texts: How to make a fake 3d environment / animation with blender

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I'm trying to follow a tutorial that covers all the main steps that I must learn to create an animation with blender. I'm becoming aware of the complexity and that it takes a lot of time. So,I thought that making 3D animations is simply prohibitive for one only person like me. I have also read that I can create 3D animations with a fake 3d perspective, that could be obtained by placing the camera in certain ways and by placing objects on particular inclinations of the X and Y axis. I would like to know more. I found only few informations on the net. But I've found an italian article that explain the logic behind the fake 3d. I have translated it to english language to explain better what I would like to do with blender. Here you can find the italian article :

http://www.francescomilanese.com/jav...o-3d-witu.html

and here you can read the english translation : /tell me what you think and if you know more informations about this matter,thanks/

  To familiarize with the 2D representation of a '3D virtual universe' I show you a small application, a little map that has three axes arranged in a way that represents the reference system of Java3d : Y upward , X positive to the right and Z positive coming out from the screen.

  The application, called ' witu ' ( Where In The Universe ) is essentially a small java2d panel, resizable and customizable which takes as input the values of X, Y and Z of an object (or of the point of view ) in a Java3D universe and shows a small ball inside a little map. The bead is precisely the object or the point of view, so the application behaves like some kind of panel that says ' you are here ' (it comes from here , in fact , the name witu ).

  In the panel , a white dot identifies the origin ( coordinates ( 0.0 , 0.0 , 0.0 ) ) , while on the upper left will be shown the 'real' 3D coordinates (those that comes from the Canvas3D ) and a notice of 'out of bounds '.

  The length , in pixels , of the X and Y axes are respectively equal to ( width / 10 ) * 8 and ( height / 10 ) * 8 , the Z axis length is calculated using the Pythagorean theorem.

  Because of the limited size of the panel , it can shows the location of an object only if it moves within a space inside a limited area , called ' bounding box ' ; in our case , therefore , we need to define a ' bounding size' ( that will be equivalent to the length of the axis X , then the real 3D position will be translated , with a simple proportion and a pair of trigonometric formulas , in a 3D position). It needs a bit of trigonometry to calculate the ' fake ' Z coordinates (called tmpZx and tmpZy) .

  In the ' WITU.java ' source files are present , commented , all the instructions that allow you to simulate a 3D space projecting it , using simple formulas , on a two-dimensional panel. The class witu simply contains the panel , that should be associated with an application that sends data of the 3D coordinates.

  Inside the ' WITUapp.java ' files , defined on the same page ( next article in this guide) you can find WITU.java , that precisely defines a small mock object that creates a witu panel and performs some operations : basically , it sends the X values , Y and Z and modifies them in real time . The output of these operations is shown in real time on the Witu panel.


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I want to create a shape like a pipe, like below image and blend file.

I created the mesh below in Houdini, but I could deal with it only in simple case, and I couldn't improve it any more in Houdini. So I am trying blender.

.blend file: http://pasteall.org/blend/index.php?id=51832

What "non-uniform cross-section" means both 1. and 2.

scaling independently on each axis of cross section
changing the cross section shape.

I tested the below but I have trouble in all of them.

I can't use "Curve Bevel Function"
(Make a 3D tube with a Bézier curve?, Curve Bevel function, scale?)
because this can use only one cross section. Even if I use Bevel Object, Alt+S, Proportional Editing and Taper Object, We can't use multiple different cross section shapes and We can't scale independently on each axis of cross section.
I also tried vertex group + proportional editing
(Is it possible to use proportional editing without affecting or hiding nearby vertices)
but failed.
I tried addons https://blendermarket.com/products/bezier-mesh-shaper and
https://github.com/mifth/mifthtools/wiki/Mira-Tools#curve-stretch-tool.
These may be solution, but I have trouble when pipe length is long like this case.

Could you tell me effective way to create a pipe which has non-uniform cross-section ?

I don't think my question is duplicate of Curve Bevel function, scale? because my question emphasises the non-uniform cross section and mentioned that Curve Bevel function doesn't allow us to use non-uniform cross section.


texts: Best way to create a trenchcoat for a game character

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I m fairly new to blender.  I wanted to create a noir-style game character with a trench coat.
Can u tell me what would be the best way to create the trench coat for the character? Do I sculpt it on the character while sculpting or character or do I create its topology after I have sculpted the character? Also, I want to add cloth simulation to the lower part of the trenchcoat. What would be the best way to do this if I want to do retopology and bake normals after I have done sculpting. Thnx


texts: Changing camera location for one frame changes it for everything

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I want to create a short 'scene-inspection' video, where the camera should move in a pre-determined trajectory around a scene (x,y,z, and Euler angles).  To test on a couple of frames initially, for frame 1 I set y- value to -10ft, and for frame 2 to -10.5ft ( ie I am only changing the y direction values).
But I observe that as soon as I set camera location for frame 2, it also changes the value for frame 1 (to -10.5 ft).
The location values arent locked and the camera is always selected as the active object for that frame.
Why is that happening? Pls suggest a workaround.


texts: Why blender rendering objects to block/cut each other? And how to avoid it?

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It looks like one object projected and blocked/cut another.

It gets worse with more distance between objects.

How to avoid this mess?


texts: How can I reuse texture within the same model?

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Say, my model is an octagonal prism.

I want to texture it - a circular pattern on the caps, two of the side rectangles with a colored stripe, the remainder a generic white surface image.

If I "unwrap" it, it will produce 32 faces: 8 for each cap, and 2 for each of 8 sides.

But in reality, I need only 6 - every single face on the cap will use one image, plus two images for the two kinds of rectangular sides (each of 2 triangles) - colored, and blank. This is a massive saving on texture size.

I found a plenty of info on how to reuse textures across models, but how can I use segments of the same texture within different faces of a single model?

(please explain more complex parts and include trivial detail you'd usually skip when explaining to seasoned Blender artist - I'm a beginner.)


texts: Why does parented to bone object copy location of tail instead of the head?

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If you parent any object to the bone in pose mode ALT+P and then clear its origin (ALT+G, ALT+O), object moves to the Tail, which is a bit strange, because Head is the origin of bone's transformation.

Any purpose why is it made that way?


texts: I'm working on Blender Guru's donut tutorial and ended up with these tears in the model. Why did this happen and how I can I fix it?


texts: The difference boolean doesn't seem to work on a specific area

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I am trying to build a pc in blender and I just updated my blender to 2.91 but the boolean modifier doesn't seem to work as expected on a specific area.I am attaching a video below
https://streamable.com/ovvr7a


texts: Not able to see saved UVs in UV layers in Blender 2.8

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Having difficulty in viewing of saved Uv layers in Uv Map they are unsaved.

If I unwarp a mesh of an object in a new UV layer and go to the next layer unwarp some other part of mesh and if I go back to previous layer that unwrapped mesh is not visible or sometimes its not saving.

So my issue is if i go to any UV layer in UV Maps palette am getting fresh board and no saved UVs at all in UV editor. Actually UV layers how I need is if i switch over to any UV layer I should get proper saved unwrapped UVs.

So how can I fix this issue?


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How to export a stereo camera in .chan file format ?
I use a option Stereo 3D in RenderLayer pannel. I can't switch camera left or right for export. There is not option in export settings. Do you have a trick ?


texts: How to remove glossy reflections from enviroment texture on the floor only

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I am using Blender 2.90.1 and I can’t find any simple tutorial how to remove glossy reflections from enviroment texture just from one object. Is it possible make that, without rendering more layers and mask them in the end?
(How to remove reflection from enviromental texture marked as red on the screenshot)


texts: How can I animate the growth of a hair particle when using an object as a particle?

texts: How can you do that when using a group configuration? I want to grow leaves and trees. but the END parameter disapears when using group or object.


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I would like to create a half-turn staircase without a landing. Is there an easy way to accomplish this without having to manually calculate and create each step individually?

Here’s an image similar to what I would like to achive:

I have found the Archimesh add-on including this tutorial for creating curved stairs. While I can bend the created stairs, I haven’t found any way to get anywhere close to the image above. My stairs just always look out of shape and I don’t know how to get the outline of the staircase into a square.

I should mention that I only have very little experience with Blender modeling, so it’s well possible that I’m just missing some curve modification basics. Perhaps Archimesh is also the wrong approach for this in the first place?


texts: How to use one object color as a factor for another objects color/glare?

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I have an object with wave gradient texture. Above it, I put many balls, some of them touch the first object. I want to make color of the balls to be different depending if the ball touches green or white area. Or to make balls glare if they touch green area.

How should I set the balls material to achieve this? Or should it be done in compositing?


texts: Can the "delay sensor" be use for a distance and not for a number of frames?


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I am changing the pose using R to rotate the model's arms.
It works, but as soon as I scrub the timeline, the change is undone.
How do I make it permanent? I thought it would automatically be applied to the selected keyframe.
Thank you!
Video of the failure


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I want to create a wall for a castle .Lets say that the image i want to fit to that wall is 4x4 (meters). And my mesh is 1.8(lenght)x5.3(height) [also in meters].

I assumed that the uv area (i dont know what it is called , the one i circled)
Is where the image is , which is 4x4 as mentioned.

So i smart unrapped it (stretch to uv bounds and correct aspect)

I also assumed that my uv unwrap is also 4v4 since my image fiting there was 4x4)
Pressed R: 90 ,  (for rotation) then S: .25 (to scale my object bounds to 1x1)
Then S: x 1.8 and S: y 5.3 to fit original size of mesh to image.
After that i did the same thing to another wall size 2.25x2.9 (meters) with the same picture and the result was that they had diffrent size of bricks.

Pls i would apprieciate any help / tip . im kinda new . (the project is to exported to unity and im telling that cause of the nodes) . THanks in advance

*What im trying to say is , how to fit the same image to driffrent wall sizes, and keep image-brick size the same.


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Hello I am trying to make a desk. I have used two Alex drawers from ikea as leg units but there's no way of differentiating its walls with the units themselves. How can I make this possible? I've tried using the solidify mod but it didn't work out well.

Drawer:

.Blend file

Please tell me if you need me to elaborate.


texts: Blender 2.81 Grease Pencil - Only some layers antialiased

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I'm working with Blender 2.81's Grease Pencil and am finding that only some layers render antialiased. I believe the problem is best illustrated with an example.

