texts: I'm not sure what I pressed but I botched something. I was rigging my first character with Blenrig 5 by the tutorial on the Blender Cloud and this happened. I tried to fix it by loading the factory settings, uninstalling and reinstalling Blenrig 5 from the master zip file. I loaded Blender's Vincent from the public file and it still does this when I grab the red cube controllers, so I'm pretty sure I hit a check box in my interface and it's something in my configuration (blenrig 5 reproportion layer 32). I can't find it so I'm using Patrick as my profile picture for now.


texts: Why my volume nodes not working in blender?

texts: I tried experimenting with volume nodes in blender but none of then seem to work. Every node just produces a rough volume cube. This includes for every type of volume node like Principled Volume, Volume Scatter etc.


texts:
I need to make a frosted glass brick wall (see the example) for archvis picture. What is the best approach for it? Using just a cube with a texture of framing grout and glass shader for bricks will not make those clearly visible internal dividers on brick edges. Modelling the whole brick and making a wall from it will be time consuming and may probably lead to heavy geometry.

In both cases, a simple glass shader will absorb too much light for such a thick object, so what it is the better way for it?


texts: Disable collection on all layers except one?

texts: I have 10 layers and every time I make a new collection I have to click on each layer to exclude collection from every layer. For example, I created collection on layer 1 and need it to be enabled only on layer 1. Is there an option or hotkey to exclude collection from all layers except this one?


texts: I would like to be able to select inner bone first just by clicking on it rather than clicking on the outer bone then re clicking on the inner bone. That would speed up my work tremendously. How can I do that? There is an option which I need to "check" to enable this kind of selecting?


texts: Mirror modifier changes behaviour of scaling 2.8

texts:
I think I'm just doing something wrong here. I looked around here and found several issues pertaining to scaling and mirroring but I couldn't find one that I felt was applicable to me.

Basically I'm learning Blender for the first time through an online course. They had us cut one of our models in two, and then apply the mirror modifier.

This works fine, but then I try to scale out the top ring of my model by three units, and got some weird results.

The top one has a mirror modifier with the top ring scaled out three units and you can see how it's created this oval shape.

The bottom one is the same shape as above pre-scaling. I applied the mirror modifier so it became a full shape again, and then selected the top ring and scaled it out again by three units, and it presents how I expected the mirror modifier above to.. So what am I missing?

You can find my .blend file here: https://drive.google.com/file/d/1rSZ_AsEMzvMw5ZtUSTj-y5NMIoj8Fer0/view?usp=sharing


texts: Blender 2.82 Light go through mesh after applying volumetric

texts: I am not sure wha is causing this problem, please tell me what you think! Thanks.


texts: Background Images - I'm unable to remove, reposition, scale or change

texts:
Currently I can place an image into the background, however I'm unable to remove, reposition, scale or change. I've tried a number of times including closing the blender and reopening. I'm able to change all the settings in a different file, just not on my current lesson.

Any support will be appreciated.

Using blender 2.79 on iMac Sierra 10.12.6


texts: Cloth simulation - simulate 2 unlinked meshes together as one

texts:
Gentlemen, I have a problem with the cloth simulation. The object I am simulating consists of 2 or more parts that are not interconnected. As a result, the simulation treats them as two separate objects.

How can I make them behave as a single one?

For example: I am modeling the German flag. It has 3 rectangular parts (Black, Red, Yellow). And the sews have stitches (which is another separate object).

Now, I want the entire flag to fall onto something but all these individual pieces don't interact as one. What is the solution? Do I need to merge it somehow? (If so, how? Boolean operations...?)


texts: Why do some vertices change color when using the boolean add-on in Sculpt mode?

texts: I don't understand why but when I use the boolean add-on and I go in the sculpt mod some of the vertices become purple or green and I don't know how to fix it .


texts: My mesh is not rendering, but my particle system is. How do I make it all visible in during a render?

texts:
When I added a particle system to an object it made the rest of the mesh it was attached to not appear when rendered. However, it is viable in the viewport.
I have made sure that the eye and camera icons are checked. I have also checked to make sure that the rendered layers node is attached to the composite node.


texts: Cycles GPU Texture-duplicate memory Question

texts:
Lets say we have 1024x1024 PNG texture called Texture.png
I Have multiple materials using the same texture, on import the textures were automaticly renamed to .001 .002 .003 etc.
And Im out of GPU memory

Is Texture.png and Texture.001.png just a single texture in the GPU memory or they are occupiing new space with each instance?

EDIT: this works on console, but not in practice, images are still there...

import bpy

for img in bpy.data.images:
    print("%s" % img.name)
    if( ".0" in img.name):
        img.name=img.name[:-4]
        print("%s" % img.name)


texts:
I Need to attach a Mask to a Bone
The mask is a Object but it also has a Bone to it.
It makes me wonder if i can Merge The Head Control bone and The Mask bone
to have the mask move with the head.

Can somebody please explain how to do this?

Example picture


texts: Can I vertex paint on top of procedural texture?

texts: can I vertex paint on to of procedural texture? I just start getting into the texture/coloring of models, I've spent a lot of time learning the modeling aspect of blender. This is model isn't an efficient one, it hasn't been retopologized or anything like that. I'm trying to get all the details working.


texts: New 2.9 Feature - Sky Texture (Nishita) is Changing my Sun Elevation and Generally Misbehaving

texts:
Yay, a new version. More confounding behavior? You betcha.
I have a scene set with my Sky Texture (in the World Nodes) having a bunch of settings that help me set the scene. Among those, a Sun Elevation of 10 Degrees. However, the second I hit the F12 key to render my scene, the value of Sun Elevation snaps right back to 81.6 Degrees. Every time. I have no idea why it's happening and no idea how to stop it.
In addition, for whatever reason, when I initially set my World with the Nishita texture, the lighting is so completely blown out that I lose all shadows. It's like the sun is exploding. This persists even when the Background strength is 0.100. I've had it down toward the floor and it still looks terrible.
I realize I can wait for some really explanatory tutorial about this, but I've already watched a few from when this was in beta and it all appears quite straightforward. My results, so far, have been disappointing.
Thanks for your attention.
UPDATE
Here is what my Cycles preview of this rando scene looks like.

Note the low values for Sun Elevation & Sun Intensity. I've been aiming at a morning/evening depiction.
For the record, I actually managed to get this working, but then I tried to incorporate an HDRI and ended up back at square 1.
Additional Edit: Now it's resetting to 82 Degrees, not 81.6. In case that matters...


texts: Is it possible to drive the length of hair particles via texture using Cycles?

texts: I am aware of this question, however it appears to be for Blender Internal exclusively. Is there a way to do this in Cycles (Blender 2.7+)? And would an animated texture work as well?


texts: how to connect two nodes to one displacement output?

texts: I need to connect the math node to  the displacement output but its currently being occupied by a height map. how can I connect both of these?


texts: TexturePaint; where are all the options?

texts:
I downloaded the latest build of 2.8 yesterday. Now I face this problem and I merely require a solution.

On the picture you can see my current layout of Blender in TexturePaint-Mode. Over the Viewport is this bar with "View" and "Brush", and in all versions (2.79 as 2.8) were there options like creating a palette, jitter factor, ...

And I cant find these important options now.


texts: coffee cup tutorial has too strong reflections

texts:
I've seen this question asked before but the answers don't solve the issue.  I'm doing a blender tutorial by Blender Guru involving a coffee cup and donut. Part 4, Level 3: Realistic Liquid - Blender Beginner Tutorial  https://www.youtube.com/watch?v=fdWUjEMzDhg

I'm having a problem with the glass not allowing the coffee color to pass through.  The top face is the brownish coffee color but the sides of the liquid take on the color of the base plane, as if the glass and the liquid are reflecting light from the plane very strongly. I'm thinking the glass should pick up some reflection but not so strongly as to prevent the coffee color coming through.  What can be causing this. I'm using blender 2.82
see images below. I've resized the liquid to slightly overlap the glass so that's not it.  I also added a spoon to the scene at one point and it suffered from the same issue. The plane is reflected so strongly that it over powers the base colors.  I tried turning down the light which helps but the image becomes too dim.  I also tried lowering the alpha of the base plane which also helps but once again dims the entire image.

