Let's say I have an 3D object (semitransparent) which contains another object in it. To make it more visible I used backface culling which really works fine in the solid display.
When I try to switch my view of the object from solid into rendered it seems like the backface-culling doesn't work in render mode.
Is it possible to keep backface-culling in rendered view?

Thanks for the answers!


texts: How can I reverse the direction of bones in my armature?

texts:
I spent a lot of time building up my armature for my dragon model and then, after I was all done and started to refine it, I realized that the bones from the pelvis out to the end of the tail were pointing the wrong way - they need to have their heads pointing the other direction:

I don't want to have to delete these bones and start over.

Is there an easy way to switch the direction of the tail bones?


texts: Boolean Difference Acts like Boolean Intersect

texts:
I don't get what I'm doing wrong.
I'm subtracting a simple cylinder from a larger cylindrical object to hollow it out.
I've done this dozens of times in this same scene with other objects (Piston 1 worked fine) and had no problems.
For some reason, on two of these objects (Pistons 3 and 4), taking the difference acts as if it's taking the intersection instead.

Piston 2 - My cylinder-like object.
My simple cylinder to subtract from 1.
I select Piston 2.
I select Boolean.
I select Difference.
I select the simple cylinder.
I get an object that appears to be the intersection of the two.

It doesn't matter if I select apply or not; I still get this intersected object.
This is exactly the same procedure I've done dozens of times right here on other virtually identical objects.
I've retried this a dozen times, each time trying something different and double-checking every step.
I even restarted Blender and opened the original untouched file to be sure it wasn't some glitch.
The only thing I can think of now is to scrap my carefully constructed object and rebuild it from scratch.


texts:
I'm trying to export my model with aramature, but for some reason, I can't. When I export it and then reimport it to blender, I get only empties as a bones. If I try to import to Unreal, no armature at all. Am I exporting is somehow wrong?
Edit:
using blender 2.91.0
Mesh is parented to the bone and export works fine with fbx ( I can see the bone structure and bones are connected to the meshes)


texts:
I've created a walk cycle with this Borg character.  The character was linked in the cycle file from it's original 'Borg 8' file.

All was fine, then i did some alterations to the arms in the original file.  Now his left arm seems to be duplicated, rather than mirrored, although it is still swinging in the correct contrary motion in relation to the right arm.

I posed the walk cycle key frames using the shift+ctrl+v method (i.e. posing one side of the rig then copy/pasting the inverse pose to the other side).

Now this copy paste function doesn't seem to work either.  Any help with matter would be gratefully received...i'm supposed to be animating this for commercial purposes.

Many thanks in advance
Chamine

https://dl.dropboxusercontent.com/u/40557544/Borg8.blend
https://www.dropbox.com/s/l4mypqucjmgz0br/Walk%20cycle%204.blend?dl=0


texts:
The past few weeks I've been learning how to use Blender with 2.79, but today I thought I'd give 2.8 a try. However, 2.8 crashes a lot because my computer isn't the best so I went back to 2.79. Turns out, it won't open anymore. I tried uninstalling 2.8 and 2.79, downloading and installing 2.79 again but it still won't work. All it does is stay on an empty command screen.
Is there any known way to fix this?


texts:
I'm having another rendering issue that I can't seem to figure out.  I have a video that, when rendered on my local machine, turns out as it should.  However, the company that I am submitting the .blend to renders in the cloud, and when I receive the rendered PNGs back, there are faint black objects overlaying some of the scenes (similar to another question I asked about a Blender Internal video a month ago).  This occurs in areas where scenes overlap in the Video Sequence Editor (as I am using a separate scene to composite multiple scenes).  To allow the scenes underneath to show through, I've tried both editing the scene strips to have the "Alpha Over" blend setting and using "Alpha Over" Effect Strips.  Both produce the same results. Currently, I am using the Effect Strip method.  I'm curious if this is a common problem in the Video Sequence Editor, or if there is something wrong with my scenes.  I'm using Cycles, and I'll post a shortened version of my .blend below.

This is the result of rendering in the cloud.  Notice the black shadowy cube that is present on the left side of the frame.

This is what I want my render to look like.  The black shadow cube is not present.

This is what my Video Sequence Editor looks like when using Effect Strips.

This is the other method I attempted in the Video Sequence Editor, specifically changing the blend mode of overlapping scene strips to "Alpha Over."

Both set-ups yield the same result when rendered in the cloud.


texts:
I downloaded Blender 2.80.
When I tried to do this I ran into a problem error 0x80010135 path too long.
Found this was an unzip problem and installed 7zip. 7zip worked well to unzip Blender 2.80.
But I have a new problem, When I clicked the blender Icon in the folder. It installed to the same folder, it was downloaded to. Not c drive. It did ask for a destination but I thought it was automatic. What I think I need to know is what destination to extract files and install blender to C drive.
 I have always downloaded to folders and not had problems. But currently my GPU crashes on rendering so I  would like to get blender properly installed.
Thanks


texts: Help with using Boolean modifier to subtract from a cube

texts:
I'm trying to subtract the Barium object from a cube to effectively create the inverse surface using Boolean modifier --> Subtract but can't seem to get it to work.

How would I go about doing this?


texts:
I am very new to blender (2.81) and have been following a number of different tutorials to produce this file.

Rendered images (cycles) were working fine but suddenly they now come up as black screens. I don’t understand as the rendered viewport view shows everything correctly!

I found a forum help post that gave a long list of things to try and fix this issues and I have attempted tthose I understood but none have worked.