In Blender's viewport, the drawing looks fine, and the lines rescale when zoomed just as any vector graphics should.

When rendered, however, as the image above shows, not everything is antialiased. The edge of the hair on the right side is part of a separate layer from the rest of the head, which leads me to believe that only certain layers are antialiased and the others aren't.

In this particular example, the layer with the foremost parts of the hair is the only layer that renders antialiased. It also happens to be the topmost layer, but I don't know whether that has any relation.

Does anyone know what could be causing certain layers to render antialiased and others to not? Is this a bug or expected behavior? Is the only solution to render at a higher resolution and sample down?


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For the purpose of animating materials, is there a way to construct a sine wave function out of Math nodes?

A while back I asked about how to do something similar with scripted driver expressions. But drivers don't work for animating materials (yet). They also are not currently supported in Blend4Web, which is where this will ultimately be used (with the B4W_TIME node driving the incremented value by frame).

So let's start with a keyframed Value node that increments by 1 for each frame. And that is factoring a MixRGB node with two mixed colors.

Since 0 will be 100% the top color, and 1 will be 100% the bottom color, going from frame 0 to frame 1 instantly changes the mix completely. Inserting a Math (Multiply) node slows this process, so for example if multiplied by 0.05 it will take 20 frames to shift from red to blue, and at frame 10 it will be half/half (purple).

So what about animating it so that it oscillates between two colors? Can this sort of sine wave animation be constructed using Math nodes?

(Note: This must be achievable using the Blender Internal Render Engine.)

Thanks


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I'm not getting anywhere with my cloth design animation.

I have a city idea planned out for my animation. And I want banners to be seen on a few of the buildings with a dragon on the banner in gold.

Every time I run the animation to see how it turned out, the design just falls off. I used a .svg model which I then converted to a mesh.

From there I joined the 2 meshes together. What am I doing wrong?


texts:
I'm a beginner in blender and I follow a tutorial.
I checked everything I thought but I can't correct artefacts rendering on the neck of my guitar project. They appear with subdivision surface applied.

Someone could help me to understand what is wrong? Thanks


texts: How to hide a few objects of a multiple combined object cloth simulation?

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I got a simulation of falling money, made from planes instanced by a particle system, combined into one object and then simulated as cloth.

Everything is basically working, but there are a couple of bills that I would like to hide from the render because of weird collision errors.

Problem is, I can't seem to figure out any kind of a way to access just these few objects to be able to hide them without having any other effect on the simulation.


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I'm working on a custom exporter from blender to my iOS game engine, and all works fine and dandy, but I just noticed that all of the colors are messed up! I've looked at the Blender documentation and have searched google and found that the problem is that Blender works in a linearized color space.

How can I convert the colors to a format that other programs like? When I make a color in photoshop using the RGB values that blender gives me I get the skrewy colors, but when I copy the Hex code the color is right. I see that it says the Hex is Gamma Corrected. I'm using Mesh.materials[].diffuse_color, how can I correct this value?

Thanks for any help!


texts: Collision logic brick not detecting collision in BGE

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I am making a game in the BGE and I don't want my character going off the platform. I have is set to quit the game when that happens (I am going to change that later), and the walls let him pass right through. How can I prevent that?

I want him to stop at the walls. Here is the logic:

What am I doing wrong?


texts: Apple Mac GPUs always hang on Cycles render start AMD ATI 6750M

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I have an iMac and want to use my GPU.

Everytime i want to start the Rendering with cycles, it's written to wait a view minutes till the kernel will be loaded, and than my mac creshes and i have to restart.

i Searched and the AMD 6750M seems compatible with Blender 2.79b, but it don't works.


texts: Blender live-action footage and Grease Pencil animation

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I have a bit of live-action footage that I would like to incorporate into a scene done with Grease Pencil to. Think of a newscaster talking about something and the live-action video is in a smaller window on the screen. Where the newscaster and set are done in Grease Pencil and the video they're talking about is live-action. I've brought the live-action footage into the video sequencer and I will be editing the live-action footage with pauses. The live-action footage will not fill the screen. it will only take up about 25% of one part of the screen.

Is there a way to see the video from the video sequencer in the Grease Pencil view? It would be helpful to be able to see the video sequencer video while working on the character in Grease Pencil.

If not, is there a workflow that would help with this?

Thanks,
Jim


texts: Why isn't my smoke simulation interacting with other objects properly?

texts: I am trying to create a simulation of smoke inside a building with Blender 2.73a. I have successfully modelled the building and created the smoke simulation. However, my smoke is not interacting with the walls of the building like it should. How do I fix this?


texts: Control speed of particles on a Curve Guide?

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I am trying to control the speed of the particles that I have set up with a Curve guide. I have changed the settings for Drag and Damp along with Timestep and none of these affect the speed. Also I have tried every setting in the Velocity drop down under particle systems and also no luck.

What else could I try to slow down these particles?


texts: How to make an exact loop cut on an oblique edge?

texts: I did stand for my model, and I want to do support edges on 3mm at all faces. I did this everywhere by this method: I press ctrl + R, created loop cut, bring it to the end of the face and then move it, like G + X + 3mm. When I got the last loop cut, I faced a problem: I cant move loop cut on Z axis, because face is oblique. I looked for how I can solve this, maybe move loop cut not on the Z axis, but move on normal axis. I hope you understand, there are model and picture, where I did what I want, but I need exactly straight cut.


texts: Is there a list for Keyframe data_paths in Blender?

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I found some really useful code for keyframe animations.
But i need a specific property (in this case for the Cycles camera visibility)
and i only found "location", "gravity" or "value".
Is there some kind of List of all the keyframe data_paths?
Or a option to "see" the names of the animationpaths ?


texts: Custom Split Normals Data broken by Subsurf?

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I am using the Data transfer modifier to transfer normals from one object to another. This works fine when it is in the modifier stack after the subsurf modifier. If the subsurf comes after, the mesh reverts to it's regular normals.

This is not a problem if leaving the modifiers, but I want to avoid this because Data Transfer of normals adds a big delay to the start of renders. I can create a Custom Split Normals Data layer and then apply the Data transfer. However, this is then the same as having the custom normals before the subsurf, so using subsurf again reverts to the regular mesh normals.

Is there a way to stop this, or a work around? Could I bake a normal map of the data transferred model to the default model and get the custom normals as a texture instead (perhaps a different question: Does baking a normal map include custom split normals layers.)


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I am trying to reverse the effect of the Defocus node as shown below :

As you can see the Front is being blurred and the back is focused , is it possible for the front to be focused instead?


texts: How to get angle chrome in orthographic view EEVEE?

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Months ago I asked how to make angled chrome texture: How to create a chrome texture? Since I use EEVEE, I'm using the option @Robbin Betts recommend. Remaining issue is that in orthographic view that typical chrome-like angled look disappears.
So I tried to slightly tilt the X axis to get proper reflection (on my text) but if I use the image texture in orthographic view its more visible. During the animation when it rotates it looks kinda fake:

Q: Is there a way to improve the chrome nodes, or animation to give it a more realistic appearance? I also have a Blender file to share the animation if someone wants to have a look at it.


texts: View point shading strength slider missing?

texts: I am following a tutorial, and I have been instructed to reduce the strength of the viewpoint shading. The slider for strength is not there?


texts: How to exclude smoke from collision mesh

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I am trying to achieve an effect where I drive an invisible cone through a simple smoke domain, which clears the smoke from the cone-shaped region. I'm planning to make the cone invisible by disabling "Camera" in its Cycles settings.

The problem I'm having is that even though the cone is a collision object for smoke physics, and although it does indeed disturb the smoke, there is new smoke appearing inside the cone as it advances. I need the inside of the cone to be a smoke-free region.

I've tried Boolean modifiers on the particle emitting plane, and on the smoke domain cube, but to no avail. I still get smoke inside.

Any idea how I can achieve this?


texts: How can I change Blender 2.8 Preference via Python

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I am trying to find out how to read/set values for Blender 2.8 Preferences with python , for example before 2.8 to change the gizmo size( previously known as manipulator size) to 10

bpy.context.user_preferences.view.manipulator_size = 10

the user_preferences class doesn't seam to exist anymore,

I tried reading the api doc but it's not clear to me, i feel like i am missing something really simple

https://docs.blender.org/api/blender2.8/bpy.types.PreferencesView.html#bpy.types.PreferencesView


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It's my first time rigging something and it just won't work. I made the mesh, joined all objects together and cleaned the mesh up. I made a standard human rig and parented it via automatic weights to my object. If I go to the pose mode tab and rotate the bones, nothing happens. I also put a link to the Blendfile here, if you want to look into it. Thanks for your help and suggestions.

Blendfile: https://workupload.com/file/krJRfGdJ


texts: I'm having my first approach with Nodes, I don't understand how to use the viewer node, on the manual it is said that shift +ctrl+LMB on the node and the viewer must appear, but nothing appends when I do this. And just for clarity, does LMB stands for Left Mouse Botton?


texts:
I wanted to create a ring around my planet. Unfortunately the bend tool does not work. It does not work when I type in the bend value (360) and the menu option is greyed out.

I downloaded earlier versions of Blender (all the way back to 2.67 when it was still called Warp) and it turns my mesh into an hourglass shape rather than creating a ring. Any solutions?


texts:
Here's a peak in object mode to let you know what is causing it.

If I remove these quads and make it one solid face, I get a big ugly n-gon.

What do?


texts: Water droplet particles appear dark and muddy (2.8)

texts: I made a particle system on this can to make it look "sweaty" but the water drops are far too dark for me. Is there any way to make it look clearer/lighter/more reflective?


texts: I want to do -Back to the future- like flame stripes

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Im currently trying to recreate the flame stripes from Back to the future.

I only need a still frame.