If I delete the plane the coffee color shines through ok, but the image is poorly lit then. see first image.


texts: How can I make set up a shading scheme in blender that creates a color map when rendered?

texts:
I am using robotic painting to render an animation and I am limited to a set of 10 colors which I can paint with.

I want to create a setup in blender in which I designate those 10 colors as materials and apply them to objects/characters. The final image should consist of only those colors so that the parser can sense the rgb values and create robot code respectively.

Essentially, I don't want any lighting, antialiasing, or variation from these 10 colors in the cycles render result.

I cannot figure out how to keep lighting from affecting the final color values which are flat shading objects.

How can I do this in blender?


texts: How to limit light to a collection? Formerly (2.79) it was 'Limit to this layer'. I have a lot of blend-files where I have object and lights in layers and the lights are limited to that layer. With version 2.8 Blender Internal is gone and now I have Eevee, and the formerly "layers" are now "collections" BUT I did not find a way to limit the light behaviour to a collection.


texts: UV Unwrapping makes a mess and misses faces

texts:
I have a relatively simple mesh, that looks like this (a couple of tight faces and loop cuts due to subdivision smoothing):

However when I try to UV unwrap it, it's a whole mess and even misses most of the faces:

When I select a face I can see where it is located on the texture map:

But other faces aren't located on it at all:

What could have went wrong here?
I made sure to select all vertices of the mesh before unwrapping, so I don't think that's the problem.


texts: Can anyone give me some tips on Lighting in Cycles?

texts:
I am using the Cycles render engine. I love the ability to use my GPU for rendering, and I have achieved some nice results texture-wise, but I am having a hard time with lighting.

One problem in particular I've noticed is Hemi and Spot lights don't seem to work.

I also don't know what is the most professional way to setup lighting in Blender. I have heard some people say to use planes with an emitter texture for lighting. Does that work better than lamps?


texts: Is there a python script to see which objects are intersecting?

texts:
I've been working on a plant with particles and want to convert the particles to objects and then delete the leaves that intersect. Is there anything that will find the objects?  FYI, I have tried another person's script from 2017 but it gave an error

    line 109, in poll
    AttributeError: 'bpy_prop_collection' object has no attribute 'active'

location: <unknown location>:-1

This is the link for the script: Can I select every object in the scene that is touching the active object?


texts: Is there a way to get antialiased output on cryptomatte?


texts:
My Hair simulation jitters after it falls down.
How would I make it stop completely? How do I make the simulation more stable so when the character is still or moving lightly the hair doesn't jump around like crazy.
The volume setting might fix that but I don't know how to use it at all.


texts: Riggifying. How to make the arms and fingers bend with the armature?

texts:
I made up my model, added some bones to it, but I couldn't manage to make the arms and fingers bend properly. They bend like some spaghetti

Also the "Weight Paint" mode (I know it may seem wrong or completely not right)


texts: I made a mistake and moved a surface texture

texts:
Now some of the triangles are messed up and the back of one arm shows through a transparent inside to the front of the arm's texture in reverse.

From the popular voxel based game ROBLOX, here is my .blend file. Either tell me how to fix it, or fix it for me, thanks in advance.

(source: ezimba.com)


texts:
I received a 3D character model as a .obj file and as a .fbx file (with animation).

The imported .fbx file is about 1.5 Blender Units high, as expected.

The .obj file (containing the unrigged character) is 150 Blender Units high. When I try to scale the model down, I end up having issues that make it either impossible to navigate or hard to find. Even if I keep my eye on the model and zoom in, the viewport always seem to be looking past the model's shoulder, making rigging it at that size troublesome.

I don't have screenshots at the moment, so I'm hoping someone has run into a similar problem based on my description. Is there a way to import a .obj file so that it's small enough to fit on the usual Blender grid? Or after I scale it down, is there a way to reset the viewport to navigate around this object?

*If screenshots are needed, I'll see what I can do to upload. For now, here are the two files mentioned. Maybe these will help in recreating the problem I'm experiencing.

.obj file - https://ufile.io/wi90r
.fbx idle file - https://ufile.io/mif1u


texts: Particle hair disappears when reopening file

texts: So I have a Blender file with a character model with groomed hair particles attached to an object separate from the character. I reopened the file a day later and the hair isn't visible and I am not able to select the object it is attached to. I checked all my particle settings and it shows that the hair is visible. I checked the separate object in object properties, and selectable is checked off. When I started this project I unchecked show emitter in the particle settings for the separate object, but I was still able to select it in the viewport. I tried unchecking show emitter, but it doesn't do anything. How do I fix this?


texts: How to keep relaxed water at start of simulation

texts: Im trying to make a lava sim but as soon as i start the sim the liquid just splashes all over and takes like 2 full secs to settle down. Is there any way to make it settle immediately then react to objects inside the domain. Im trying to have something rise from the lava but simulating is very long since the lava goes all over the place and takes like 5 full seconds to settle down.


texts: How to create an arch entance with curves designs?

texts:
How to model this arch entrance? I have successfully created the overall arch, but adding those curve designs (in the red circle) is my challenge.
My final goal is to completely model this entrance.


texts:
I want to work on a startup related to architecture.
The idea is, I’ll deal with any real estate agent and request a floor plan from them to design 3d model in blender. I’ll import furniture from online sources.
Here, the tricky part is… now i want to export this project and install it into oculus headset. The clients can put the headset and walk in real life to walk in the 3d house and look around the objects in the house. But I don’t know how to implement this walkthrough. Please help me. Thanks in advance!


texts:
I use Fusion360 to model and I would like to use Blender to render them. I just spent way too long trying to unwrap an imported STL file to apply a texture I just bought. Apparently it's impossible to ALT+click loops for a manual unwrap.

So my question is, what file format do I need to export as, in Fusion360, to be able to attach materials in Blender?


texts: Custom properties for node-tree/network-style structure

texts:
Kind of a generic title, I know, but I haven't decided on any specific implementation at the moment because Blender offers many different potential ways to accomplish what I want.

Basically, I'm trying to setup a quick level editor for a project I'm working on. Rather than write my own from scratch, I decided it would be much simpler to just extend Blender with the Python API, especially since my requirements are very simple.

What I need is just a method to create a network of "nodes", and give each node a small set of custom properties including a unique 32 bit integer ID. An Armature, Mesh, or Curve seem like the most obvious objects to use, since they are easy to work with and are even connected visually in the editor. However, I can't seem to find out if it's even possible to add custom properties to each bone or vertex.

The only other solution I can think of is to use empties and connect them manually. This works, and I actually wrote a script already to do just that. However, working with a large map with many of these "nodes" would get very difficult to manage since the relationships/connections need to be input manually (e.g. each node has Next and Previous list properties which contain IDs of the nodes connected before and after). Also, there isn't any visual representation of these relationships in the editor (like a line connecting them as you would see in meshes or armatures)

So is it possible to add custom properties to individual vertices or bones? If not, is there a better method to accomplish what I'm trying to do besides creating and manually connecting empties?

Alternatively, if I DO have to use the empties method, is there at least some way for me to represent the connections between them visually in the editor? Something as simple as drawing a line between two nodes, or even just displaying some of the properties as text.

Here is an example of the data/relationships I need to store in properties as JSON:

{
"TestMap":[
        {
            "ID":0,
            "ntype":0,
            "RulesetType":0,
            "RPreset":0,
            "x":0,
            "y":3,
            "plist":[-1,-1,-1],
            "hlist":[false, false, false],
            "Prev":[0],
            "Next":[1]
        },
        {
            "ID":1,
            "ntype":0,
            "RulesetType":0,
            "RPreset":0,
            "x":1,
            "y":3,
            "plist":[0,2,1],
            "hlist":[true, false, false],
            "Prev":[0],
            "Next":[2]
        },
        {
            "ID":2,
            "ntype":0,
            "RulesetType":0,
            "RPreset":0,
            "x":3,
            "y":3,
            "plist":[-1,-1,-1],
            "hlist":[false, false, false],
            "Prev":[1],
            "Next":[3,4]    << Notice there's a fork here
        }
        ...
    ]
}

As you can see, the data is just basic numbers, lists, bools, and (possibly in the future) strings

Thanks, any help is appreciated!


texts: How do I make a floor plan with specific dimensions?

texts:
This is my very first time of using blender. I've tried several tutorials but can't find anything that tells me how to do the very basic thing i want to do.