Blend file:
https://drive.google.com/drive/folders/13KHVJxB5VuuFE3hBDRyNraVbIl0MOxwn

If any of you kind folk could take a look and tell me what stupid mistake I have made I would be eternally grateful


texts: How to set up the IK Controller bone without separating its parented bone in the process?

texts:
So, I'm following this great tutorial from Sebastian Lague.
And this is exactly what I am doing: In Edit Mode, I select both the Foot.L bone, then its IK Controller bone (behind). Then hit Ctrl P to parent the the former to the latter, choosing "Keep Offset" (as in the image). Then switch to Pose Mode, select the IK Controller and rotate it. That's it!
Clearly I'm missing something somewhere along this process, because when I rotate the IK Controller it detaches the Foot.L bone from the Leg.L bone.
Feel free to try the .blend file.


texts: Material emitting only in dark parts of an object

texts: I would really need to know if it is possible to make an object have a material, that emmits only in the lit parts of an object. The dark parts would remain dark. I am using Eevee with Bloom turned on and so I need the lit parts to glow.


texts: Is it required to attach objects together as one?

texts: I'm not done with youtube tutorials and I don't think they will mention it. Do you need to attach all parts together? for example the limbs to the body? I'm gonna use it to make a video game.


texts:
While rendering this problem occured:
You can see, that cycles rendered differently on some parts of the file.
There is principied volume box in the scene and denoise.
What's the possible solution for this problem?


texts: How to scale armature and mesh proportionally?

texts:
I want to keep the original mesh scale to 1.0, which means I can't scale the armature in object mode.

is there any way I can scale in both edit mode proportionally?


texts: Checker-like Glitch on Cycles and Snow-like Glitch on Eevee Render

texts:
I'm on blender 2.83.5  Today I tried to render my model here, it seems okay with no problems in render viewport

And then weird glitch appears as soon as I press F12 .. I did try to render on both render engines

Cycles Render - Checker like texture

EEVEE render - Snow like texture
So what is the cause of this glitch and how do I solve it? Thank you!
EDIT: the texture is painted manually on Texture Paint workspace. I've already unwrapped all the mesh


texts: Measureit Measurements Inconsistent After Export

texts: I’ve been using the measureit tool to get the proper dimensions for a 3D printing project I’m working on. The only problem is that after exporting the file and then uploading the STL into my printing software, the model is ridiculously small and out of scale. Suggestions?


texts: Game engine extracted green texture mask not working with alpha channel

texts:
I used UModel to rip some models and materials from Bioshock Infinite for a little class project, and there are lots of parts of the texture that need to be masked off and transparent using a texture mask. My problem is that when I plug the texture provided into the alpha channel, it doesn't make any part of the texture transparent. I think this is because it want's a grayscale texture mask, but the one I have is green (and parts blue) as shown here
I've also tried using a mix rgb, and a mix shader to get this to do what I want, but those didn't work either, presumably because they wanted a grayscale texture mask. UModel is specifically for ripping assets from Unreal Engine games, so maybe this is something specific to Unreal? If anyone could help out with this that would be awesome, whether it's some node setup that lets me use this directly, or if like some method of grayscaling it in Photoshop would make it work that would be cool too. Thanks!


texts: How can I trace an image to create an object?

texts:
For reference material, I've loaded an image onto a plane and made it un-selectable. Now I'd like to "trace" it by clicking to create a series of vertices, make them into a path, turn that path into a plane, then extrude the plane into a 3D shape. (In Photoshop terms, I'd like to use the Blender equivalent of the Polygonal Lasso tool to create and fill a selection with color.)

So far, I've been doing this by adding a plane, then subdividing and pushing around individual vertices until I have enough to approximate my reference. It's a slow process and it strikes me that there's likely a better approach.


texts: How to export list of prop values as txt to a certain folder? And how to import them back?

texts:
How to export list of prop values as .txt to Local Disk (C:) > Blender game > New Folder?
And how to import them back?

Now im creating save and load game: global position, stats, items etc...
and im planning to save it as list.

Tho im not sure how to do it.

Let's say I have informantion set as var myprop and myprop2.

Btw... how to get globalPosition?


texts:
I am trying to import an animation to UE4 from blender, but it says I have to have only one root. I tried to create a parent for my rig but it ruins all the parenting for my IKs to work. What am I doing wrong?

This is without a root

This is with the root.
I tried to re-create this rig but that didn't work, So now I am here!


texts: How to scale without deforming / extend shape

texts:
In my scene, I have prism like shape as seen in the figure below. From the front it looks like a trapezium and from the sides it looks like a parallellogram.

Now, I want to extend the shape downwards without changing the slope on the sides or the top surface. This would mean that the bottom surface would have to scale on the y (green) axis and would be translated along the x (red) axis depending on how far down the bottom is moved.

What would be a useful workflow for such alterations?


texts: Cycles. Why is the background on my layer not transparent?

texts:
I am new to blender and cannot get the compositor to work. I have a model plane and a background video:

In videos I have seen it work but it doesnt work for me.

Any help is greatly appreciated, thanks.


texts: Offset armature to body causes shaking and unwanted moves

texts: I followed a tutorial that told me to keep offset of the legs and arm to the spine. I did and it looks good when I move the spine, but now whenever I move a leg or a arm, the whole character move. See for yourself: project


texts: How to make a fixed texture/"End Portal Effect"?

texts:
I was wondering if this would first off, even be possible within Blender. I wanted to make a project where I have a characters eye textures follow where the camera goes.

I can't think of too many example except for Minecraft's End portal, and League of Legend's Cosmic Reaver Kassadin skin

I'm guessing these both are more for game engine side of things, but I was wondering if it can be done in Blender.