This is what i want:

And i only get this working with a basic fire sim:

Is there a good way to recreate these specific flames ?
Maybe even without a fire-sim ?


texts: Should I enable both my CPU and GPU in the CUDA preferences?

texts: I am using blender 2.8 on windows 10. I have a question about System CUDA options. There are two checkboxes one for my graphics card GeForce GTX 2060 and another option for Intel Core i7-4790 CPU @ 3.60 GHz. Should I check both boxes? Also I have no open CL option?


texts: How to turn any mesh into its bounding box

texts: I have a scene and I want to turn it into a blockout scene for presentational purposes. I want to turn every mesh into a box or a block model. Is there any way to achieve this? Scripts are also welcome


texts: How can I uncomment "#" a line using python?

texts:
I looking for this

#My line    <=== is commented

after running my python script

My line     <=== is uncommented

IS there any way to get an executable code by reading a commented line?


texts:
I have a custom node tree called MyCustomTreeType. I know that there are scripts to add nodes to the composite and material node trees: Controling compositor by python

How can I use this with my custom tree?


texts: How to make dynamic paint work with rigid body interactions during animation playback

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I'm trying to dynamically wave paint a passive, rigid body, wave-modified plane canvas with an active, rigid body, sphere brush via dynamic animation playback.
The dynamic painting works when changing the location of the brush, i.e., the sphere, in object mode, but fails when the dynamic, rigid body animation is played in real-time, as you can see in the gif. Blender allows for a single interaction at the beginning of the animation, but then the sphere just rolls on top of the canvas without displacing any of its geometry during the animation.
I want to upload my blend file but don't know how.
Perhaps a shrinkwrap-modified plane to the canvas will work.
The brush only works with "distance from center" as the source which is set well above any collision margins.
I've tried applying the wave modifier to the plane to no avail. I've tried pretty much all combinations of settings for the dynamic paint and rigid bodies, even adjusting the render fps, to no avail.


texts: Delete all scale animations from specific animation

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Is it possible to somehow delete all scale animations from a specific animation?
I am creating animations for unity, and in unity I get alot of warnings if I use scale animations, because they cost much performance.

Sometimes I accidentally add scale animations, then I have to find the specific bones and delete the scale animations on them one by one.

Is there a faster way, maybe a script?


texts:
I'm using Blender Octane, but somehow the denoise doesn't work in render
I have it enabled, also connect the denoise beauty socket, but nothing worked, I need help...


texts: How can I stop the grey tint that covers the viewport when I'm using edit mode?

texts: Whenever I enter edit mode on my scene, a greyish tint is applied over the entire viewport until I go back to object mode. How can I disable this effect for edit mode?


texts: windows version : how to zoom using 2 finger pinch?

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In mac version of Blender , i can zoom the 3d space using 2 finger pinch (on trackpad). in windows version , does anyone know any setting, where i can zoom using 2 finger just like in mac version. If not , then is there any good reason why this feature is not available in windows version ?

Thanks


texts:
I have many objects with the same name. I can search for these in the Collection window. I would like to select a random subset of these.

I can see that Blender 2.8 has a Select -> Select Random option, but this includes all visible objects.


texts: Why is only half of my image is not properly rendering?

texts:
Alright. I'm kinda new to blender, and this is the first time I stuck with it. I followed a simple tutorial on how to make a bear. On my final render, the top half of my image isn't rendering as it should.

It looks slightly blurred at the top starting at about the very center. I don't think I have any weird settings turned on that would've caused this.

If it helps my specs are
GPU: AMD R9 270
Processor: AMD A10-7850K

I'm using my GPU to render the image. I've tried rendering it with tiles and using the other option that renders the whole image sample by sample.

Edit: After some tests, I've determined I stopped the render too early. The samples didn't complete. Apparently the top takes longer to render for some reason. It solves itself after about 1000 samples.


texts: I can't render any fluid dynamic nor can see inside any fluid domain

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Two issues have been crushing my dreams of doing literally anything related to fluid dynamics.
I am following along with this tutorial.
However, at the 2:00 mark, the instructor very casually turns an object into the fluid, but when I do exactly the same thing, nothing happens. I even went into Cache and gave the cache folder a specific folder since I recalled something about that from prior training.
What's killing me is that I have had fluid working, but I don't know what I have done - the specific steps I've taken - to turn this from object into fluid.
The second problem is one that has plagued me literally since the start of my looking into this: I can never actually see inside the region fluid-dynamics region. It's always a damned cube. I figured out I could apply a wireframe modifier to it just to see inside (in that project, I got fluid to work... somehow). But when I went to render, it was still a cube.
Anyway, if you have guidance, I would love it. I'm tired of banging my head against a wall. Here is the blend file.
Using v2.83.1 / Windows 10 64bit


texts: how to intertwine two strings together into a single string

texts: I was able to make the rope, but the result was bad, does anyone know how to make power by the function of the modifier?


texts:
I want to make the rainbow cracks that are in the crystal on the picture below.
The crystal is not hard to make. The cracks is harder. I tried with Cell Fracture and Cell Fracture Crack It but the cracks is too...controled and even or rather the blocks between the cracks are. Even if I use the random option.

And I do not know how to set the nodes and the light to get those pretty rainbows.

I apreciate any help I can get.

/wave


texts: Insert Blank Keyframe with Grease Pencil not working + Time Offset Modifier

texts:
I created a basic walk cycle in Grease Pencil and with time modifier looped it.
Now that I am trying to insert blank keyframes to the same to terminate it, and work again in the same layer it is not possible.
Despite inserting blank keyframe the loop does not disappear. How do I stop the time offset loop and get a blank keyframe?


texts: Blender(cycles) fails to render correct values in some pixels. Fails to hit correct triangle. Why? And how to avoid this problem?

texts:
I do some rendering in blender(cycles). I render with the help of cycles nodes .exr images, where in each pixel instead of rgba-channels I store xyzObjectIndex-channels. Everything works fine up to several pixels.

For example, on the image above you can see visualization of the object ids. Each pixel has information onto which object it looks now. You can see that blender failed to recognize building in one blue pixel, blender suggested that this part of the building is the sky and has rendered sky there.

As I can see this happens for degenerate triangles, triangles which are almost in parallel to the ray, which is shoot from pixel. It means that blender(cycles) raytracing algorithm fails to detect correct triangle when shooting ray.

Material setup:

This nodes help me to render .exr image, where instead of RGB I have XYZ - 3D position of the surface seen by pixel and instead of alpha - Object Index. Rendered image is correct up to a few pixels.

Geometry of the mesh: As far as I know my mesh consists from triangles.

Rendering machine: I use SVM.

Samples: one ray.

How to avoid this problem?

P.S.:
Also noticed that function ray_triangle_intersect() in file "\cycles\util\util_math_intersect.h" returns sometimes wrong barycentric coordinates (u + v > 1, which is wrong), hence it renders incorrect 3D position for current pixel.
Wrong barycentric coordinates are there due to fact that in line 182 (const float inv_den = 1.0f / den;) they have division by zero.


texts:
The Edge Loops selection function used to be in the Edge menu (ctrl + E) but now it's gone, and I guess can only be accessed from the bottom (now top) bar > Select > Select Loops > Edge loops.

This is pretty frustrating for me to have to go through 3 different dropdowns to the use the same function I used to access through just pressing CTRL+E, is there any way to change this or at least any reason for it being moved?


texts: A plane not visible in Viewport appears in render

texts:
I have a problem, some plane appears in the middle of scene and it looks like that everything is drowning, no object is hidden. I tried to delete models one by one and hit render if some object was weird, but no luck.
Does someone have any idea what could I try, or should I start from the begining and import all models


texts:
While sculpting I ran into this issue:

Both sides got very close to each other. So while there is a hole on one side it looks OK on the other.

When trying to fill the hole, in this case with clay strips, the hole gets filled on one side, but it makes a new hole on the other.

From another perspective the entire part of the mesh has collapsed on itself.
Is there any way to give thickness to this part again?
It seems as if the vertices became stuck to each other.
Thank you very much for any ideas!


texts: There are those triangulated shadows on my object in the rendered viewport and in the render,I use a sun as a lamp.How to avoid those weird triangles?


texts: How to create this awesome transformation animations from manim python math animation library in blender?

texts:
It is the output of following python script

class test(Scene):
    def construct(self):
        text = Text("some text.")
        text1 = Text("another text.")
        text2 = Text("its some text.")
        rect = Rectangle()
        circle = Circle()
        text.to_edge(UP)
        text1.move_to(text.get_corner(LEFT+DOWN)-np.array([text1.get_corner(LEFT+UP)]))
        text2.move_to(text1.get_corner(LEFT+DOWN)-np.array([text2.get_corner(LEFT+UP)]))
        rect.next_to(text1,DOWN)
        circle.next_to(rect,RIGHT)
        self.add(text)
        self.play(Transform(text,text1))
        self.play(Transform(text, text2))
        self.play(Transform(text, VGroup(rect,circle)))
        self.wait()

In the first animation, see how 'o' from text "some" just move to "o" in text "another" and other characters are transforming to other characters.
In the second animation, see how "text" just moves a little bit.

manim is creating those elements as svg images with line paths.
After that it creates each character as sub element for performing transformations.

How can we create this awesome transformation animations in blender in such a way that we can use those transformations for other objects.?


texts: Material that can catch shadows but wont cast itself

texts:
Is it possible to create material in blender that can catch/stop shadows without generating itself a shadow? So far i have used material called holdout, but this material is still generating weird shading effects.

As you can see this material can catch well shadows but it itself leavs an ugly shadow. So how can I create a material witch can catch shadow (as this material did) and not cast itself a shadow. If some of you can give me answer I would be very thankful :)


texts:
WARNING: Complete Beginner Question

Some unnecessary polygons get generated out of my understanding. In the image I have selected a bunch of polygons that should be straight, but instead divided creating a small step platform that I didn't want to be there. What would be the best way to remove these unwanted subdivisions?

Thank you!


texts: Inconsistent Python styling within pie menus

texts:
I have two scripts I've been making pie menus in the last few weeks and I came across a seeming inconsistency in how blender handles classes and their labeling. I have two examples. One is the Viewport_Pie_Menu.py script by Wazou, modified for my own uses (single file); the other is a mesh multiselect script (part of a package and imported with __init__.py as a module). I've cut down the code snippets to illustrate my point.