I simply want to draw a floor plan for a room which is 13 feet by 11 feet and make it 3d so that ultimately i can play with where things go in that room.

Can anyone take me through the steps needed to do this?

I will be so grateful.

Thank you in advance


texts:
I need to get an empty to follow a moving path. The path is the guide for a record needle and is a rotating spiral. The empty needs to be still as I will be tracking the needle to it which will simulate it moving slowly toward the centre. I tried simply keyframing it but that doesn't work because it would need to slowly get faster and there a slight wobble in the main vinyl record which I want to keep so the empty needs to move with the path exactly.
I have tried adding a constraint to the empty to follow path and keyframing the offset every (minus) 360 degrees on each next iteration/rotation of the spiral then setting interpolation to linear. This sort of works but there still some movement along the path rather than simply tracking across from the outside to inside which is what I want. If it makes a difference, I'm working in Eevee
Can anyone help with this?


texts: JPG decompressed and compressed again, will it affect colors and color space?

texts: I found easy to add a black frames to my photos with Blender. I just add some scaling and offset in VSE and render one image. I am wondering is that process affects colors or color space of my photo? Is my JPG decompressed and compressed again?


texts:
First of all thanks to all who make blender such a great software!

We're currently trying to find an animation solution for a scientific task and I came to the follow path constraint in my research. Seems to work pretty well. Can anybody give me a hint about the underlying mathematic method? I already tried to find it in the source code but got somehow lost in the documentation...

Thanks for all input!


texts: Having Issues Cutting Game Objects out of a Game Object Using Texture Colours

texts:
My goal is to wrap a texture around a sphere and cut the sphere into independent game objects based on the colours of the wrapped texture. Unfortunately, after wrapping the texture around the sphere, the next step has become quite unclear. I have considered a script based approach, but I was wondering if this would be possible using built in blender tools, something similar to select by colour + the knife project tool.

I really appreciate any assistance and have a great day,

Sean.


texts: Applied modifier, closed blender, and i can't unapply it now

texts: I was doing a Buran and I decided to use the subdivision surface modifier to make it look nice. I had a perfectly sharp and flat surface, and while applying the same modifier to other thing, it stopped responding and I had to kill the task. When i open it back up, i notice the mess the modifier did, and want to undo it. I can't find a way to undo the spikey mess it did. Help please.


texts: Set hotkey to move perpendicular to normal/slide on surface

texts: I'm basically just trying to avoid hitting G, Shift+Z, Shift+Z every time I want to move a vertex freely on a surface. Is there a way to set this to a single hotkey?


texts: I'm a noob, so I'm probably messing this up somehow, but can anyone tell me why the materials preview looks nothing like the render? Below, I have two screenshots to illustrate this (the better looking one is the material preview). Using Cycles fixes it, but I'm curious as to why it's not working properly in eevee. Thanks for any help!


texts: Sorting Collections Alphabetically in the Outliner

texts:
I have numerous objects categories that I used to organize in Groups through a script in Blender 2.79.

I'm now trying to switch to blender 2.8 and use collections, but in the outliner the only listing order that I can get is by their creation. There is an option "sort alphabetically" but it only works for objects. In Blender 2.79 Groups were listed in alphabetical order, I don't understand why this has been changed.

Anyway, does anyone have an idea on how to circumvent this problem? Would it be possible with a script? There is no way I can switch to Blender 2.8 if I don't fix this issue!
Thank you very much.

Federico


texts: Trouble getting windowmanager properties to save it's contents with blend file

texts:
I'd like the contents of this custom editor panel to persist with the file.

I can't seem to get my PropertyGroup or even a StringProperty to save with the blend file.

class PG_mypg(bpy.types.PropertyGroup):
    custString = bpy.props.StringProperty(name="custString")

bpy.utils.register_class(PG_mypg)

# this adds it but it doesn't persist in the file
bpy.types.WindowManager.myPanelSettings = bpy.props.PointerProperty(type=PG_mypg)

# even this one doesn't save either
bpy.types.WindowManager.myCustString = bpy.props.StringProperty(name="customString")

Note that I want this to be set for my window, not per object.


texts: Smoothing two objects together without boolean

texts:
So i have some cords that plug into a socket. the socket plugs into the hammer head, and I want to smooth the connection between the socket and hammer head so it doesn't look like they are intersecting. I have tried using a boolean union but it does not give the desired result, and gives shading issues. Sculpting isn't working out, it just gives it a bumpy look and its not smooth no matter how much i lower the level of detail or add subsurf. The topology of the hammer head and the socket are completely different, so is their any other way to do this?

Here is my reference:

See the part where the socket is smoothed and combined into the hammer head?
I want to make it smooth with that connection.

EDIT: Still haven't fixed the problem, even after using below two methods. Maybe there is a sculpting method?


texts: Animation faster than audio when rendered

texts:
I lip synced some basic animation to some audio that is about 17 seconds long (425 frames).
When I load it into a video editor after render, (to put the same audio clip back into the rendered set of images is now only 14 seconds. I tried rendering at 24 25 30 and 60fps to see if frame rate change would help. It did not.


texts: How do I create overlays like Poliigon.com ones?

texts:
I've seen Poliigon.com has these things called overlays where you basically have a smudge or something and you can put it over the material of your object. I want to make some myself since they don't have many options. Here's an example of an overlay.
How would I do this?


texts: How to control object's path follow speed based on its position

texts:
I am trying to animate a rollercoaster. For now I have a cube following the Bezier path of the track. I need the cube to change its follow speed based on its height. (the higher it is, the slower it is).

How do I control follow speed based on the height of the object? Keyframing is not an option as the relationship is too complex.

I tried this with animation nodes, however height is affected by position on curve, which is affected by speed. Trying to control speed by height creates a paradoxical loop. Is there a way (in animation nodes or otherwise) to use the cube's current height, to determine its rate of change of position on the curve in the following frame?

Sidenote:
I have an expression for speed (from physics energy formulas):
speed = (200 - (2 x height))^0.5


texts: Object not showing up in final render when using compositor

texts:
Raw Blender newbie here, trying to make a lightning bolt effect above a plane. I followed the tutorial here to make a glowing effect on a jagged bezier curve, which looks pretty good. However, when I do my final render, the plane at the bottom of the layer does not get rendered.

The material of the plane has a pass index of 0, so the compositing effects you see are obviously not applied to that plane. Clearly I am misunderstanding the compositor because I thought that wiring the Image from the first node into the Alpha over node would combine the two images, but the final render only shows the lightning bolt without the ground, as shown below.

Can someone suggest to me how I can get the ground to render along with the lightning bolt? I am happy to provide additional information if needed, but I think the screenshot below is pretty comprehensive and there isn't much more to the project.


texts:
Is it hard to do a script where I can create a lot of spheres?
I have a csv file with x,y,z,r (radius) coordinates. I saw some topics but nothing worked to me.


texts: How to add object to a specific layer with Python?

texts:
I have the following code which generates an object:

mesh = bpy.data.meshes.new("Raw Curve")
mesh.from_pydata(self.rawCurve, edges, [])  # verts, edges, faces
mesh.update()

profile_object = bpy.data.objects.new("Raw Curve", mesh)
profile_object.data = mesh  # this line is redundant .. it simply overwrites .data

scene = bpy.context.scene
scene.objects.link(profile_object)

How can I add this object to a specific layer (e.g. to layer 2)?


texts: bpy.app.translations.register gets "ValueError" on "translations message cache"

texts:
I am adding translation into my addon using:

def register():
    bpy.utils.register_module(__name__)
    bpy.app.translations.register(__name__, translate.translation_dict)

It throws back a ValueError:

translations message cache already contains some data for addon '__main__'

Googled around but can't find anything similar.
Can't figure out what it meant and how to dealt with.