Also bonus points if anyone can tell me what the effect is called! (I tried looking up "fixed texture", but alas, nothing)


texts: vertices that are not affected by subdivision surface modifier

texts: I'm a beginner and i'm trying to modelise a body. I start by the base very low poly but then when i applied the subdivision surface modifier it seems to doesn't apply to the vertices in the middle.


texts: How to export materials from blender to unity

texts:
Does anyone know how to export shaders or materials from Blender to Unity?
Any help is appreciated
Thank you


texts: How can I get "borders" in Transparent BSDF?

texts:
I would like to get "borders" using the Transparent BSDF function of the Cycles Render engine.

I would like to get something like this:
(see EDIT below)

which is from the blender documentation. If I simply take the start up cube and add Transparent BSDF with some color I get this:

I've tried to add planes in the background, but than I saw some weird effects. Is it possible to add the borders (or edges) of the cube?

Thank you very much in advance!

EDIT: I found something which is exactly what I would like to replicate:

I would like the transparent cube being sandwiched by something transparent as shown in the image. I've tried using solidify as suggested, but that doesn't give me the edge which is closest to the viewer. I am happy for any suggestions.


texts: parameter limited dissolve doesn't remove vertices!

texts:
sorry just starting to use blender 2.8
limited dissolve does not want to remove unnecessary vertices


texts: Z Combining a blurred/glared render layer

texts:
I have 2 render layers, one with the main object and one with a particle field (volume). If merged, the main object would be somewhere in the middle of the particle field. This means that some particles are in front of the main object and some are behind it.

Now I'd like to do some glare and blurring on the particles and then Z combine them with the main render layer. However, glare is not visible for some reason. If I disable "Use Alpha" on the Z Combine node, not even blur appears to be working.

Current node setup and result, neither of the glare nodes has any effect on the composite:

With "Use Alpha" turned off:

Could I achieve the same by using one render layer and object ID masks?


texts: Object Mode in 2D Animation Colors Disappeared

texts:
I was trying to do a 2d animation in loop with a tutorial last night, it's my very first time in blender.
I drew some grease pencil objects, colored them and they also have lineart. But in some point, when I was at object mode, colors suddenly disappeared and I just see the lineart. I guess I clicked something wrong but I don't know what I did.
When I try make another object and color it, the same happens. And if I change modes from the panel next to the overlays.

I see only colors and not the lineart.


texts: I'm getting into blender. I have some quick questions

texts:
So I'm thinking about getting into blender, especially since the new release that makes things easier for newcomers just came out. Now I just saw the video "The Secret Ingredient to Photorealism" and I have a few questions about photorealism in blender before I get into it.

Does blender use bokeh, lens blur or some equivalent. (because I just saw computerphile's video on the topic and wanted to know how it's blurring works)
Does it apply effects before or after square rooting (because if it does it after it'll make it go from green to brown to red when blurring instead of green to yellow to red)

Thanks in advance.


texts: Smooth bevel edges using non destructing Boolean

texts: I have a main mesh which has a subsurface modifier applied to it. I also made some random shapes which also have the subsurface modifier to it. I used the non destructive Boolean method, and it made clean difference cut within the main mesh. The problem I'm having is, the surface of the edges are too sharp, although if you you can notice the inner depth of the cut does have smooth corners, only the surface has the sharpness. I found how to bevel the edges using a bevel node, but it requires Cycles Render, I mainly use EEVEE, because my PC isn't up to date, and cannot render with Cycles. Is there any way getting smooth edges within EEVEE?


texts: Blender remove fireflies (Substance painter node)

texts:
I have a problem here on my last project with noise. For some reason I have some white dots on this render, do you have any idea how can I fix it?

On my scene, I have bean used portal lights for each window, and HDRi image for the lights and this render is done with 20.000 samples, and still I have noise.

I've been searching a way to remove this so I've tried some advice from 7 Ways to Get Rid of Fireflies Once and For All and nothing works for me.

Afters this I found out that the responsible for these fireflies is my Substance Painter node, removing that node and putting just a simple node like Diffuse on his place and everything will be fine.

Do you have any idea what should I do to solve this problem?
Thanks


texts:
I have a mesh of a track like the one attache I would like to create a terrain like the one below   that will accomodate the track following the altitude differences and shape of it. Do you have a best procedure to follow?

Thanks


texts: Delete selected particles and their trajectories

texts:
I have a (baked) particle cache, I can enter "Particle Edit" mode, but I can't seem to be able to delete selected particle trajectories. Can it be done? How?
Example
I've created a minimal example: there's an emission object and a "kill particles" collision object. A "dupli" object is added just for visibility.

Let's say I want to remove retroactively all the particles that aren't killed by the obstacle.
Attempts
Several other related questions have answers that mention Select+X and Select+Del (in Particle Edit mode) as ways to remove trajectories or trajectory points: it wasn't specified. I'm unable to do either.
In "Path" select mode, I can't seem to select anything, with either  RMB or C+LMB:

In "Point" select mode, I'm able to select trajectory points (but I wouldn't know how to select all the trajectories: there's no Ctrl+L functionality). However, X and Select+Del show no effect.

Same for "Tip":

The "cut" brush also seems ineffective:

File
you can download my minimal example here:


texts: Is there a build of Blender that only has the video editor enabled?

texts:
Seeing as the video editor has become as powerful as it is, it would be great to use it as a stand alone video editor.