Viewport Pies

This is the first class, the called menu that pops up when you press Shift+Space:

class PieAreaViews(Menu):
bl_label = "Pie Views"

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

    pie.operator("wm.call_menu_pie", text="Images", icon='IMAGE_COL').name = "PieAreaViewsImage"
    pie.operator("wm.call_menu_pie", text="Split", icon='SPLITSCREEN').name = "pie.split_viewport"
    ...

This calls a number of subpies, the first of which changes editors:

class PieAreaViewsImage(Menu):
bl_label = "Image"

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

    pie = layout.menu_pie()
    pie.operator("object.view_menu", text="Node Editor", icon='NODETREE').variable = "NODE_EDITOR"
    ...

Another is a subpie with some operators in it:

class PieSplitViewport(Menu):
bl_idname = "pie.split_viewport"
bl_label = "Split Viewport"

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

    pie.operator("split.vertical", text="Vertical", icon='DOWNARROW_HLT')
    pie.operator("split.horizontal", text="Horizontal", icon='RIGHTARROW')

Multiselect

The main pie class:

class VIEW3D_MT_Multiselect_Menu_Pie(Menu):
bl_label = "Multiselect Pie"

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

    pie.operator("multi.vert", text="Vertex Select", icon='VERTEXSEL')
    ...
    pie.operator("wm.call_menu_pie", text="Multiselect", icon='FACESEL').name = "MultiPie"

Subpie:

class MultiPie(Menu):
bl_label = "Multiselect Options"

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

    pie.operator("multi.vertedge", text="Vertex/Edge", icon='EDITMODE_HLT')
    ...

The final operation:

class SelModeVert(bpy.types.Operator):
bl_idname = "multi.vert"
bl_label = "Vertex Select Mode"

def execute(self, context):
    bpy.ops.wm.context_set_value(data_path="tool_settings.mesh_select_mode", value="(True, False, False)")
    return {'FINISHED'}

Observations

Some classes include bl_idname while others do not. Operators have them, but Menus do not. If the class does not have bl_idname, I can call it with the class name, but if it does have bl_idname, it can only sometimes be called with its class and sometimes by its bl_idname string. If a Menu type includes bl_idname, you can't call it with either bl_idname string or class name.

It took me a long time to figure out I couldn't spawn my subpie simply because it contained bl_idname, which I was then calling (I couldn't call it with either bl_idname or class name), nor could I assign a hotkey through init.

Questions

Why do some types need bl_idname and others do not? Wouldn't it be better to be consistent? If I understand right, bl_idname is required if you want to search from the spacebar search menu, but you can give bl_options = {'INTERNAL', ...} to disallow searching.

Is this how blender really treats these class types or am I just being inconsistent myself? Is there a better way to handle this? What are some conventions you have found?

I will follow this convention for now, but I'm not entirely familiar with how blender handles classes and context and whatnot. I would still consider myself relatively fresh with Python, especially within blender, so any help would be appreciated.


texts:
I'm trying to do some video editing with blender (sequence editor). I have imported a .mkv file of 91 minutes and it shows in blender as 4.4 million frames (which is obviously not accurate). It was recorded at 30 frames per second.
I can not set the end frame to the end of the video, the highest blender will apparently go is 1048574. As such I can't even cut out a half hour video because there doesn't seem to be a way to cut past the end frame.
Is there a setting that allows me to set the end frame higher than 1 Million ?

edit: ffprobe output:

Stream #0:0: Video: h264 (High), yuv420p(progressive), 1920x1080, 1k fps, 30 tbr, 1k tbn, 60 tbc (default)

edit2: output from ffmpeg command from dr Sybren's answer
input:

Stream #0:0: Video: h264 (High), yuv420p(progressive), 1920x1080, 1k fps, 30 tbr, 1k tbn, 60 tbc (default)

output:

Stream #0:0: Video: h264 (High) (H264 / 0x34363248), yuv420p(progressive), 1920x1080, q=2-31, 1k fps, 30 tbr, 1k tbn, 30 tbc (default)


texts:
I'm using 2.75a official, and was setting up a particle system using boids. I've used boids before and can recall that whatever boid brain settings (ie... goal, avoid,seperate ect) I added, I was able to adjust the rule fuzzyness setting individually for each rule. This allowed you to kind of put a weighting factor for each rule.

But for some reason now

-I can select a rule, say goal, and assign a rule fuzzyness setting.
-Select the next rule, and change the fuzzyness rule setting to some other setting.

BUT

-that changes the first rule to that second setting.

It seems that it now forces you to use the same fuzzyness rule setting for all rules.

Maybe I am missing something.... but I swear I was able to individually apply different rule fuzzyness settings for each rule.


texts: Solidify adds curved ridge - How to get rid of it

texts:
I need to solidify the hole's edge into the fish.
I tried complex, simple and some other options in the modifier, yet I can't get a clean falloff from the outside into the hole.

Video GIF 7s: https://imgur.com/a/UsyV1XT


texts: Why does pressing a transform hotkey not display the axes on the selected object?

texts: I open Blender 2.80 (official release, not a beta or RC) and get the new scene with the usual 3 objects present (camera, light and cube). I select the cube, press 't' for the tools menu and click on the Move tool. The usual 3 axis glyph appears at the cube's origin as expected. But if I use the hotkey 'g' to activate the move transform instead of selecting the tool from the menu with the mouse this glyph does not appear. The exact same problem exists if I use the a hotkey for rotate or scale as well. Why? Is there some clickable checkbox setting hidden somewhere that could have disabled this?


texts: Any way to change the speed of an Alembic?

texts: I have an alembic of some splashing water. I'd like to use it in slow motion, 20% speed. Is there any way to do that? I believe alembics have no concept of frames, which seems like it should mean it's easy to get them to interpret at a different rate. But I don't see any way to get an alembic that lasts x number of frames to play over x*5 frames.


texts: How to create manifold threads on cylinder with non-destructive editing?

texts:
I'm trying to create a screw with non-destructive editing. After defining screw profile I apply a Screw modifier to it. However, the resulting object is not manifold (closed surface with non-zero volume) so I cannot use boolean difference nor boolean union with the screw body to create final object.
I have tried adding Solidify modifier with -1 offset and thick wall towards inside of the thread object but this does not seem to work either because the resulting object contains self-intersecting faces. I know that if I apply the Screw modifier and close the thread object manually, everything works fine. However, I'd prefer keeping the Screw modifier a real modifier so that I can adjust the number of Steps later to improve curve rendering quality if needed.
Is it possible to create manifold threads using Screw modifier to be used with Boolean modifier?


texts: Blender 2.80 where is the "interactive code panel" gone?

texts:
For a lack of a better term, please look at the following image.
I have been trying to drag around 2.80 like a maniac, was it moved somewhere else?


texts:
When I open Blender, I usually see a lamp and a cube, but when I opened a minecraft rig .blend, it wasn't there. I tried using Alt+H, but it didn't do anything.

I clicked something that I can't remember, and it said no camera found.


texts: How to make a material change based on the light it recieves?

texts: I want to make something that has a black glossy shader when a light hits it, e.g. the sun, but when no light hits it at all it turns into an emission shader. I can't figure out how to actually do this, I've tried using the Light Ray inputs but it didn't work.


texts: Where can I find RGBA, color depth or compression settings?

texts:
I'd like t get the usual Output panel back. I used Blender for some motion tracking and regular modeling stuff and here is how my Output area looks like now - no RGBA, compression slider, or color depth picker:

How should look like:

Q: How to get back to the default Output panel?


texts: Particles render in viewport but do not render

texts: I am new at blender and trying to play with particles but it doesn't work when I render ( try as png and avi and nothing). I already tried several things mentioned in this community, but nothing worked (render as object, showing emitter. I already have the new version of blender 2.91.2 for mac, but that didn't solve either.Can anybody help me?


texts: How can I make multiple meshes into a single hollow mesh?

texts:
I have a character made up of multiple meshes, namely a body mesh and two eyeball meshes. I am interested in exporting only the visible surface of the character.

When I export to STL or PLY, the interior vertices remain. In other words, the parts of the eyeballs that are inside the body are included in the export. (Labelled 1 in the diagram below.)

An additional complication is that the body mesh has an interior "mouth" component. Again, vertices that are not visible from the outside are included in the export. (Labelled 2 in the diagram below.)

How can I modify the mesh so that only the visible "surface" vertices are exported?

Gamera / Chinchilla mesh from Big Buck Bunny

(C) Copyright 2008, Blender Foundation / www.bigbuckbunny.org

Shared under CC-BY 3.0


texts: Round edged-curved mesh from CAD-Program

texts:
How can I round this curved mesh?
I tried to subdivide the faces, didnt work.
Bevel also didnt work.

I dont know how to do it. Anyone has a tipp for me?

The model was created in Fusion360 and imported as a .stl file.

Kind regards


texts: The "Apply Modifiers" button not appearing

texts: I am in Object Mode and still unable to apply modifiers. the buttons are gone... what am I missing?


texts: Any plugin/tool to export Maya's .anim file?

texts:
I'm on the search for a plugin or a tool that can somehow convert animations i made in Blender to Maya's .anim file format. I tried many Google searches for a DAE/FBX/AnythingElse to .anim converter, but i couldn't really find anything
I need this for a game-specific tool that can only import animations in such a format.
Thanks in advantage :)


texts: How do I get a Roblox Stormtrooper helmet to not be greyed out?

texts: When I insert an .obj file from Roblox Studio, it greys out the Helmet. Does anyone know how to fix this?


texts: Glossy BSDF not found in Blender 2.79 Cycles

texts:
Simple (and may be stupid) question - how to include (if it should be included or plugget in) Glossy BSDF in my Blender 2.79?

I'm follow a manual video (this), where user just input "glos" in Cycles search and Glossy BSDF appears at search result.

So, I can't repeat that because can't find Glossy BSDF by search menu (look at screenshot below).

Please, help!

Thank you!


texts: How to make plasma ball's lightning's moving more naturally?

texts:
file link:https://drive.google.com/open?id=10F5kQ2czSXHlGY3pEPQGOIJnO1IRcAGK
I want to make the moving of lighting more naturally as red line showing, but i failed, could someone tell me how to do.

you can use the node to control line's segment that in the red rectangle as the picture showed.

blender version:2.79
animation node version:2.1

Thanks


texts: Is there an easy way to draw lines with measurements like in SketchUp?

texts:
In SketchUp, I click the line tool, then click on the stage and move the mouse in the desired direction followed by just typing in a number and clicking enter.