Something to do with cached data that can be deleted?


texts: Animating a plane in the graph editor with local transform orientation

texts:
I want to animate a plane using the graph editor.
Its rotated on the Z aixs a little, but in the 3d view i can use the local transform orientation to make it go foward even if its rotated.

So I made some keyframes and the plane moved on its y axis as intended.

But when I go to the graph editor I see this

I see its global X and Y position changing but id like to edit the local Y axis...

How can i edit the local positon of an object??

Thanks in advance!!!!!!!!


texts: Deformation of a plate with a curved profile

texts:
I have a plane with small thickness, I fold this plate in three steps.
step 1: folding the middle of the plate.
step 2: folding of the two dimensions of the plate.
step 3: wrap the two ends of the plate.
The following figures show these steps in detail.
I tried to modify it (Bend simple, curve, ...) without succeeding in getting only step one !!
My question, is there a way or how to trace these steps from a plate to get the final shape. I want these steps to be mobile and I want to save each deformation separately.


texts:
I asked a similar question before, except this time instead of parenting objects I want to parent the gun magazine bone to the left arms wrist for a bit, then set it back to the gun bones.

My arms and my gun are all one armature, so I only have one armature in the scene.


texts: I have this model with bone what are already weighted. but now I need to add the tail model so I  went to edit mode and extruded more from the but bone to the end of the tail. for some reason the bones do not appear in the vertex groups… I'm sure i'm doing something wrong but I don't know what.... is it possible to add these bone without ruining my model?


texts: How can I select every other edge loop. In this example its not too bad to do it manually but it other cases it might be. How can I easily select alternating face loops?


texts:
I would like to know if blender allows to establish an interaction between two different meshes. I've tried the example of soft body, with the jelly cube, etc. but that is not what I need. For example, if I want to simulate the interaction of forces between a ball and a elastic surface (no cloth), could I do that in blender?
Thanks for your help!


texts: Variable representing object's rotation minus another object's rotation not working?

texts:
Here's my code:

import bge
from bge import logic
from math import degrees

def mimic_process():

    cont = logic.getCurrentController()
    own = cont.owner
    own_rotation = own.worldOrientation.to_euler()
    mimic = own.parent
    mimic_rotation = mimic.worldOrientation.to_euler()

    own_rotation_x = "%.0f" % degrees(own_rotation.x)
    own_rotation_y = "%.0f" % degrees(own_rotation.y)
    own_rotation_z = "%.0f" % degrees(own_rotation.z)

    mimic_rotation_x = "%.0f" % degrees(mimic_rotation.x)
    mimic_rotation_y = "%.0f" % degrees(mimic_rotation.y)
    mimic_rotation_z = "%.0f" % degrees(mimic_rotation.z)

    rotation_fix_x = own_rotation_x - own_rotation_y

    if (own_rotation_x > mimic_rotation_x):
        own.applyRotation((rotation_fix_x, 0, 0), True)
        print('AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA')

    keyboard = bge.logic.keyboard

    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.OKEY]:
        own.applyRotation((0.01, 0, 0), True)

mimic_process()

The line rotation_fix_x = own_rotation_x - own_rotation_y is the cause of the problem. I got my object's rotation, put it in a variable, did the same with another object [the mimic object], and attempted to subtract them out. I don't know why it wont subtract them. How can I fix this? Thanks.


texts: Context issues while importing Alembic files in a plugin

texts:
I keep getting the context is incorrect error and the error is: Operator bpy.ops.wm.alembic_import.poll() failed.

I have tried all the solutions shared in this post and in the official documentation and the issue still persist.

I am running this command:

bpy.ops.wm.alembic_import(filepath=meshPath, as_background_job=False)

Thanks!


texts: 2.8 freestyle modifiers animation not works

texts:
Why does any animation not work for Freestyle Style Line modifiers?

Blender 2.80 and 2.81

Blender 2.79 works fine


texts: Baking Groove on mesh results in black color

texts: I'm baking an object with groove on the surface, but after baking, the grooved part shows black, and I do not know why, my node step is as follow,


texts: Empty for a group instance is far away from the group

texts: I created a group instance, and the empty for it appeared at the cursor, but the group is way off to one side. I saw that the objects in the original group had scaling that hadn't been applied with Ctrl+A, so I removed them all from their group, applied the scale, and created a new group with them in it. But when I tried again to create the group instance, it did the same thing. The origins of the original items are in a logical spot, so that's not it. What could be wrong?


texts: I have a character  with an empty object as parent with the hand bone. I use this empty to parent the guns and I have a gun inside of it, when play the animation the weapon stay static inside the empty just like I wanted, but, my problem is  when I hit P to play the game the don't stay static inside the empty object, the weapon keeps shaking inside the empty object. someone knows ho to fix it? what am I doing wrong? There's another better way to parent a gun to gun to the characters hand? thanks in advance.


texts: How to import recorded iPhone gyro data into blender?

texts:
I recorded iPhone's rotation and now I want to import these data as x,y,z for object rotation in blender.

How can I convert OSC or CSV formats into F-Curves?

Thank you for help.


texts:
I want to scale a lot of faces in the UV/Image Editor, If I select all of them and scale them the center of every face moves.
Is there a way to scale all faces and keep their position, except selecting them seperately and scaling them down?


texts: Import coordinates from CSV and create sphere at each position

texts: I have a CSV containing x,y, and z coordinates. The CSV also has a fourth column containing information on sphere diameter. I need to create a sphere at each coordinate, having the corresponding diameter. Can someone provide me a basic Python script that performs this task? My actual task is much more involved, but I think I can solve it if I have the basics in place.


texts:
I am having an issue with EXR file export that I did not encounter in previous versions of Blender. I used to be able to render a render layer with all its passes and get all the passes included with the render layer with the EXR export; the problem I am finding now is that I am not able to "pack" the passes with the EXR file (see graphic below). I am working with "standard" EXR, as I understand that the EXR multilayer is for multiple file handling (packing all the image files into a single container), but I may be wrong.

In the screenshot, the graphic is an EXR saved from the rendered layer; you can see in the screenshot how the "extra" passes from the render layer has been ignored by the graphic and only shows the standard image, z and alpha passes. I found this issue for the first time with Blender 2.71; and maybe with Cycles; in the past I have never had an issue with EXR export.

Am I missing something? I hope EXRs still work with Blender, I wouldn't know how to composite without such invaluable aid. Sorry if this question has already been answered somewhere; I have really searched the site for information on EXR but I could not find an answer to my issue.


texts: why do I have multiplevertex normals per vertex

texts:
So, in model A I have vertex normals (in magenta) like follows:

As far as I understand - this is how normals should be - one normal per vertex, storing three coordinates which I can access through object.data.vertices[i].normal
Now, in the model B I have:

which is obviously like four normals per vertex. Why? I think if I export to a game engine, something bad is bound to happen or? please, see the blender file attached


texts: How do I create multiple UV maps for use in UE4?

texts:
I'm new to Blender and UE4, but my goal is to create a mesh in Unreal Engine that I can assign two different materials to. For example, I would unwrap three faces of a cube, assign that to the default UV map in Blender. Then create another UV map in Blender on that object and unwrap the other three faces and assign them to the second UV map I created.

Once this is done I would import the .fbx into UE4 and then be able to drag & drop two unique materials on to the cube mesh object, and each material in UE4 would only be assigned to 3 of the cube faces.

The problem I am facing is how do I "assign" the three unwrapped faces to a particular UV channel?

Is this the right way to do this?


texts: Unable to match bevel curve to reference photo

texts:
The problem
I'm sculpting an iphone. The project started with a plane. Then, to reproduced the outer curves bevel modifier was added. The problem is that after trying to match the curve angle, nothing is working.

The troubleshooting
After trying to change offset, profile and segment values the problem persisted.
How to solve it?
Thanks in advance.


texts: How do I close a circle without having to deal with tris and ngons?

texts:
Here's the circle:

I've always been extruding and then scaling the circle inwards. But when I then make a face, there's an ngon. It's not very noticeable, so I've been sticking to that method all the time. But now I am wondering if there's a method that involves only quads. Would that even be possible?


texts: Applying a Simple Cylindrical Projection onto a Object

texts:
Question: I have a wavefront object that I have imported into blender, and a simple cylindrical projection that I am trying to apply to it. The cylindrical projection is mapped around the prime meridian with longitude 0 on the left & right edges.