Does such a build exist?


texts: Are the drivers slowing down the animation playback?

texts:
I recently removed the drivers of a rig to discuss a problem on this same website, and I was surprised to see my playback going from 2.5 fps to 12/13 fps.
Are the drivers possibly responsible for slowing down so much my playback?
Is there a way to 'freeze' the drivers to not make them use resources (especially when animating)? Since their values stay the same all along the animation.
EDIT: added the picture
Thanks for your comments.


texts: Unable to scroll wheel zoom with a Wacom Intuous Pro - Seems to think I'm Pressing Shift?

texts:
I'm not sure if this is an issue with my tablet drivers, or with blender. I am using a Wacom Intuous Pro with touch is enabled so you can use two fingers to scroll wheel up and down.  I've been using this for ages in blender and it's been no bother.

Then, a few months back, for some reason unbeknownst to me, whenever I try to zoom in on Blender 2.79, the camera pans vertically. (As if I was holding down shift).  On blender 2.8, it just does nothing, but the tooltips at the bottom change to Pan View, Set 3d Cursor, and Move. (Again, as if I was holding down shift)

I've tried reinstalling Blender and my graphics tablet drivers. to no avail. There are no special program specific shortcuts set up in Wacom Tablet Properties.  And it works in every other application and game just fine.

Any thoughts for anything I can check? it just seems to think I'm pressing shift when I scroll wheel.

Also, as an additional thing, this is also true using the Touch Ring, on the side of the tablet. It just really thinks I'm pressing shift.

Wacom Tablet Driver versions are the latest: 6.3.38-2


texts:
I'm using this script.
Always(...) + Python (Script) = Nothing...
Do I need to configure anything else?
List item
The script does not work.

import bpy

scene = bpy.context.scene
lamp = bpy.data.lamps['Lamp']
lamp.energy = 10000
lamp.type = 'SPOT'
lamp.distance = 250000


texts: Is it possible to denoise a baked texture?

texts:
Simple question, I bake a map, and I would like to use denoising on that texture. Is it possible in Blender?
I'm proceeding with various tests, using the Compositor, and the denoise node, I'm not very sure how you can (and if you can) do some sort of denoise of a bpy.data.images
I am quite confused, in this case I was thinking of using a situation like this:


texts: why the background image I add not show in render?

texts:
blender 2.81
I press shift+a to add image - background, and then go to render image, and the background image does not show up in the render result.


texts:
please excuse my rather vague title, I have no idea how else to describe what I am having here, I hope with the screenshot and maybe further questions from your side there can be a solution found to this.
Now to the matter: I am following a tutorial, here is the link:
https://www.youtube.com/watch?v=6Yxrke72isQ
In this tutorial that guy just used the inset tool to make this roundish edge of that object in question and when he does it it is a smooth line, while when I do it I get separated bulky things which I do not understand, since I was following every step thoroughly.

I hope you guys know this issue and can share your knowledge with me.
Thanks for the attention.


texts: How do i correctly merge 2 edges that are have been mirrored?

texts:
It's my first time trying to make a car on blender. I have created half of the object and then I have duplicated it. I used ctrl m to mirror it in the y axis. What would the best way to merge the two halves? I have tried to merge the vertices and just adding faces to the gaps but it becomes deformed because of the subsurface division modifier.

Sorry I'm not very good at explaining things.


texts:
I would like to create an audio visualizer in 3 dimensions in Blender, like this :

How can I do it?


texts: Face customization for game, armature deform with shapekey

texts:
Is there a way for the armature/bone to change according to the shapekey? Lets said I change the width/height of the character's eye, is there a way for the armature to follow the changes as well?
A better example at the moment, after increasing the height of the eyelid, my eye is no longer able to close  properly during the blinking animation.
This is the original base and blinking animation

After increasing the height of the eyelid

Due to the position change between the mesh and armature, the eyelid is longer able to shut completely.
Just to clarify, I need to create many more shape key(with different variation of the face) for the game's facial customization  and all of it are required to share the same animation.


texts: How to select a meta strip inside another meta strip using python?

texts:
I have a main meta-strip which contains a sub meta-strip. In the sub meta-strip, there is a regular sequence named BaseSequence. I want to write a script to add some effect strips(e.g. Transform strip) for that BaseSequence.
Here is my idea:

select the main meta strip and call toggle function to enter it.
select the sub meta strip and call toggle function to enter it.
select the BaseSequence and add Transform effect strip.
leave the sub meta strip.
leave the main meta strip.

Here is my code:
import bpy

class SimpleOperator(bpy.types.Operator):
    bl_idname = "sequencer.simple_operator"
    bl_label = "Simple Operator"

    @classmethod
    def poll(cls, context):
        return len(context.selected_sequences) == 1

    def execute(self, context):
        main_metastrip = context.selected_sequences[0]
        sub_metastrip = main_metastrip.sequences.get("SubMetaStrip")
        base_sequence = sub_metastrip.sequences.get("BaseSequence")

        # enter main meta strip
        bpy.ops.sequencer.meta_toggle()
        bpy.ops.sequencer.select_all(action='DESELECT')

        # select sub meta strip
        sub_metastrip.select = True

        # enter sub meta strip(**don't work here**)
        bpy.ops.sequencer.meta_toggle()
        bpy.ops.sequencer.select_all(action='DESELECT')

        # return {'FINISHED'} # uncomment this to see the intermediate result

        # select base sequence
        base_sequence.select = True

        # add efffect strip
        bpy.ops.sequencer.effect_strip_add(type='TRANSFORM')

        # leave sub meta strip
        bpy.ops.sequencer.select_all(action='DESELECT')
        bpy.ops.sequencer.meta_toggle()

        # leave main meta strip
        bpy.ops.sequencer.select_all(action='DESELECT')
        bpy.ops.sequencer.meta_toggle()

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    bpy.ops.sequencer.simple_operator()

The problem is it fails at step 2. I can't enter the sub meta strip. In fact, it turns out leaving the main meta strip.
I found that when i call sub_metastrip.select = True, there is an orange outline around the sub meta strip.