I wanna be able to do the same in Blender. Is there a way to do this? Sorry if this is a super low-level question. Even if I have to add plugins or something can I get Blender to work like SketchUp?

I wanna switch over to Blender as I'm starting to model cities with photo mapped terrains and SketchUp can't deal with the data very well. Also, I'd love to be part of this community and help others in an open-source program.


texts: Control the strength of displacement with light and shadow

texts: I created a sand texture with a voronoi texture displacement that is plugged in the material output "Displacement". But I'd like to have the amount/strength of the grain "controlled" by light and shadow - I mean, that the grain is most visible in the darkest areas and is less visible in the lightest areas. Is that somehow possible with nodes in Cycles? thanks!


texts:
I need to change the FilePath of an already imported Alembic File Cache.

In the UI it is done from the Datablocks>Cache Files>File Path, but I need do it with PY + File Blend + New Path)

Search all cache files
List
Change filepath
Save

Any idea???


texts: Which Mac setup would be any good for blender?

texts:
I have to use a Mac for work but also generate blender renders. Could anyone tell me what setup I should aim for?
Much appreciated.


texts: When I make a Keyframe it won't show up in Dope Sheet or Timeline. (See Picture)

texts: I am trying to animate the strength of an emission node so it emits a lower amount of light to a higher amount of light, however, when I right click and click on "insert keyframe" nothing shows up in the timeline editor even though the strength is highlighted yellow. See image below


texts: Brainstorming Recreation of MODO Contour Tool

texts:
currently working out how to reproduce MODO's contour tool in Blender.
I've tried a couple methods and ran into road blocks. Below is a snippet into my attempts. Ideally this script would be a low level Bmesh operation. Right now I'm focusing on 'User Placed Mesh to Slice Master Mesh'.
I'd like feedback on how to best approach this contour slice script.
Attempt No. 1 route:
Best way to limit 'bmesh.ops.bisect_plane' to Plane intersection faces?
Attempt No. 2 route:
Ideas on how to make 'knife_project' ops a low level bmesh function?

Thanks for reading


texts: How to change interpolation to constant and set motion blur position to start of frame?

texts:
I encountered a problem where using motion blur in Eevee causes a render glitch when a Child Of Constraint keyframes are animated.
Looking into the problem I found this bug report: https://developer.blender.org/T73756
It was suggested to "change interpolation to constant and set motion blur position to start of frame you can work around this issue."


texts: Rotation not working properly - what are we doing wrong?

texts:
We recently switched to Windows 10 in our lab at school.  Since the switch we can't get rotation to work normally in Blender.  We have tried 2.79, 2.79b, and 2.78c and all behave the same.

When we try to rotate using the transform manipulators, the object always rotates around the z axis.  Even if we try to change the rotation axis constraints, it switches back to a z-axis constraint.

Any ideas?  We have used Blender for a long time and not had this problem.  What are we doing wrong?

Video of the problem: https://youtu.be/MTEIR5Enu6Y


texts: How to get the exact color as output that we are looking for?

texts:
I have been learning Blender recently. And I have understood that lighting plays an important role in getting the exact shade of color that we want. But I am still not clear on how to achieve this.
For ex, I am trying to create a plane for my background with the color(Hex: #ffc1c2). But no matter how much I play with the lighting(Area and point)I am unable to get this color as output in the rendered image using cycles.
Can anyone help me on how to get the color that we want as output.


texts:
I am new to Blender and trying to render out motion vectors on animated objects.  I animated a cube and did what I thought was correct and it rendered nothing.

See video: http://www.knottypixel.com/BlenderMotionVectors.mp4

Would appreciate any help.  I am sure I am missing an obvious step.  It crossed my mind that the speed output of the render layer node could possible not be in the range of 0-1, 0-1, 0-1.  Does it require a conversion?

Thanks!


texts: Cant properly UV unwrap a wood texture - its skewed (newbie alert)

texts:
So I have a cube that I tapered one one end it has a subdivision modifier on it, with some additional edge loops and the left and right side sections extruded out just a bit.
I used smart uv project, which seemed to unwrap the UV's nicely from the UV editor however the texture (wood image texture) seems to be all skewed and for the life of me I can't figure out what I did wrong or how to fix it.  I have spent a lot of time on tutorials for UV stuff but its not clicking or I did something really dumb.
Here is a screenshot of what Im talking about.

It sorta looks ok with a UV texture applied.. the squares for the most of the part look ok outside of the edges where I did some extrusion.

any advice outside of stop uv editing would be appreciated :) lol..
Cheers!


texts: How make glow in Compositing if emission is behind glass?

texts:
Why I can't make glow in Compositing in Cycles if emission is behind glass?
If use Glare, everything in picture will be glow, but I don't need it. I need only certain parts to glow, for example, like here - bulbs in headlights.


texts: I'm trying to use volume scatter node on an OBJECT material in EEVEE, but every time it gets applied on WORLD

texts:
In the first image I've deleted the principle BSDF and added the volume scatter node

And on the second image even though I've applied volume scatter on the cube, it gets applied on whole world

why is this happening is there any settings I've to change?


texts: How do I set third person controls in bge?

texts: I am trying to make a third person game. When moving my character, I want its direction to be determined by the position of the camera, not the direction my avatar happens to be facing. How do I do this?


texts: How to add keyframe for data value with script?

texts:
I have the following script:

import bpy

for ob in bpy.data.objects:
if "_hitbox" in ob.name:
    ob.follow_bone = False
if ob.pose is not None:
    if ob.pose.bones is not None:
        for bone in ob.pose.bones:
            if ".IKC" in bone.name:
                bone.constraints["IK"].influence = 0

At the moment, this script simply sets the values for the entirety of the animation.

How do I make the script keyframe these values? For example at frame 1, follow bone is True, and then I execute the script at frame 20, creating a keyframe where follow bone is False.


texts: How to make a Python list of all the z-values of vertices on a plane, then manipulate them over time?

texts:
I made a Python program the other day that simulates an Abelian Sandpile Model, and I'd like to visually represent and animate this information. However, I know little-to-nothing of Blender's Python module(s).

What I would like to do is, first, write a function that generates a square plane with a vertex at every whole unit. In my finished code, I have a function called make_area(x_length, y_length) that works as follows:

area_object = make_area(5, 5)

# output below
[[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0]]

I would like those zeros to correspond to the z-values of each point in the plane.

The next step would be to programmatically change one of those zeros to a power of 2. My code has a function for this as well:

make_sandpile(area_object, (3, 3), 2**12)

# output below
[[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 4096, 0, 0],
[0, 0, 0, 0, 0],
[0, 0, 0, 0, 0]]

Then, over time, each vertex would be checked for height and "toppled" accordingly.

(see: Numberphile - Sandpiles for the logic behind this)

I already have the Python code all written and tested, but I have no idea how to translate this into Blender's Python module(s) and make a 3D animation of it. Any help you could provide would be massively appreciated!

As context, my code is listed as "An interactive variant to the above solution:" on the Rosetta Code page, under the Python header.


texts: Blender 2.8 Face animation not rendering

texts: So I followed a tutorial on how to rig and animate a face.  I did all the steps but when I try to render it I get a video of the face sitting still with no animation.  I have tried using Eevee, Cycles, and Workbench but none of them work. Here is the file https://www.mediafire.com/file/dkxx45nkp96xz8q/face_rig_set_upbone_testfinal_stepsanimationsetup.blend/file


texts: Animation Nodes: How to create a stagger-to effect for pre-existing objects (no instancing)?

texts:
I'm trying to create a stagger-to effect for pre-existing objects.
I have five placeholder objects like so:

But when I set up the animation nodes, all object transformations are reset to 0,0,0:

The rotation animation does still work as expected, but without taking into account the original transformation of the objects.

This issue does not happen when working with the Separate Text Objects node instead of the Create Object List node. In that case, each objects position is retained:

What am I missing?


texts: Why does cycles my rendering look like this?

texts:
Why does cycles rendering look like this ?

I don t want it spherical, and has the little dots.


texts: How to generate realistic shadows on a shadowcatcher of a single object at a low elevation angle?

texts:
I've been working on a Blender model (using Blender 2.79, but I've also tested in 2.91.2 and got the same result) with the goal of producing a realistic shadow image for an airplane from any angle. I'm using Cycles render engine, have imported my airplane model, and have a ground plane marked as a shadow catcher. I'm also using a Sun lamp with size 0 because I want crisp shadow edges. My lamp and camera need to be at the exact same location to generate the kind of shadow image I'm looking for.
My issue is that when I try to generate a shadow from a low elevation/grazing angle (around 30 degrees) I expect to see a long, stretched-out shadow on my shadow catcher. However, in reality I only see the shadow in places directly blocked by the airplane, meaning if I layer the outline of the airplane over the shadow image they are identical.
Does anyone know of settings I can change to get more realistic looking shadows?
Thank you so much for any help!


texts:
Using Sculpt Mode, I accidentally pressed B and now some of the faces are black:

These faces are no longer editable. What have I done and how can I edit the faces again?

I tried checking my key bindings to find out what B does, but I am not able to find any information on this.


texts: I am trying to create a dry fountain in Blender (see the reference image). However, I have no luck so far. I've added a small circle to my scene, which I made the inflow for the fluid simulation. I then created a fluid domain and pressed 'bake'. The result is very poor: no water is created at all. Can anyone please suggest a more effective way to create a dry fountain?


texts: I have a small rig setup on which I am working. Later in pose mode I want the root bone to affect several (IK) bones. To have a better control I want to do it with contraints. So, lets say when I move the root bone in pose mode I want that another bones is moved also like the root bone is the parent. The problem is, that the local axis of the root bone and the other bone are different and when I setup the Copy Location Constraint (with local space <-> local space) and move the root one the affect is wrong, cause the target bone is moved on the wrong axis. I tried to correct the local axis of the target to make it the same like the root bone. For this, I used the recalculate roll tools in the armature menu, but I can only correct one axis. Any advice, how I can solve this problem?


texts: All animations are not exporting in .glb format?

texts:
I tried creating a ps1 style character in blender by following a tutorial. I created 7 animations in there as you can see below.