How do I apply this mapping to the 3D model in Blender?

My Attempted Solution: I tried 2 approaches: UV mapping and texture nodes. Both of them have run into problems so far.

(1) I unwrapped the model onto my texture with the following settings, but I wasn't able to get the model to map "properly" onto the texture. Here is an example of what I ended up with:  - this is with the settings:

Directions: View on Equator
Align: ZX
Radius: 1.000
Correct Aspect: Check
Clip to Bounds: Unchecked
Scale to Bounds: Checked

(2) I also tried adding an image texture node to my model (with the texture coordinate node). However, all the settings I chose have given me stretched lines. Here is an album of my "best" attempts:

Background: I am attempting to create a textured model of an asteroid in Blender using data from NASA's PDS SBN. Specifically, I am looking to replicate the version of Eros from the 3D Asteroid Catalogue (click "Grayscale" on the website to see the texture), but with Blender instead of ThreeJS.

For reference, the wavefront file I'm using is located here, and the simple cylindrical projection I'm using is located here (warning, large image file).


texts: Material in material preview window becomes pale

texts:
Good day. My "blush" in material preview window becomes pale, I need it with the same color as it's displayed in solid window with alpha blend. I'm embedding screenshot from shader editor with material settings. How can I fix it?
material preview window

solid window

shader editor

blend file https://drive.google.com/file/d/1mgDzZq4uhJx0obLe9iVUwuW2AJi4Z9Je/view?usp=sharing


texts: How to access the context of a future created screen?

texts:
In this simple script below, i created a duplicata of the context editor into a new screen. all i want is to know the context.screen.name of both editors.

import bpy
print(bpy.context.screen.name)
bpy.ops.screen.area_dupli('INVOKE_DEFAULT')
print(bpy.context.screen.name) #still the context of the old screen

when trying this script, all it print is the same context.screen.name twice.
How can i access future event like this?


texts:
I want to understand what the light path node does in blender. For example, here http://www.pasteall.org/blend/35401 I am doing a simple rendering of person. I used a point lamp as a light and the node associated to the lamp is mentioned below:

When I did not use the light path node, I obtained a scene like this (in render settings, I used limited global illumination in the light path)

When I used the light path like this:

I obtain this image which is more realistic.


texts: Managing/Reducing noise in a night scene

texts:
I've been trying to get a pretty noise free image from this scene for a while. And nothing seems to be working. I've been trying to use 3000 samples, then rendering different noise seeds and composite them together, but the base images are to noisy to even use this.

I've never really had this much noise before, and I'm not sure what's wrong with it. It already takes around 5-6 hours for me to render it at 3k samples (Laptop, so I can't use GPU rendering). Any help? I've attached my render settings as well if it helps.

Here's a link to a bigger version of the photo if it's not large enough https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0

Someone on another forum suggested I use Luxrender instead, but I'd rather save myself the time in learning a completely new renderer and converting everything.


texts:
IDK How to ask but "I want to move my UV map parts."
I have some UV like this :

And I want it to be like This :

How?
sorry if I ask stupidly.

Note 1: this UVs are hand made to just show the question.
Note 2: it's don't have to be just on blender I have ZBrush too.

tanks.


texts: My gpu doesn't supports cycles but it rendered succesfuly. How can it be?

texts:
I had intel hd 4600 gpu which doesn't support Cycles rendering but, out of curiosity, l tried and it worked. How is this possible?
As I know my laptop only had one gpu.


texts: I'm kind of new to Blender and I ran into a problem.  I am creating modular segments for a house.  For some reason when I created the segment with a window in it, blender split the front face into 2 faces when I go into edit mode.  Is there a way to rectify this?  I created the segment using 2 cubes.  One cube is the size of the wall, the other i used to cut out the window using a boolean modifier. I tried the "f" key and that didn't work for me.


texts: How to divide a circle into a square grid?

texts:
How can I divide a circle into a square grid? Think of the subdivision of a plane, but with a circular border. It should look something like this, just imagine that the circle select cursor is the border:

I searched everywhere for an answer, but I could not find any.
Any help will be appreciated!


texts: Help! Bone Heat Weighting: failed to find solution for one or more bones

texts:
im trying to rig the character of Lol Ahri in Blender 2.9, i want her to walk and wave. I downloaded the object(ahri), and used the basic human armature.

But when i try to parent the model with the rig, it shows me the error "Bone Heat Weighting: failed to find solution for one or more bones". I tried to use automatic weigths

So i started looking for solutions, this is what i tried:
MERGE BY DISTANCE (or remove doubles), scaled up, decimate geometry, delete loose, remove all modifiers, any of the bones are showing off, just using a single bone, changed the merge distance to 0.002, and placed the root bone at the center of the model.

the link to the project is: https://pasteall.org/blend/af6843868fb648748cb9687925586701
if you could help me i would be very grateful :)


texts: How to Draw an ellipse: half is continuous, half is dashed

texts:
I have an ellipse, I want half is continuous line, half is dashed line.

If I use scripts, what should I do?

Thank you !


texts: I want to model guns, but how do I model stuff like THIS?

texts:
On a lot of handguns, there are grooves on the slide to improve your grip when charging the handle. (racking the slide back to load a bullet into the chamber)

But how do I recreate these grooves? Do you just spam loop cuts?


texts: How Do I drive a objects local position?

texts:
I have a knee joint, when it bends, I need a empty to move in and out on a local axis based on the value of the local rotation of the knee.

in blender game with polling it would look like this

Empty.worldPosition = Empty.parent.worldWorldPosition+(Empty.parent.worldOrienation.col[1]*(variable based on local Rot))

How can I do the same with a driver so I don't need to Poll angles?


texts: How do I fix my mesh for a low poly paper model?

texts:
I've been exploring Blender for the past month for a school project and my goal is to create a mesh for a low poly human head which I can transform to paper model in the end. I have been able to create the low poly version of the 3D human head model, but am currently having difficulties because when I convert the file to paper model, the numbers and shapes on the mesh keeps on overlapping each other (as shown in the image attached), so it's very hard to comprehend the file.

Does anyone happen to know how I can manipulate the mesh? I tried using the UV editing option and unwrapping the model but I don't know why it's unwrapped to a single triangle (photo also attached).

If any of you know the answer to this problem, please let me know. Thank you! Your help will be very much appreciated!


texts: Export 2D Camera Motion as a vector for Vector Blur Node

texts:
I have this camera just "waveing" due to an s-shake (Built-In Function modifier for the rotation keyframing), and I need to use the motion of the camera to rotate and blur an image like a post processed motion Blur. I tried to use the vector Pass while rendering but this only works if there is an object moving in the scene. I don't want just to import the image as a plane and render with motion blur cause this won't be practical if you have muliple scenes.
Basically something like this:

that is

  a pass that can tell the compositor in which direction the motion
  happens.

Is there any way of doing this?


texts: Objects not rotating with each other (Rubik's cube)

texts: I am animating a Rubik's cube, and as soon as I get to the second rotation the blocks that have previously been rotated start tripping out even though it should have been reset. I tried making the graph linear which fixed a lagging issue I had, but the blocks still start to spin instead of rotating around a single axis.


texts: Controlling Shader Node Sliders outside of Shader Mode

texts:
It's not a major issue but I felt that if someone knew how to do it it could come in handy. I have a tendency to use a fair few textures using sliders, particularly mix shaders or emission nodes which I want to use to switch between different settings. Now as far as I know the only way to control these sliders is to open the shader editor and interact directly with the nodes, and it can get mildly irritating.
Now sliders connected to the direct output node appear on the materials tab, does anyone know a technique to make sliders on other nodes appear on the materials tab or as well? Or another way to adjust the sliders outside of shader mode.


texts: How can I prevent vertex groups from affecting both sides of a Mirrored model?

texts:
I'm working with a rigged model that I've cut in half with the intention of using Mirror/Symmetrize. I've added some additional finger bones to the model and given them weights and vertex groups.