Now i call bpy.ops.sequencer.meta_toggle(). I can't enter the sub meta strip. But i select the sub meta strip by click using my mouse, i see a white outline around the sub meta strip which works fine after calling bpy.ops.sequencer.meta_toggle(). That is what i want.

I think that's the problem. I can't select the sub meta strip with white outline using python. I wonder how to enter the sub meta strip using python. In other words, how to select a meta strip inside another meta strip in a proper way using python?
Thanks.
Here is the blend file.
Btw, I'm using blender 2.91.0.
Edit:
Thank @tintwotin and This question. I found the solution.
# make it selected and active
sub_metastrip.select = True
context.scene.sequence_editor.active_strip = sub_metastrip


texts: Display frame rate (FPS) of imported video/movie

texts: Is it possible to see inside the Blender user interface what the original frame rate of an imported movie (video file) is, so that one can quickly decide which frame rate to use for the rendered animation, without having to consult 3rd party software or non-cross-platform operating system/file browser functions?


texts: Blender lag, freeze but i have a good config

texts:
I'm a Blender beginner, and i have a lot of lags and freezing, even sometimes completely frozen, temporarily (which is rare).
My computer specs

GeForce GTX 1050
Ryzen 7 3750H Radeon Vega, 4-cores 8 processors

I know there is way better but my config is already enough for Blender isn't it ?
I can run HD games (Trine 4, Minecraft, Ori etc.), HD videos and UHD videos (compressed but heavy anyway) without any problems but when i use Blender, it's lagging and freezing all the time.
For example, i'm in edit mode and go back to object mode, the transition can freeze the software.
Even once, I was doing the same thing with multiple objects in my file and it froze all my computer for a few minutes (no control, even the sound was gone).
"Undo" sequences with Ctrl + Z can freeze the software.
I tried some others features like image rendering and it can generate the same kind of issue.
Maybe it's a matter of optimization, i don't know i made researches but i am stuck.
Currently, my work looks like this :

And it is enough to make Blender and Windows freezing, like it was way too heavy for it. Just when i load the file and when i am working on an object in edit mode and go back to object mode.


texts: Trying to combine all my materials into one with my UV maps being seperate

texts: So Im trying to export my materials into one texture which I could then use in Unreal engine for that object. The problem is that I only have 1 object and I have unwrapped it multiple times at different parts. I have only one UV Map in the Data Tab next to the modifiers one. Already hating UV mapping and texturing this problem has made me hate it with passion. Thanks for all the help.


texts: How to do a script that could output my 3d files with the required color/lighting and angle versions

texts: I need to create versions of a large amount of 3d files in many different colors and  with varying degrees of tilt. Is it possible to create a script that could output my 3d files with the required color/lighting and angle versions. I am coming at this from an automation stand point. For instance in Photoshop there is a feature that lets you batch automate files from a folder.


texts: multi material on single object. materials can't be seen or display anomalies. this happens on all versions of blender after 2.8.2


texts: Is there anyway to make particles have an influence area around them that will let them collide, without having to turn them into rigid bodies?

texts: I want to make a particle simulation, however, is there any way to set a sphere as a child and then set an "influence radius" around each particle as like a collision box? I know you can set them to rigid bodies but that really slows down the simulation.


texts:
I am making a fountain and I would like the water to flow from a gap in the chest of a statue to create the illusion of blood flowing from a wound. However, the fluid simulation is not working. I have appended the blend file and I hope that someone will be so kind as to take a look at it.
Thanks!


texts:
I am trying to create this trilobe cylinder in Blender. Using the 3D-Print Add on, I just wanted to make sure that the volume of this object is actually right and that everything is okay. However, it shows that the volume is 18728670.7467 cubic cm while mathematically it turns out to be 17762523.04 cubic cm. Why is that? Do I need to worry? I want this object to act as solid as compared to hollow when they fall from a height. Am I doing it wrong?
Also, the cylinders are each 2 m in diameter and 2 meters high. The centers of the cylinders form an equilateral triangle.
PS: Viewport Display set to Wire


texts: I am making a battleship in blender and in real life, it is 887 feet. If I scale it up to the actual size, will things be more accurate or will it just slow things down?


texts: How can I create a ceiling being broken?

texts:
Using Blender 2.91 -
I have already learned how to use the cell fracture add-on and how to break things up, but my lack of understanding is in how to keep a pre-broken section of ceiling from falling or breaking up until it is struck by an object from above. I haven't figured out the animation/physics to keep the broken section "stuck" to the ceiling and being smashed from above. The collision object falls as it should, but so does the ceiling section . . . I am trying to figure out how to keep it in place before being hit and shattered. Any tips are appreciated.


texts:
Having trouble with unwanted edge blur in cycles render. No motion blur is enabled.

Thanks for your help,
Rick


texts: Im in edit mode with mirror and the vertices when i try to connect them are connecting to the mirrored vertices. I found out what it was. The model had somehow flipped which side was which and i had to delete that section


texts: How can I make the clear trails left behind by water droplets?

texts:
How can I make the clear trails left behind by water droplets that go downwards of a glass surface, like you can see in the picture below.