But when I reimport the .glb file inside blender, it only shows basic_attack1, basic_attack2, basic_attack3, basic_attack4
I need to export it as .glb file. I am using blender 2.91.0.
Below is my export settings for animation.

heres the file,


texts: The shadow generated by the shadow catcher is darker than the original one

texts: I am working on a scene in 2.83, in order to render faster, I rendered individual meshes with transparency to later compose in after effects (The camera doesn't move, so for that, I just rendered one frame). The problem comes when I try to compose the scene, the shadow looks a lot darker than the original one, rendering everything within blender. Is there a way to get the exact same shadow or control its darkness? Thanx in advance.


texts: Block like surface when painting bump map

texts:
So I painted bump map started with grey color with rgb values .5, and I painted with not full black color and I decreased strength to ~.15 when I took a look of what object look with bump map, it was ugly as I have low resolution image I tried all sizes for 1k to 4k and they give me same results, I tried saving as 16 bit it gave same results, tried plugging it in displacement input still no difference, how to overcome/fix this so it becomes smooth, and yes node is set to non color data.

p.s. on images strength of bump map is decreased to ~.2


texts: Can particle object color and alpha be controlled by Particle Age (Blender Internal Render)?

texts:
Can particle object color and alpha be changed in Blender Internal Render?

Edit for Clarity 6 months later.

Blender Cycles has this practical feature Particle Info Node.

Blender Internal appears not to have an equivalent feature.

Blender Internal.  Is it easy to change dynamically, based on strand/particle mapping, halo particle size and opacity. Thus halos of different ages will have different opacity and sizes.   Halo and Object are different choices for particles on the particles pane.

Is it possible to achieve a similar color and transparency control with object particles based on particle age?

Failed attempts to achieve goal follow.

I have changed the opacity of a particle halo with a second material with a texture on the emitter.

When I try to change the opacity of a regular particle object, the material selection is grayed in the emitter particle panel.
I added a material and texture using the strand/particle mapping to the particle object.
The particle object was rendered, but the material failed and did not achieve my desired results.


texts:
I asked a question yesterday about how to bring filled polylines in from AutoCAD without them coming in as joined filled shapes.  I was directed to a download site to get a new dxf importer.  I installed it as directed but now I have two dxf converters installed in Blender and they conflict so that I can't bring dxf files in at all.  How can I uninstall the old one?

I suppose I could uninstall Blender and then reinstall it, but then I would have the same question.  Can I bring in polylines from AutoCAD without them linking to each other and creating a maze of linked filled shapes?


texts: How Do I Use a Saved Pose at a New xyz Location?

texts: I've created a number of poses for my rigged character. These poses were created while he was at the center of the grid in the 3D viewer. When I apply a pose anywhere else, it places him back at that location. How can I use the poses I've created at any other locations than where they were created?


texts: How to link properties between the original and duplicated object?

texts:
How can I get the following behavior?

I make a linked duplicate of an object (in my case an object with a rigid body physics)
I change the Mass value of the rigid body property from the original object, so 1 kg becomes 2 kg
When I now select the linked duplicate the mass is still 1 kg. This is also the case when I change the mass value of the original object in object mode.

Is that even possible with Blender? I don't want to update each time all duplicates whenever i changed the properties of the original object.


texts: how to get rid of these weird artifacts in my fluid sim?

texts: Theyre most prominent in the top left of the image. Ive tried increasing the resolution but that didnt seem to help.


texts: Render appears to have z-fighting but render view doesn't

texts: I'm trying to render an orange juice bottle, but the render appears to have z-fighting but render view doesn't, and I don't even know what could be overlapping. Both have 32 samples. The first image is the viewport, and the second is the render. I saw similar issue to this (the person was also rendering orange juice which is funny) but it was because their normals were facing the wrong way, but mine are right.


texts:
I'm working on a indoor scene in Cycles Blender 2.90 with the Nishita sky as light source coming trough the windows.
For the glass material I used Blender Guru's glass hack, but I'm sure the glass isn't the problem since I get the same noise without the windows in the scene.
I do use portals for the windows and I have even cranked the samples up to 4000, still I get a lot of noise.
I do not want to use the denoiser since I think it removes to much details and I get artifacts with this level of noise.
I would really appreciate if someone could have a look at my scene.
This is how noisy my scene look with 2000 samples (this images is 50%, look even noisier at 100%


texts:
For a scene, I have to change shader parameters (using nodes in Cycles) as time goes on in the scene.

I've looked for a node that inputs a time sweep or frame number, but neither is available in Cycles. Am I looking in the wrong place? Or is there a workaround/trick I don't know about?


texts: Assign shortcuts to different values from thedrop-down menu "Merge"

texts:
I want to assign a separate hotkey to "At Last" or "Collapse"
Is it possible?


texts: Looking for a course on character animation

texts:
I am looking for recommandations on character animations courses on Blender. I am currently following the course "Ultimate Blender 3D Character Creation & Animation Course" but I am looking for something more in depth on the animation workflow, explanations on the different views and so one, not just following what the teacher says without always the explanation of the why. It is just my personal expectations obviously.
I followed the character creation from grant Abbitt which was really great but more focused on the sculpting (This teacher is a one of my top teacher as Darrin lile, Blenderfuru, and josh gambrell are in their own domain).
So if any one has a suggestion to a course (free or not), ideally with Blender 2.8 or higher as I started my Blender experience with this version, this would be very appreciated.


texts: Isolate particles from fixed bed CT scan

texts:
this is my first post, but as a silent reader I learned a lot, so first of all: Thank you, you are awesome!

I now have a problem, which I don't know if it belongs here, but I'll give it a shot:

For scientific researches my group did a CT scan of a tube filled with hundreds of hexagonial prisms (a so called 'fixed bed'). The goal is to compare this 'real world' filling with filling simulations done with Blender (works great btw ;) ).
Unfortunately, the .stl-file provided by the CT scan lacks of 'resolution' (see the attached image): You can see the different pellets, but when you look at the contact points/edges/faces, you see that the surfaces bake together, which is not what we want. We want a closed surface for every single pellet (with empyt spaces between). A CT scanner with higher resolution might solve this problem, but I am curious if there is another solution based on software and smart people.

So long story short: Is there an algorithm/ workflow in Blender which can detect shapes and isolate them from each other? Or do you know another software which is more suitable?

I am grateful for every single idea!
Cheers,

Leo


texts:
lets say i have a panel and i want to collapse a part if a bool is False

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        # where should i define this bool ?
        layout.prop(place, "bool")
        if bool is True:
            obj = context.object

            row = layout.row()
            row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)

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

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

if __name__ == "__main__":
    register()


texts: How to spread out keyframes parabolically

texts:
I would like to create an animation in which something blows up, starting at a normal speed, slows down to a stop, and then reforms. I know I can manually spread out the keyframes in the dope sheet editor (by spreading the keyframes farther and farther apart and then pasting a copy in reverse), but is there a way to do this automatically?

Example of distances between keyframes: 1,1,1,1,2,4,8,16,32 || 32,16,8,4,2,1,1,1,1
Where || is where the new keyframes end and I paste a copy in reverse order.

Doing it manually works when the speed change happens over a few frames, but if I want the process to extend over 60-120 frames, the process becomes both harder to correctly guess the distance, and it takes substantially more time. Is there something such as a way to edit keyframe distance in the NLA editor?

Any help is greatly appreciated. Please comment if anything is unclear.


texts: How can I add motion blur to an animated image in the video editor?

texts:
How can I add motion blur to an animated image track in the video editor. For instance, If I key framed an image track to swipe in fast from the side, how can I give the image motion blur while it's moving, but not when it's still?
(Without using the compositor) If anyone could answer this I would be I would be eternally grateful. :)

(Sorry about the lack of images, If you need some for reference please tell me.)


texts: OBJ file is not getting exported properly

texts:
I am trying to export a blen file as an obj. It is not getting exported properly. Am I missing anything here...
Attached are the pics


texts:
I seem to be a bit confused on how to explain the current issue I am having! Overall, this happens in Blender 2.8 and higher
All I can say is that my screenshots sort of explains the issue I am having, if someone would be able to tell me how to fix it! That would be terrific


texts:
I need to import an ASC, which is a Digital Terrain Model, file into blender. Basically it's a matrix of points, each represented by a number corrisponding to his height. What's the best way to do that? Is there anything you know that it's pre build or I have to write my own loader in Phyton?
Thanks


texts: Blender, changing Pose of character changes already made animations

texts: I have a cow model that, in its Rest Position, is standing up normally on its 4 legs. Then, i also have the cow in Pose Position, in which the cow is siting. My current 4 animations of this cow are with the Cow sitting, shes either waving or looking around etc. Now i wanted to make other types of animations such as running, but the problem starts when i reset the pose with ALT-G and ALT-R, it resets the cow to its rest position as it should (standing up on its 4 legs), but now all my animations have changed aswell. It seems that the animations are referencing the cow in its Pose Position. How can i simply change the cow's position to whatever i desire without breaking all my animations so i can make other types of animations?


texts:
I'm trying to follow a rigging tutorial done in an older version of blender and, while in edit mode, the guy clicks on an option to display weight data in the 3d viewer. I cannot find this option anywhere in 2.8. Has this changed?

Thanks,
Rusty


texts: How do I get rid of the rectangle with the cross in the middle of my animation

texts: I misclicked and now there's a rectangle with an X in it and a triangle on my screen. How do I remove it?


texts:
i created a custom blender ui.
i know that normally we should register multiple panel and sub-panel but i decided to do things differently.

my UI is based on bool properties, like this below

prop stored in addon preferences

class SCATTER_AddonPref(AddonPreferences):
    bl_idname = __name__
    addon_prefs = bpy.context.preferences.addons[__name__].preferences

    scatter_sliders_display          : BoolProperty(name="",description="",default=False)
    scatter_sliders_vgroup           : BoolProperty(name="",description="",default=False)
    scatter_sliders_curv_is_open     : BoolProperty(name="",description="",default=False)
    scatter_sliders_curv_adv_is_open : BoolProperty(name="",description="",default=False)
    scatter_proxy_is_open            : BoolProperty(name="",description="",default=False)

and this is how i use it in the ui

layout.prop(addon_prefs,'scatter_camera_is_open',text="bla category",emboss=False,icon='BLENDER')
if addon_prefs.scatter_camera_is_open:
    layout.label(text="blablabla")

i think it is a really nice method. i already saw this used in many many case, but the problem as we saw in the gif is that it leave a trace in the undo history.

so is there's a way to avoid this or am i screwed ?
anyhow i could ignore ctrl z with this specific property ?
for example, is it possible to create an operator that will toggle thoses addon pref on/off and will not show up in the history at all ?


texts: How to copy keyframes from one Action to another?

texts:
I am looking for a way to copy all keyframes from Action A to Action B with time offset X using python.