What I'm noticing is that when I go to Mirror the model, the vertex groups on the bones that I've added are affecting both sides of the model (e.g, when I select the left finger vertex group, both the left AND the equivalent right-side faces are selected, instead of just the left). This is happening regardless of whether I've checked Vertex Groups in the Mirror modifier settings.

Is there a way to make sure that the left finger vertex groups only affect the left finger, or do I need to apply the Mirror and manually remove the affected right-side vertices from the left vertex group?


texts: Forced material refreshing before render

texts:
I am no familiar with scripting, but I can't see another way to solve my problem with material updating in Animation, so help me please.

Render engine is Blender Render and this button is a part of built-in Node Wrangler add-on.
Basic scenarion for the script is to select Output node in a list of materials (or at least one material) and click this Reset button on every frame change.


texts: Importing functions from text block in same file

texts:
I am trying to use a text block from within the same Blender file, following the (rather old) advice here: Python: is it possible to import another text block?

So I have two text blocks. One called Text and one called printy.py which contains the simplest of functions:

def printthing():
     print('thing')

In 'Text', all it says is:

import bpy
 import printy
 printy.printthing()

I've saved and reopened the file. But I get: ModuleNotFoundError: No module named 'printy'

This seems laughably simple and I've seen the approach in a several places, e.g. Blender 2.80: Helper Modules but I can't make it work.

What am I missing?


texts: How should I create a realistic landscape based on a real place?

texts:
I'm making a short film about a flying carpet, and the background plate for the green screen needs to be CG.

I have this model based off terrain data of the actual location taken from Open Street Map:

And I need to make it look kind of like this, except photorealistic:

What's the best way to do this? I'm using Cycles by the way. Any help would be appreciated.


texts:
at this moment I have I tag with many panels
I do some folder and some __init__.py in order to import all the addons at the same time in the blender's addons_contrib folder.

I did that __init__.py and the main OrigamiPanel.py at the same order that I want the panels, but the panels aren't in the correct order...

all the code work fine, but  ... How I can define the order of the panels?
thanks for any help


texts: Shade Smooth and Auto-Smooth problem when combining objects

texts:
So I'm making a catapult and I need all the parts of the arm joined together so when I animate it, they all move together.

The problem is when I join up the parts of the basket and arms in the front together, the shading gets messed up because the arms are shaded smooth with auto-smoothing and the chain link has been shaded smooth without auto-smoothing isn't. Refer to images below.

How do I make it so that both the chain and the arms retain their individual smoothing settings or combine them in such a way that both look good?


texts: Exporting bendy bones/shape key animations?

texts: How can I export these animations into another program? I don't need the rig itself in these other programs, I just need the mesh's animations to be exported,  if that makes sense. Is this possible, like, with alembic? If it's not possible, do I have to make a 100% bone based rig?


texts: How do I change how bright it is when sculpting?

texts: When sculpting the lighting is too bright and I can't see how much I am deforming a shape. How do I change how bright it is?


texts: How to make blend file take up less space

texts: Some of my models on my computer are taking up around 400-500 MB and I want to shed some space on my computer. I tried deleting objects and checking for animation data but the best I could get taken off was about 20 MB. How can I get a model to take up s few space as possible?


texts: Is it possible to leave an object unrendered?

texts:
This does sound strange but let me explain.

What I'm trying to do is an animation in blender that involves planets rotating and when I render the footage it looks okay except for one object, which looks better unrendered.

This object is a sphere with the hair particle effect but instead of hair strands, I've swapped them for uv spheres to make stars(I was following a tutorial) and when I rendered it, it didn't come out with the same realistic stars, just some very bland basic dots.

So this "space" sphere that acts as my background is what I want to leave unrendered while the rest is rendered.

This is the tutorial I followed:
https://www.youtube.com/watch?v=uWSeBoIDJV4&t=312s&list=PLrK_z0ZJOEyGDSGgNlr0Bk37rCXFchk4I&index=81

The issue I encountered with this tutorial is when he starts using nodes which doesn't work on my version of blender and I don't know what version the instructor is using P:

Also due to copyright I can't upload any part of this model.

Update:
I just upgraded to version 2.79 and I cannot find the render cycle option in the menu, is this what you meant?


texts: Invoking Operator fetched from C.window_manager.operators

texts:
This follows my question "Accessing Transform Operator History inclusive constraint_axis in Python script"

As you can see, I get an operator from the "history" stored in C.window_manager.operators inclusive properties:

lastoplist = []

if len(C.window_manager.operators[:]) > 0:
    lastop = C.window_manager.operators[:]
    lenop = len(C.window_manager.operators[:]) * -1
    ic = -1
    while ic > lenop:
        if "TRANSFORM" in str(lastop[ic]):
            lastopicstr = str(lastop[ic])
            lastopic = lastop[ic]
            lastoplist.append(lastopic)
            lastopattr = getattr(lastopic, "bl_idname")
            ip = C.window_manager.operator_properties_last(getattr(lastop[ic], "bl_idname"))

            ic = lenop
        else:
            ic = ic - 1

if len(lastoplist) == 0:
    print ("No Transformations!") else:
    print (lastopic)
    lastopicstr = str(lastopic).split('"')[1].split('_')[-1]
    print ("lastopicstr:", lastopicstr)

    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'VIEW_3D':

""" The result should work like this but with a operator matching the fetched one: """
                bpy.ops.transform.translate('INVOKE_DEFAULT')

Here is how I tried to reinvoke the operator:

""" Here come all my weak attempts to invoke the fetched operator: """
                lastopic('INVOKE_DEFAULT')
                bpy.ops.transform.lastopicstr('INVOKE_DEFAULT')
                "bpy.ops.transform." + str(lastopicstr) + "('INVOKE_DEFAULT')"
                bpy.ops.transform.str(lastopicstr)('INVOKE_DEFAULT')
                bpy.ops.transform.lastopic('INVOKE_DEFAULT')
                bpy.ops.transform.lastop[ic]('INVOKE_DEFAULT')

How could I get this done?


texts: Cycles: objects appearing in 'Render' render but not 'Animation' render

texts:
I'm not really that familiar with cycles textures, so there's probably something wrong there.

Anyway, my objects appear when I hit the 'render' button:

But not when I try the 'animation' render. All I get is my grid object and my lights.

I have another file with versions of the objects with the single basic node that appears when you first add a texture, and those will render in the animation render, but not the rest of them.

What am I doing wrong? Node setups are shown. File is here: click.
All the objects are on the same render layer, and they're all set to display in the render.

EDIT:
No issue to speak of here. I just forgot that nothing is in the render area until frame 17... I'm silly.


texts:
So for some context: I uploaded a model to Mixamo to get a rig for it, and this rig works fairly well, with the only problem being that the character's tail is distorted. I would like to remove the influence of the bones on the tail, but I can't seem to do this.

I've tried two different ways, both with similar outcomes:
 - Weight painting: tried painting with weight 0 on the tail region, ended up still having the tail weight be present with weird spikes in the tail
 - Changing vertex weights in edit mode: highlighted the tail region with circle highlighting, set weights to 0, also got weird spikes in the tail and a bunch of tail vertices still had weights on them

What's the proper way to do this?


texts: Custom compositor node - connecting input to output

texts:
I am trying to make this simple node group that would simply connect the input to the output so it would simply repeat an image like below.