I have added my node setup to make it clear, if it's not clear or hard to see, it's the exact same nodesetup for glass as shown on the website Chocofur (only their glass is orange)


texts: How to increase the Space between two Edge Loops?

texts: I created two edge loops and during creation (or after) I want to move them apart. I can move them together during creation but I wanted them a certain distance from the existing edges on either side of the newly created edge loops.


texts: Fake Motion Blur on Video Footage using Compositor

texts: I have a stop-motion video I am working on, and I want to add motion blur to the character of the video. The character is the only thing that moves, yet if I use the Vector Blur node in the compositor, it applies a blur to every object. If I set min-blur up too high, it doesn't allow the character to have motion-blur, but it I have it too low, it makes everything blurry. Is there a way to fix this or do I need to use another node to add motion blur? I am trying to simulate what After Effects does when you add the Motion Blur effect to footage. Here's an image of my trouble. I have used a split-viewer so you can see the difference between original and current motion blur settings. (You'll have to view the image larger, you can barely see it in the small preview)


texts: When I move Parent Bone another bone thats a child of that parent bone's object moves another direction

texts: When I move Parent Bone another bone thats a child of that parent bone's object(the eyebrow) moves another direction. Im not the best explainer so heres a GIF


texts: Splitting a single frame render to multiple separate renders

texts: A single frame render with the settings i run takes about 15 hours for me, i want to split that into chunks of lets say 1/4 or 1/8 so that i can shut down my computer at night and render the chunks over multiple days, instead of being forced to have it run til the render is finished, is this possible?


texts: My rig performance is so slow! Hide Geometry in a referenced rig?

texts:
I have quite a long project ahead of me and made my own rig, model etc.
The retopo is good, the rig not too heavy and I have a fairly good computer, nevertheless while animating I just can't get over 16frames/second (24f/s is my framerate)
I already tried all the tricks that come when googling the problem (simplify, playback speed, hiding everything except the rig, just one active viewport).
One guess might be, that my character has to many subtools (buttons, cornea etc etc) but since this is a referenced rig (via animation proxy) I can't touch the geometry in a scene. Hiding geometry in the original rig file also does nothing.
Is there any way to put geometry on a layer so the animator can hide parts of it in the rig?


texts: i imported a open vdv file and render it but I looks blocky and has weird lines in the end render  I didn't change any settings from the volume, what can I do to make it, well not look like garbage


texts:
I have an object with more than 100 fcurves. In my addon, the user has an option to filter these fcurves, and show only those that their max value is above a certain threshold. I'm using fcurve.hide and fcurve.select for this. The problem, is that indeed it filter the graph, but not the fcurves list, as can be seen in this screenshot:

How can I filter those fcurves also from the list, something like the DopSheet.filter_fcurve_name option (the filter box underneath the graph)?


texts: How to use blender command lines in OSX?

texts:
Update:
NB: This is a revised and updated version of my original question. You can also see the relevant discussion on meta as to why it was closed and reopened.

On June 29th I asked what I thought was a very simple, straight forward question: Can files be queued for animation? The answer, basically, was yes, if you do as explained in the manual on the Render/Command Line page:

Although it didn't explain that the word 'blender' in the syntax means the entire path to blender (or does it?), I worked it out (or did I?). Maybe that is considered to be common sense? (This could be an indication of where the problem lies!)
Now, for those of you who asked:
There are two ways that I can start blender from the command line.
First open Terminal. It looks like this:

1 - Type 'open' and space at the command line, then drag blender.app from /Applications/Blender/:

to the Terminal window:

Press return, and blender opens, then if you quit Terminal, blender quits too.
2 - Type 'open' and space at the command line, then drag blender (Unix Executable File) from /Applications/Blender/blender.app/Contents/MacOS/:

to the Terminal window:

Press return, and blender opens, and another Terminal window opens with:

then if you quit Terminal, blender quits too.
Now back to the issue. Since I first asked this question I have been told several times that I must set up the $PATH environment variable. I thought I had done that but now I'm not sure!
I typed sudo nano /etc/paths at the command prompt:

Then return, and got this:

Then I added the path to blender:

and saved it. Then to check it I typed in echo $PATH and the result shows the path has been added:

I have a feeling this path is not the correct one for $PATH.
This is the result of an attempt to do a background render:

'blender: command not found'.
Additional update:
I tried what Aldrik and zeffii suggested, to change the $PATH variable setting to /Applications/Blender/blender.app/Contents/MacOS, then attempted to do a background render only to have blender quit before doing anything:

Then, after some searching, I found this:

http://david-martinez.tumblr.com/post/28083831730/environment-variables-and-mountain-lion
I tried it:

and got nothing!


texts: How can I assign an action to an armature using Animation Nodes

texts:
Animation nodes took a while to get the hang of it, but it is truly amazing.
I've been following the example below, but rather than modify an existing action, I'd like to assign a random action to each of the duplicated armatures. The scene currently has 5 actions (ArmatureAction.000, ArmatureAction.001, ArmatureAction.002 etc.)

I just can't work out how to firstly assign an action to an object using AN, and secondly how to randomly assign one of the 5 actions to each of the armature duplicates.

https://www.youtube.com/watch?v=q9unQC3PTcI&feature=youtu.be

File on Dropbox - 800K


texts: How can I make this hexagon be exactly the height of the square

texts:
I made this hexagon using a tutorial from erindale: https://www.youtube.com/watch?v=mLRqhcPIjg8&t=334s

I'm trying to make a pattern using this hexagon (the carpet pattern in "the shining") mathematically with nodes. But all my different measurements and equations rely on the hexagon being exactly the height of the square or two units. Just messing around with the less than value It got closer and closer as i approached the value .43333... (6.5/15) but if you look very closely you can see that its a little two big,

so when I tried to recreate the pattern it wasn't perfect.
If there's a way to find the height of the gradient and map it to 1 using map range, or maybe a different way to make a hexagon that defaults to this height, that's what I need.


texts: Trying to open unknown but simple looking (just geometry) ascii 3d model file.txt in blender

texts:
So I have this weird .txt file for a really old game project. I don't know what kind of file it is but it is a text file (.txt). It contains stuff like this. It should be 3d model in some weird txt format... ascii something? I'm sure it is some kind of existing file format but I don't know what it is called. All I remember is that I saved the file as a backup some 15 years ago. The file seems to only contain geometry of the mesh (vertices).