Any ideas?


texts:
in grease pencil , i cannot truly connect two points together . non of the options do that , they just place points on each other or they place a new stroke between them,unconnected.
so when i use subdivide , it does not look good ( as shown in picture above ).
in general , i like the ability of grease pencil in changing shapes entirely each frame. my purpose is like this : using some clean (like svg) objects , and animate their pos-rot-scale , and also be able to change their picture/shape with one button . thank you.


texts: Texture image tranparancy with multiple background colors

texts:
I'm trying to put an image with a transparent background onto an object in Blender. The object has 2 colored lines running across it. No matter what I try I can't get it to work.
This is what I'm trying to achieve (I've used a text object to demonstrate). The reason it's upside down is because it's an open pizza box:

I've tried using the below method but then I've to manually set the background color which works if there is only 1 background color:

I've tried to connect the image directly to the principled BSDF but that makes all the faces that have the material transparent. I've searched and read many topics on this forum but everyone of them seems to set the background/transparency color manually which doesn't work in this case.


texts: Why does Mesh Deform modifier stop animating after a number of frames?

texts:
Im animating a jump cycle on a character and in order to circumvent cloth physics on a high poly mesh (for things like hair), im using cloth physics on a low poly mesh and then using a Mesh Deform modifier to bind that to the parts I want to obey physics. It works beautifully but only up to about 200 frames, after those frames, those low poly meshes with the cloth physics stop following the armature, they stop wherever they are in the world space and then because they are bound to the mesh create these stretched out meshes as the character moves.

They are properly parented to the armature, bound to the mesh, and it works fine up until those frames. Is this a hardware limitation on my end, or is there some setting I can change?


texts: How to get all types of nodes dynamically?

texts:
The node editor is constantly changing due to cycles. There are new nodes in every release of blender so I'd like to know whether there is a way to get all available node types in a list. I remembered that Node Wrangler has this beautiful "switch my node to something else" thing, which I thought already implements that functionality. However, all nodes are hard coded like that:

shaders_output_nodes_props = (
    ('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
    ('ShaderNodeOutputLamp', 'OUTPUT_LAMP', 'Lamp Output'),
    ('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'),
)

Q: Is there a way to get a complete list of all available node types by category and ideally all custom groups as well with bpy.types or something similar?


texts:
I am beginner in Blender. When I try to make a bouncing ball (UV sphere marked as "soft body") on the Plane (mark as collision), sometimes the ball falls through the plane.

Or when it works correctly and then I try to extrude or modify somehow the plane, the ball falls always through the plane, even though the plane is marked still as "collision". What am I doing wrong? Thanks


texts: Where is the Volume "step size" in Blender 2.78?

texts:
I'm trying to adjust volume step size for accuracy in Blender, but cannot find the "Volume Sampling" section in the newest version, 2.78. For reference, here's what I'm referring to:

It seems to not be there for 2.78


texts: Why wont my imported obj appear, it says its in blender but I cant actually see it

texts: basically, in the little sidebar on the right, it has everything and it shows that my object is in the blender, but when I look at the actual grid thing, there are arrows and I'm able to move an invisible something however the object I can't see it (its a Roblox Character)


texts: vertices are not selected properly, and i cant recalculate normals

texts: vertices,face dots are not selected properly, and also i cant recalculate normals.this is an appended model from a file edited in b3d 2.81, which i need to use it in b3d 2.79b because the game engine, then i got this problem, someones know to fix it? i have seen this before happening when appending a model from 2.79b to 2.80/2.81


texts: Strange L.E.D.-esque glare surrounding mesh (EEVEE rendering)

texts:
When trying to work with a mesh, I'm noticing these crazy bright glares surrounding and shape-shifting around my object.

These glowy shapes take place only in the viewport shading mode of EEVEE. I would definitely like to render my animated object in EEVEE rather than doing it in Cycles.

I am working off of a 2016 Macbook Pro
 - (2.5 GHz Quad-Core Intel Core i7)
 - (16 GB 1600 MHz DDR3)
 - (Intel Iris Pro 1536 MB)

I've also attached an image for reference. Any help is greatly appreciated! Thank you!


texts:
I have arrived in Blender animation hell and I need help.
I'm trying to make a car door open by hinging it upwards - the problem I have is that the edge where the car door and bodywork meet is not perpendicular to the global axis.

When I set the origin / 3d cursor to that edge and try to rotate the door upwards it clips with the bodywork on the right side and disconnects from the body on the left.

Any pointers you guys can give me an fixing the rotation and make the door open nicely?
(e.g. is it possible to create a hinge of som sorts?)
Thanks

Update:
@haaringertroll @Mdkai
Thanks for your comments - it works but I have a new problem with the bottom part of the door. (also folding)
I parented a new second empty to the top door part and parented the bottom part of the door to the second empty.
When animating it seems to disconnect and eventually end up in the correct location.
Any way to fix that disconnecting part?


texts: Adding illustrator file into texturing node

texts: Is there any possible way to add illustrator file into texturing node like we do in  3ds max using vector image.


texts: Only one of the materials gets added when importing from GLTF

texts:
I have a GLTF file with two materials, each with a texture. There is only one mesh. However, when I import the file into Blender, only one material is available.

I imagine that the issue is that the second material isn't assigned to any mesh. I want to have two materials available for the same mesh and be able to switch between them somehow (for example, one texture that looks like grass while the other texture looks like metal, covering the whole model). Is there any way to achieve this?


texts: how to render smoke from gunshots,rockets?

texts: I want to make scenes with cannons and rockets firing, however I noticed for either of these particles systems just don't look right. either they look fluffy and cartoony, or if using the smoke sim the flame and smoke simply don't form the right shape and often fails to generate inexplicably. what settings should I consider when trying to simulated puffs and directed jets?


texts: How to get rid of this circle looking from the render?

texts: This height texture is made out from a photo, but it leave circle looking thing on the render result. How can I fix this problem? Thanks!


texts: How to overlay Alpha masked image over finished Video without re-rendering the whole track?

texts:
How can an alpha masked image (PNG with alpha) be overlayed over an already finished video footage?

I have a filmed (not rendered) Video footage with approx 40.000 Frames. Over the first 200 frames, there should be the mentioned overlay.

Everytime i do so, the whole video strip renders the wholel 40.000 Frames, even tough only the frist 200 were changed by adding the overlay.
Is there a way to change only the first 200 frames by adding the overlay, and then "stitch" it to the unchanged remaining 39.800 frames?

Thanks for help!


texts:
I've created a custom environment texture (see below) and tried to apply it to the image. For some reason the texture comes out blue. The photo itself is not tinted (daylight-balanced floodlight and white walls), but when imported to blender it looks weird. I've tried a lot of things, including playing with color spaces (no difference) and adding RGBtoBW node (see below) and the environment texture still comes out blue.

What am I missing?


texts: I just installed Blender 2.82 and using EEVEE. Camera view is set to Rendered, but there is no shadow from an object to a plane underneath it.


texts: Relative distance 3d cursor on the right axis

texts:
I have a problem and i can't find a solution. I have a face on my object. I want to align a vertice so that vertice is on the same plane of the face.
I created  a Trasform Orentation on the face so that i have the right axis where to move on the vertice. I also set the 3d cursor but when i want to put z=0 the vertices doesn't align with the face. I know that the problem is the local origin but i can't find any other method. I can move the vertices put all coordinates to 0 and restore x and y but it's a very dirty way.


texts: Blender Shading not working with Principled BSDF

texts:
Why is my shader not working correctly? I keep getting the same problem over and over when trying to use a BSDF in shading (it worked a few months ago).
Updated blender but nothing helped.

Shading with only Color works perfectly fine.
When adding Principled BSDF nothing happens and after reloading nothing affects this Color.
Cant get any Texture or anything to Work with shaders, even the default cube won't change its Color with the default shader and change
When rendering with the bsdf activated the output is only a cube without texture


texts: I would like to ask a somewhat unusual question. A few days ago I downloaded the 2.26 version of Blender and I noticed that it weighed less than 5mb, what I wonder is why today Blender (but in general all software like 3ds, maya) weigh 50 times more despite not having multiplied by 50 sometimes the same functionality (and this is especially true for Maya, which is enormously bigger than Blender, although I don't think it has a huge gap compared to the tools you can use). Why? I don't understand much about programming but I would like to know something more. Thank you.


texts: Hair emitter not following texture in correct places

texts:
I set up a texture so the hair can grow in the lighter areas denser. The emission number is set to 5000, and texture is the FacialHair.
Right now, it just moves to one side and ignores the white on the top.
I reloaded the texture, and the hair is not going to those parts. Why is it not following the texture?