What is the problem with my code? It's like nothing is coming out from the output.

import bpy

class Repeat (bpy.types.NodeCustomGroup):

    bl_name='Repeat'
    bl_label='Repeat'

    def init(self, context):
        self.node_tree=bpy.data.node_groups.new(self.bl_name, 'CompositorNodeTree')
        if hasattr(self.node_tree, 'is_hidden'):
            self.node_tree.is_hidden=True

        self.node_tree.inputs.new("NodeSocketColor", "Image")
        self.node_tree.outputs.new("NodeSocketColor", "Image")
        self.node_tree.nodes.new('NodeGroupInput')
        self.node_tree.nodes.new('NodeGroupOutput')

        #trying to connect input to output here, possible problem?
        self.node_tree.links.new(self.node_tree.nodes['Group Input'].outputs[0],self.node_tree.nodes['Group Output'].inputs[0])

    def free(self):
        bpy.data.node_groups.remove(self.node_tree, do_unlink=True)

from nodeitems_utils import NodeItem, register_node_categories, unregister_node_categories
from nodeitems_builtins import CompositorNodeCategory

def register():
    bpy.utils.register_class(Repeat)
    newcatlist = [CompositorNodeCategory("CP_GENERATE", "Testing", items=[NodeItem("Repeat"),]),]
    register_node_categories("GENERATE_NODES", newcatlist)

def unregister():
    unregister_node_categories("GENERATE_NODES")
    bpy.utils.unregister_class(Repeat)

try :
    unregister()
except:
    pass
register()


texts:
I have a couple of images in a python script that I want to add together. Here is a rough example of what I want to do. All the image variables are of the type bpy.types.Image:

final_image = bpy.ops.image.new(name="lightmap.png", width=1024, height=1024)

#This line does not work
final_image = lightmap_direct + lightmap_indirect + lightmap_emissive

So my question is if there is an easy way to add these images together. I am mainly interested in the add blend mode, though others modes are also interesting.


texts: How can I import a pointcloud with vertex normals from .ply?

texts:
I am attempting to render a series of around 1 million cubes by using dupliverts with a point cloud and a 'base' cube. I am able to import the points using .ply format, but when I inspect the vertex normals in edit mode, it seems that Blender is ignoring the vertex normals and simply computing them relative to the origin.

Is Blender capable of importing a point cloud with associated normals from .ply format? If not, can anyone recommend a format which would make this possible? My initial point cloud comes from a VTK file format, but I'm able to convert to others quite easily. I already tried X3D but I think this can only assign normals to higher dimensional geometry.


texts:
I hit Shift+F4 to get the Blender Python console.

   PYTHON INTERACTIVE CONSOLE 3.2.3 (default, Sep 25 2013, 19:38:45)  [GCC 4.7.2]

>>> import numpy
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
ImportError: No module named numpy

On the web, I found some instructions that might work, that involved copying my Python3 numpy into the Blender Folder.  http://blenderartists.org/forum/showthread.php?217270-How-to-install-numpy

Install python3.2
Install numpy for python3.2 using the python3.2 command instead of python
on my system numpy was located in /usr/local/lib/python3.2/dist-packages. Copy numpy from there to blender/2.57/scripts/modules

Looking around and with help from StackOverflow In my case, copied numPy to /usr/lib/blender/modules however it still cannot find.

I may have done some of these steps wrong or not represented them accurately. This is to the best of my memory.


texts: where i get alpha brushes for texture paint and sculpting for free?

texts: i have google this,but unfortunately there are a a lot of good ones but paid and some are packs for zbrush, some are images or files in zbrush format, so where can i get a lot of brushes with enough or high resolution in image format like png,jpg,tga,etc of anykind of textures like specificaly skin,rock,wood,scracthes,dirt,etc please post below ALL usefull links of brushes for this purpouse and if you have ones that you bought and its very good and usefull i would apreciate if you can it give to us for free.


texts: Importing a feature from higher version(2.74) to a lower version(2.65)

texts: Currently I use blender version 2.65(portable) as the recent versions will not run on system due to lack of necessary "hardware accelerators". But there is a particular option in the recent versions which allows me to see the 3D window in a rendered view. Is there any way I can import this facility of the recent versions to use it in the older 2.65 version? I have both the zipped folders(2.65 and 2.77 windows 32) with me.


texts: I imported a rigged model to blender, I can see bones under the armature, but how can I know the number of joints that the model has


texts: How to change the handle_type of a keyframe I've just inserted?

texts:
In the VSE, I create a new effect and a keyframe for a property (speed_factor):

scn = bpy.context.scene
sp = scn.sequence_editor.sequences.new_effect("speed",
        'SPEED', 7, start_frame, seq1 = s)
sp.speed_factor = 0
sp.keyframe_insert('speed_factor', frame = start_frame)

How do I then change the handle_type of the keyframe to VECTOR? It seems odd to me that keyframe_insert only returns a success flag rather than some kind of reference to the keyframe I've just created.


texts: Cycles renders a random alternate perspective

texts:
I have a strange problem I cant find remedied here or anywhere online.
In the Eevee viewport (where I set my camera up) my meshes appear exactly as I intend to render them. When switching to Cycles however, the mesh randomly appears really far off in the BG (and there's that strange circle around my render port view).
See below.
Any thoughts?
My render set up can be seen in the work panel.
And please forgive the blurred appearance of my mesh - it's not my model and I'm not in a position to share it.
<img src="https://i.stack.imgur.com/A2WEI.jpg" alt="
" />


texts:
I have made a scene with bowling pins sitting on a plane. The pins are active physics objects with convex hull. The plane is passive. Note how the pins "drop" into the plane, but then settle correctly. What is causing this and how do I fix it?

I suspect it has something to do with my origins, though not sure what. I've set origin to "Center of mass (volume)". Changing the physics shape to box looks like this:

Blend file is here: https://www.dropbox.com/s/4n2zb78y74c3pdy/bowling-alley.blend?dl=0


texts: Cycles true displacement magnifies mapping

texts: When I attempt to use true displacement in cycles render it looks correct under the "materials" viewport but, when I render/Pre-render it looks like it magnified the map/procedural texture. Any ideas on where I'm messing up?


texts:
I'm animating a particle system of metaballs, and finding that the scene takes a long time to initialize before it can even start rendering. I'm finding it annoying as I work on materials, since there's a lot of recalculating the same metalballs.

Is it possible to bake complicated metaball calculations?


texts: i am trying to make a globe but my simple deform modifier is not working


texts: Execute a specific action on the first run of the script?

texts:
Id like to execute different action on the first run of the script

for example the first try i want to execute:

Print("First Hello")

and on the second run.

Print("Hello World")

i don't understant how to do this, because if i store a variable within the script itself every run the variable will be redefined.

i tried something like this, playing with a new stored variable within blender,

    try:
        bpy.context.scene["Auto-Copy Start"] += 1

    except:
        bpy.context.scene["Auto-Copy Start"] = 1

and it can totally work. for example

try:
    bpy.context.scene["Auto-Copy Start"] += 1
    Print("Hello World")

except:
    bpy.context.scene["Auto-Copy Start"] = 1 #that mean its the first run
    Print("First Hello")

But if i save the file and re-run my script it will not work anymore with the saved file, this technique work only for the first run once per file only.

Or i want the first run to execute the first code per blender session. Is this possible ?


texts: How can I mirror an object relative to a chosen point, in 3D space?

texts:
So all of Blender's mirror functions are axis mirroring.

I only know point mirroring / point reflexion from math in 2D. In 2D it's equal to a rotation of 180° around a chosen point.

Is there any way to do it in blender in 3D? Is point reflexion even possible in 3D?

EDIT: After putting more thought into this, it seems I'd need to mirror each point on the closest point on a surface similar to the object itself.

EDIT2: I played around with some python and vector math, but the results where horrible, so to say. It seems that this is not (easily) possible, except when splitting the mesh into several objects.

Top: standard mirroring

Bottom: Imagined point reflexion (made manually)


texts:
Is it possible to control the camera movements when in fly mode in Cycles with some external device, preferably joystick to get a smooth movement?
Instead of using keyboard keys W,D,S,A? Did anybody try that?


texts:
I have never had this problem before, and it only applies to this curve in specific.

Do you know what's going on?


texts:
I'm having a strange problem when sculpting a relatively high poly mesh (500K vertices or so). The sculpting brushes seem to work as expected for the most part. However, every-so-often the brushes will apply sculpting changes in the wrong places on my mesh.

For example, if I'm aiming the pointer at one part of my mesh, the smoothing brush may apply the sculpting far above or below my mouse pointer, while nothing happens within the radius of the smoothing brush outline.

Has anyone else encountered this and found a fix? I have just been restarting blender and that seems to work half of the time.

Thank you.


texts:
Ok ... i just installed Blender today, watched some tutorials but i got stuck at this step because on none of the tutorials has this happened :
when i select an object and i go into properties menu, under material, i have no + button to add a new one


texts: The render result is correct but when in the viewer node the render is going off screen

texts:
I'm trying to put my render with a background image which worked the first time, but when I enlarged the resolution of the background image in photoshop to twice its size (from 4368 × 2084 to 8736 × 4168) and put it back in blender (and after doubling the size of the render resolution to match) the render is going off screen as shown in the pictures. How do I fix this?