2.000000
166
452
X: -349.039856
Y: 25.686975
Z: 28.132673
C: FF5777A1
X: -346.128082
Y: 21.734615
Z: 27.500698
C: FF5777A1
X: -344.545929
Y: 19.567871
Z: 25.994253
C: FF5777A1
X: -343.364471
Y: 17.949909
Z: 23.516270
C: FF5777A1
X: -342.886230
Y: 17.294985
Z: 20.678743
C: FF5777A1
X: -342.886230
Y: 17.294985
Z: 9.678737
C: FF5D7CA6
X: -342.886230
Y: 17.294985
Z: 3.678736
C: FF5D7CA6
X: -342.886230
Y: 17.294985
Z: 0.678359
C: FFCCEBFF
X: -345.812744
Y: 21.328114
Z: 29.460487
C: FF7392BC
X: -349.039856
Y: 25.686975
Z: 30.247604
C: FF7392BC
X: -343.681366
Y: 18.510126
Z: 27.357716
C: FF7190BA
X: -342.323212
Y: 16.458624
Z: 24.520267
C: FF7190BA

...and so forth. The ending is like this:
X: -366.034607
Y: 21.981529
Z: 1.920586
C: FFCBEAFF

The actual .txt file is couple of megs. Does anyone recognize what kind of file it is and how to open it in blender? Could it be point cloud data of some kind? I'm assuming the c: xxxxxxx is some kind of mesh or face identifying tag because it is repeated a lot in the file... maybe so it knows to which mesh or face each vertice belongs? Because the file is so old I think all meshes are either triangles or quads. No n-gons.

I don't know how to write python script so I can't write my own file importer. But if I knew what is the name of the file format I could probably find a blender importer or find some other software than can open it...

edit
So I managed to create a "decoder" in libre office from this file. Is there any file format that blender can open that accepts something like this for example:
42.5345, 5.2342, 88.456
43.5345, 8.2342, 88.456
46.7345, 12.2342, 88.333
...
Basically a simple list of vertices like this:
 x,y,z
 x,y,z
 x,y,z

I'd be happy with anything at this point...


texts: Converting an image sequence with an alpha channel to video and keeping the transparency

texts:
I've checked the related questions, but the last similar question was asked 7 years ago. I haven't done video editing before (so please treat me as a noob in this field), and wasn't doing 3D art back then, so I don't know what's changed, if anything, with regards to blender's video editing tools.
Before finding out that my attempt to make the conversion failed, I tried the ffmpeg format and used the MPEG-4 and Quicktime containers in separate attempts. I used the H.264 for the MPEG-4 and HuffYUV for the Quicktime formats respectively. The MPEG-4 video plays with a black background (which I can't tell whether it's got an alpha channel or not), and the Quicktime video was a complete mess with no visuals of my animation at all.
As far as I can tell, I need a video format which supports alpha channels, but it doesn't seem like blender has that capability. Please tell me if I'm wrong, or if I'm right, what I need to do to make the conversion.
Sorry for the long post, I wasn't really sure what was relevant to include, so I just included everything I did. I appreciate any assistance.


texts: Create Outer Envelope of a Complex Object?

texts:
Given an complex shape that has unwanted inner structure inside the skin, I'd like to create an outer 'envelope' of the surface that ignores that internal structure. e.g. imagine a bunch of intersecting pipes, and wanting a solid that is just the outside surface, rather than the interior mess of walls at pipe-join spots.

So I'd hope to lose the non-manifold bits and end up with a sealed structure. On a simple shape I can do it manually, but on a complex one it would be prohibitively time consuming.

I've heard there's a shrink-wrap function somewhere, but I assume if you did a shrink-wrap of say a square bird-cage, you'd end up with a cube rather than the open space for the bird, which I'd also need.

Rgds
Ross.


texts: can i set the pivot of one object as that of another one?

texts: I have a clock and a dial, and i want to set the pivot point of the dial as that of the clock, so i could rotate the dial freely and its center would stay at the same place. how can i do such a thing? right now the pivot point of the dial is a bit off ever so slightly and i want it exactly in the center.


texts: Automatic Weights Different on one side than the other

texts:
see title

Whenever I use automatic weights on my model it always has one side different than the other on legs, feet, arms, and hands. The topology is exactly the same on both sides and I've already removed doubles and recalculated normals. Please help. It's a pain to have to go back every time and manually adjust the weighting

feet example:

good

bad

and arms example:

good

bad


texts: How to access object instance from property instance? (in `update` callback)

texts:
I am trying to create an add-on to create parametric objects (Blender 2.8rc1)

I have defined a custom PropertyGroup, i.e.:

def _update(self, context):
    print(repr(self))

class FurnigenProperties(types.PropertyGroup):
    width: FloatProperty(
        update=_update,
        unit='LENGTH'
    )
    length: FloatProperty(
        update=_update,
        unit='LENGTH'
    )

When I change property I can see out of _update:

bpy.data.objects['GeneratedObject'].parametric_properties

What I essentially want to get access to would be bpy.data.objects['GeneratedObject'] however I am unclear how to get from self in callback function to actual object that property we just modified.

Looking at documentation for bpy.props.FloatProperty there isn't much detail on what I should expect context to be.