The node setup is just an Image texture leading into the color for a diffuse shader. A Texture Coordinate with the UV output is attached to the Image Texture.
When I paint white in one spot, it usually appears above and below. It I draw a little farther up, the hair moves up and down a little more. Is this a Mapping problem?


texts: Intersect boolean in animation doesn't render properly and gives blackout/whiteout

texts:
I'm creating an animation where a plane moves leftwards with a boolean intersect modifier, whereby only the intersect will show as shown in image 1.

image 1: frame 75, perfectly normal
However, this is not the case through the animation. What happens at (what i presume to be) random keyframes is a black or white boolean cube. This anomaly shows up in my video renders as well, as shown here:

image 2: frame 95, blackout

image 3: frame 128, whiteout
my question is, what the hell is going on and how do i fix it


texts: Array modifier with some kind of scaling transform for each iteration

texts: I have just used an array modifier to create a bunch of stairs for a pyramid we're creating. I have made the railings for the staircase wider at the bottom than it is at the top and therefore my stairs don't fit perfectly, so I was hoping there's a way to use the array modifier to incrementally scale the stairs so they fit. Please see screenshot for reference.


texts:
I did a factory reset of my AMD video driver. I re-installed it, everything is fine.
Well, everything but eevee and the material preview.
This is a video of me enabling rendered mode on viewport preview on the default cube.
https://gyazo.com/fdc0562351f662fa17de4008e675a604
This is a video of me enabling material preview mode on the viewport.
https://gyazo.com/d8459c6f98bd9108854bd23e6830b11b
It also coincidentially gets all chrismas-y if I start turning some eevee options up.
https://gyazo.com/af543efab540c2db605b978324ed336c
Ah, and this is Cycles, who seems to be working fine.
https://gyazo.com/4e59ade211dcd654a23986704f5d3606
I have 3 versions of blender installed in my PC, they're all suffering from the same issue.
ANSWER: Seems to be a problem with the driver, a suggested solution is to turn on high quality normals, worked for me.


texts: Strange shading after running python script

texts:
I've written a pretty complicated script which chops up, joins and transforms parts of 1 giant 'world' mesh for better handling in a game engine.

It all works as I'd expect, except for one thing...

Some operations cause strange dark shading to appear on parts of the mesh:

But when I go into edit mode... they disappear! Very odd.
There are other examples of weird shading after running my script, which also disappear upon entering edit mode.
If I export the mesh before entering edit mode, the problematic shading is exported as is.

Unfortunately, this method of toggling in and out of editmode just doesn't work for my purpose. The script mentioned above runs a secondary instance of blender in background mode, and for some reason this solution doesn't work when blender is running in background mode.

I've tried calling Mesh.update, Mesh.calc_normals, Mesh.validate, Scene.update, or regenerating the mesh with a bmesh. Nothing makes the slightest bit of difference.

Any ideas how to fix this besides the editmode toggle trick (which unfortunately doesn't work in my particular setup)

Here's a copy so you can see for yourself.

https://drive.google.com/open?id=0B9DFPZBPKp6ASFVBMGFRaFJyUE0


texts: Blender UVs are unwrapped with (an unwanted) -90 degree rotation

texts: I ran into a new problem that I have never experienced before.  My UVs are automatically rotated -90 degrees when unwrapped.  This is also happening to default meshes such as the cube.  I understand that I can manually rotate the UVs after the unwrap but I flat out do not want to do this every time I am working with UVs. I want them to unwrap as they should.  Thank you for any help you may provide.


texts: Is it possible to create an incremental array?

texts:
The effect I am trying to achieve is an array that is fully editable in one instance, with Text labels incrementing in value, i.e. 1, 2, 3 etc. Is this possible? I know by nature it is not possible by using the Array modifier, but is there some workaround?

The sort of result I am going for is like this:

What I was thinking is making a script to duplicate like with Alt+D and shove a count value into the Text element of the duplicated group.

Some things I am looking for/implementation suggestions:

Editable offset
Duplicates editable text element
Use a count variable to set the value of the text element
Make it expandable
Start from 1, go to at least 32 (non-limited is best)
Honesty as to the difficulty to create this feature


texts:
I have UV unwrapped. I have saved a new texture map. I have linked it all together with a new material on the model. Cant texture paint in texture paint mode.

It will however let me fill a whole new colour.

https://drive.google.com/file/d/1vXeXwqVf8ogOvbcXhoiZnARl7yz26xMk/view?usp=sharing


texts: Expand specular map across multiple disconnected faces

texts:
I work with a lot with LEGO blocks and the last variable in creating photo realistic scenes is getting the specular mapping to look right across the surface of all my blocks. When I apply smooth shading each block gets its own lighting gradient which looks bad. Even after I join the objects together the smoothing stays the same.

Is there a way to work some node magic so that the surface of the two right blocks is more similar to the cube on the left? I'm just using basic colors with the Principled BSDF.

I've tried messing with flat normal maps, tangents, unwrapping, and plugging everything into everything with no luck.


texts: Blender Logic Editor Sensor Property True If Z Value Less Than Property

texts:
The scene has two selection texts saying "Selection (1)" and "Selection (2)". The red circle on the left should be used to make a selection with the keys (up/down).

I tried to implement that logic in the Game Editor which I thought shouldn't be to complicated.

The logic in one sentence: "You can only press up/down if the user has pressed the opposite key before." This is the first project I'm doing with blender so I took a look at the documentation and added the Keyboard sensor which is working fine. But I struggle to implement the logic constraint. I tried to use the "Property" sensor but I don't know which values for Property are valid and the documentation on blender does not contain an example: https://docs.blender.org/manual/en/dev/game_engine/logic/sensors/types/property.html


texts: Toon shaded fur. Having fur use the normals from the mesh underneath

texts:
the look i'm trying to achieve is similar to this. Toon shaded similar to LOZ: Breath of the wild. I'm using the Lighting Boy Studio 2.0 shader library. But it's same principle as with a single simple toon shader.

This is achieved, by plugging a normal node into the shaders/textures so it's actually not using the surface's own Normal Data. Which is not ideal.

(Also doing this lighting is only visible from 3 directions and not the 3 opposite directions, you can see the light is fading out when the sun is facing the camera, no there's nothing in the way)

For a more accurate result. I can use the normal data from the geometry node! Which looks like this

I think this is 100% what i need on both the mesh and the fur. But here's the problem. The Fur's own normal data looks like this

So the end result looks like

Every little fur has it's own 3D normals. You can see a single hair has both a red and blue color. For realistic lighting this is perfect. But for the toony look i'm trying to create. I need the mesh's normal to basically be plastered onto the fur's. But i can't find out any way to do that. Or come up with an alternative.
This is all very complicated shader stuff, so i hope i explained the problem correctly. If not ask!!


texts: Making round features on cubes in hard surface modelling

texts:
Rather than just blindly following Youtube tutorials, I like to practice modelling by finding concept art I like and trying to model it in Blender. In this case I'm trying to model this robot:
https://www.artstation.com/artwork/3eGxY
I'm trying to replicate that big round lens in the robot's 'head', but I can't seem to do it and still have clean geometry. I have tried using a boolean to cut out the circle, then adding a sphere, but it results in a messy mesh.

There are no doubt several better ways to achieve the same effect with much cleaner results. Any ideas?


texts: How can I connect the skeleton to the mesh. I can refresh my memory on how to create the basic skeleton (but if you can explain it in more begginer terms, that would be much appreciated).


texts: 2.83: assign same materials for objects created by array modifier

texts: How do I assign same materials for objects created by array modifier? I created three houses by the modifier and want to assign a same color to their roof.


texts: How to get a repeating, progressing forward backward sequence of a video file?

texts:
My goal is to edit a video automatically, so that there are small parts reapeating in forward and backward motion with variable part lengths.
The sequence of frames for part length 1 would be: 1 2 3 2 3 4 3 4 5
Part length 2: 1 2 3 2 1 2 3 4 3 2 3 4 5
A friend provided me with an array, which can generate this and other sequences.

#!/usr/bin/python
# coding: utf8
amplitude = 5 #Min 1
end = 30
drunkenArr = []
i = 0
while i <= end - amplitude + 1:
    for j in range(amplitude):
        drunkenArr.append(i + j)
    for j in range(amplitude)[::-1][1:-2]:
        drunkenArr.append(i + j)
    i = i + 1
print drunkenArr

There could be multiple ways:
- Opening a video file on consecutive frames and setting frame start to this sequence. This one will be very slow I think.
- Opening one video file and cut and copy the frames after a pattern
- converting the video file to single images and putting them into a folder ( could be done by hand, but with a script it would be much more convenient) and importing them in the sequence of an array.


texts: How to drive shape keys based on the angle between two bones?

texts:
My character rig needs shape key correctives when it makes certain poses (eg. lifting the arms, the shoulders need to be corrected with a shape key so they don't lose volume).

I know you use a driver for that, but the way I find it in books and tutorials is to use a "Rotational Difference" driver between two bones (like between an arm bone and a reference bone pointing in the direction that should activate the shape key, so the driver is 1.0 - rotDifference), and use that driver on the shape key. Like this:

The problem is that this driver doesn't work well for this, because when the bones roll around their aim vectors (without changing their actual directions), it still triggers the shape key:

How else can I activate shape key correctives based on the rotation between two bones (and only their directions)?


texts: Objects not rotating or scaling in viewport

texts:
My issue is that I have a blender file in which cameras and lamps do not move when I attempt to rotate them using the mouse. If I select the objects (in object mode), press R, and move the mouse in the viewport, the lamps and cameras don't respond; they remain in the same orientation as when I started, no matter how vigorously I try to move the mouse. The values in the information bar show that the mouse is communicating. If, however, I manually enter a new value for the amount of rotation in the properties shelf of the viewport, the camera moves to the new orientation.

On a new default Blender scene, the cameras and lamps do respond to commands to rotate and scale using the mouse. I've compared all of the settings I can think of, and don't see anything obvious that corrects the problem.

~.blend file is available.


texts: FBX importer: Non uniform scale detected

texts:
I want to edit a DAZ3D model in Blender.
To do that, I export the model as an fbx from DAZ3D.
I then import the fbx model in Blender.
Now I export it from Blender as an fbx and import it into DAZ3D again.
The workflow simply is like that:
DAZ3D -> Blender -> DAZ3D

When I import the model in DAZ3D again, I expect the model to look exactely the same because I didn't edit anything.
However, the FBX importer in DAZ3D tells me:
Transform differences: non uniform scale detected. Results will likely be different.

So obviously Blender does something unexpected.
To check what goes on, I have converted both DAZ3D_export.fbx and and Blender_export.fbx to ASCII, and I inspected them in Notepad ++.
I see that Blender writes some extra Properties70 values and leaves some out because it thinks that they're not needed.
However, I don't see what causes the "Non uniform scale" issue.
I have spent 5 hours comparing, but I just don't see it.
Which property could I have a look at?
Thank you!