I.e. would context be the place to retrieve object reference? I was thinking about context.object, but I am not clear how object is determined. Is that object selected by user in viewport? In which case it wouldn't work if I modified property from some other Python code (as it would be most likely for a collection of objects of which none would be selected by user).
Or is context.object in callback guaranteed to point to object that self belongs to in above callback?

edit:

context.object doesn't seem to work. I just tried setting value of one of my properties through Python console and the object that I get from context.object is (as I expected) object selected in viewport and not the object I modified property of.


texts:
So I am trying to make a glassy transparent cup according to a tutorial but I seem to have misclicked something and now every default material when I change the viewport into preview material is the default forest one that comes with BLENDER 2.90. However, when I render the object with the camera it shows the way I want it.
I have tried removing the material from the cup or the liquid and adding a new one with the default white color. when I turn the Transparency to 1 and Roughness to 0 it becomes the forest HDRI again.
This is what I mean

blend file: https://pasteall.org/blend/154d7b8156aa42bbb0c41dcb332a32ab


texts:
The Blender manual page doesn't give too much information. It has a sphere to change a direction. What direction does it change exactly? I understand that normals are vectors perpendicular to mesh faces, but I just can't figure out how normals work inside the node editor. When I rotate the Normal node sphere, is it changing normal DIRECTIONS? How do I predict the result? I'm so baffled by this.

Thanks.


texts: I added the Lattice object and modifier to a square tube object, went into edit mode, 'B' selected the nodes I wanted to try bending.. pulled them out.. and. Nothing.


texts: Mac Pro (tower Mid 2010) Nvidia Quadra k5000 not recognised by blender 2.82 as a GPU

texts:
Morning...
I am trying to squeeze another year out of a 10 year old Mac before making it a doorstop, seat, or beer cooler...
I have a pretty fast Nvidia card (k5000) which has Cuda processors from what I can make of it...
but when I look in the system preferences of blender, it says that is does not see any cuda processors...

is there a workaround to take advantage of the card speeding up my work flow?

cheers

r


texts: Triangles in object mode, how to make them disappear?

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I have tried hundreds of times and different ways and no luck.
See my geometry , it  is a little door with round corners in another object.
No overlapping  vertices, set shaded to smooth, mesh looks OK but in object mode I see these ugly lines .
Please guide me in the right direction on how to make it look smooth.
Thank you!


texts:
In my newest project I've made a line spiraling downwards in the shape of a sphere, as seen below:

You can also see how I started to fill the gaps with faces, this was done by manually picking every edge and adding a face.

So I was wondering: is there any other way to quickly fill all the gaps?

Thanks for reading!


texts: How to apply noise to a diffuse/principled shader volume?

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Basically, what I want to make is this

but with a diffuse shader, rather than volume, the best I can do is this

Any idea how to help?


texts: create random distribution of dupli objects on particle system but keeping one object per face

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I'm having a problem with distributing the objects I modeled in random ways. What I was able to do successfully is emit one object per face which keeps the objects from intersecting one another like this:

But when I vary the count of each object randomly in the particle count settings the buildings repeat in a weird pattern like this

As you can see if I change the count of each object in my group it should place my objects in a random pattern. Instead it seems to place them in weird strips. How do  set the particle system so  can adjust the amount of each object and have them placed randomly keeping one object per face


texts: Influence on Object Constraint and Visual Transform ruins earlier keyframes

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So I have a camera parented to a null object following a path with the follow path constraint, which works fine.
I want the camera to focus on an object at a given time and then after some time stop focusing on that object. For that purpose i use the Object Constraint Track To, and manipulate it with the influence. This works fine, but the problem occurs when I want to stop focusing on the object and just control the camera with regular keyframes. I remove the influence, and the camera moves to another position than I want, but I fix that using CTRL A → visual transform.
But now, when I got to my earlier keyframe (with the Influence being 0) the transformation of my camera is all wrong.
How can I keep my early keyframes and also do the Visual Transform after I’m done tracking the object?
Thank you


texts:
I try to change an image texture, the dialogue box opens so I can view the file explorer, but the image I downloaded (a .jpeg off google) it is no where to be found, as if isn't there.

I have a folder for all my blender files, and other image files load just fine.


texts: Blender Rigify strange issue with weighting

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I have a weird issue with Blender and Rigify.

I've followed this guide to create bones using Rigify and then apply automatic weighting http://cgi.tutsplus.com/tutorials/create-an-animation-walk-cycle-in-blender-using-rigify--cg-17812

It all seems to go great until I apply the automatic weighting and then I get the strangest result as the mesh seems to mostly disappear. I can replicate this each time I perform the whole process.

Any ideas or feedback? I'm stumped.


texts: I'm changing keyframes but the change is not visible in the animation

texts: I'm using Blender 2.9 and set keyframes for different objects. Unfortunately if I change the beginning of the keyframe of one single object from frame 0 to 45 (in the timeline/graph editor or dope sheet) and start the animation, then its still animated like before. I thought I could just delete the old keyframe and set a new keyframe to frame 45 but its not working. Maybe the keyframes are all somehow connected? For better understanding: Im having a scene that begins only with some objects, up from frame 45 some of the objects should start to flicker. Its really a pity that it starts to flicker from the beginning, even if I change the keyframe. Thanks in advance!


texts: How do I rid my mesh of its uneven surface. I tried subdividing the mesh, but I'm wondering why the rectangular geometry still persists after so much smoothing.


texts: Why has the boolean modifier created new vertices?

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As you can see in object mode there are 4 vertices that have separated the front of the cartridge into multiple faces when I use boolean modifiers on cartridge.001. How can I fix this?  I imagine it has to do with good topology.

Here's the cartridge in object mode showing faces:

Here is the cartridge with the unwanted vertices:

Attached is the .blend