Here's a link to screenshots: https://www.flickr.com/photos/163507419@N03/?

first one shows how I want it to look (this was when it worked at the 4368 × 2084 resolution), the others show what it looks like now

thanks in advance


texts: Whats the best way to render a 360 video in blender?

texts:
So I made a 360 degree video in blender but the quality is terrible.
Does anyone know how to make my video look more HD?


texts: Is there any way to define hotkey for selecting manipulators in 2.8? I found one thread mentioning view3d.enable_manipulator command but that worked for 2.7.3, while https://docs.blender.org/api/blender2.8/ does not mention enable_manipulator method so my guess is it got moved somewhere?


texts:
I'm working on a project which requires me to export all keyframes for 1 object (the camera) in a "generated" state, meaning all the control points as well as all the keyframes generated by the interpolation.
I'm not too familiar with python, and this is my first time using the blender API. Is there any way to do this?
Code so far:
import bpy
import mathutils
action = bpy.data.objects['Camera'].animation_data.action
for curve in action.fcurves:
    for i in range(len(curve.keyframe_points)):
        point = curve.keyframe_points[i]
        print(mathutils.geometry.interpolate_bezier(point.co, point.handle_left, point.handle_right, point.co, 100)) # I know the second knot probably shouldn't be point.co here, but I don't know what to make it.

This has the drawback of point.co only being a Vec2, so it only has x and y, and it doesn't account for whatever the set interpolation type is (I could only find the bezier func). I might be thinking through things wrongly though.'
EDIT: New code, although a bit hacky, is better. It seems to provide what I need
import bpy
import mathutils
scn = bpy.context.scene
obj = bpy.data.objects['Camera']
action = obj.animation_data.action
for frame in range(scn.frame_start, scn.frame_end):
        bpy.context.scene.frame_set(frame)
        print(obj.location)
        print(obj.rotation_euler)


texts: How do I render a more HD picture in blender internal 2.79

texts:
Here the image I obtain:

Here are rendering options:


texts: Compositing nodes are not showing Blender 2.8

texts:
I created an object then clicked on compositing option got 2 nodes there after enable "Use Nodes" option but object was half rendered at that time so I deleted nodes then tried again.
But now nodes are not showing any more. Is there something I missed?


texts: How to make water not pass through bottom of floating object?

texts:
I made an ocean using the ocean modifier, and placed into the ocean a floating object - basin, using this lesson: https://www.youtube.com/watch?v=11F1NRpqrzY

How to make water not pass through the bottom of the basin?


texts: Anyone know how to make time remapping animated

texts:
I want to make a scene which goes from normal speed to slow motion then normal again
this question was asked a while ago but on a previous build
I'm not sure how to do this and it's not just particle effects and simulations, i want animated objects to be manipulated too without having to go through the process of changing the frames of every object


texts: How to keep mesh exactly as it was after a simple modifier when I join it up with another object

texts:
I'm a newbie to blender so sorry if this is a simple question.

I took a cylinder and 2 half spheres joined them and then bridged edge loops. I need something that is thinner in the middle so then I used an add modify / stretch which gave me the form I desired in the middle part, but squished the spherical caps. I removed them and I'm trying to attach new half-spherical surfaces back. The problem is that the moment I join them the stretch is re-applied again and destroys both the spherical cap and the middle part.

How can I make the modifier not re-apply after join? Thanks.

PS I cant upload a picture for some reason :(


texts:
I made a model from MakeHuman. I want to add the color of the eyes, of the skin....
I have these materials on the right side:

I don't know how to use them.
Thank you


texts:
I have a slow motion video of an object falling under gravity with an aproprete scale in the background. It was filmed from a tripod so there is no camera movement in any plane.

What I would like to do idealy is use blender's object tracker to produce graphs of the objects position over time. As I have a lot of clips to process and I don't care about the objects rotation I though of using just a single marker. I have already tracked it.

My question now is how do I get the tracking data to a format that can be imported into exel such as plain text numbers? I see a number of solving options such a planear track but they require more markers. Is there such an option like 2D solve?


texts: Ignoring a channel when removing gaps in the VSE

texts:
I've got this:

I want to remove that gap, moving all strips to the right up to fill it. Normally I can do this by pressing backspace, but I can't do that here because of the audio track above --- Blender doesn't think that's a gap.

Is there any way I can tell blender to ignore the audio track while removing gaps?


texts:
I have this model:

When I apply Bevel, these triangular faces appear:

What's wrong?


texts: How do I get rid of the wires in boneshapes?

texts: The top picture is a bone with a boneshape on solid view, the one at the bottom is on wireframe, why is the wire part of the boneshape different for the solid one> is there a way to fix this?


texts: Reproducing the "From Instancer" example from the Blender documentation

texts:
Is anyone able to reproduce the From Instancer example from the Blender documentation? Checking the option From Instancer in the Texture Coordinate node gives no effect in Blender 2.83.2 for me.
Here is my Blender file:


texts:
I want to take a low poly hair mesh and fill it with particle hair on the inside. This can technically be done by emitting the hair from the faces of the mesh (and flipping normals so they face the correct way) but then the hair won't be in the proper direction. I want the hair to originate from a point, and then taper to the tip of mesh spikes.

The particle hair also needs to  move with the mesh, which will be rigged.

Any ideas on how this could be done?


texts:
I have an object with assigned armature .To this armature is assigned poselib, with several poses.Now my intention is to access all of the bones position in my python script from the poselib list

I will be very grateful for any hint.


texts:
I have a Boole, which I don't plan to commit, so that it can be animated.  I'd like the cut surface to be a different color than the object that I'm cutting.  Is there a way to do this, or maybe a plug-in that achieves this result?

I'm using 2.8, btw.

Thanks!


texts:
Blender 2.90.1
I'm relatively new to blender, only have been using it and following tutorials for a couple months. Typically, with enough research I can solve whatever issue or mistake I come across, but countless google searches and this one still eludes me.
Currently I am following Derek Elliot's phone product animation video where he begins modeling a phone, adds a couple bevels and a solidify modifier for the body, then duplicates it retaining the modifiers (excluding the 2nd bevel) to create the port and buttons on the outer edge of the phone before applying a boolean to those intersecting buttons so that they cut out shapes from the phone body.
When I initially followed this method, my phone became "hollow" with the 'eyedropped' shapes just becoming transparent when set to bounds. (or wire.) I dug through the comments for tips but found nothing, moved to google and forum searching where there were similar problems, but none that solved mine. (manifold problems etc.)
I began to just try some trial and error within blender and have discovered:

Default cube resized functions (mostly) properly with a boolean.
Duplicated phone mesh with phone modifiers (tutorial video) did not work regardless of placement.
Separately modeled port shape works only when intersecting the top face of the phone.
Modeling the phone at both life size scale and fictional large scale produced the same problems.

Issue seems to come from straying too far from a default mesh. Too many vertices?


texts: I have a mesh spiral edge and the edges are small & big. Can i have all the edges in same size. Reason to have same size is i have to checker select and delete the rest to make the stitches. With the edge selected i have different size edges. Is there an way to merge all edge and subdivide to have equal size edges. How can i achieve if so.


texts: What can the Alpha sliders in cycles be used for?

texts: From my previous question,  I was wondering what the alpha sliders are useful for in cycles. (As they don't seem to effect the shader)


texts:
I'd like to select and put keyframes on two armatures at the same time.
In maya I'd drag select,  and hit S to keyframe on both rigs.
In blender I'm currently having to exit one armature, enter the other, switch to pose mode and set a key.

Any animators out there that have solved this one?
Tried google searches but no luck so far


texts: Set object local axis based on face orientation

texts:
I am struggling to formulate my problem exactly, so edits are welcome.

I have an object where local axis are completely off, like in this simple example. I want fix it, so  align one axis with the face normal, another with one of the edges and third perpendicular to both. I created a Custom Transform Orientation using one of the edges and it is just perfect. Can I change the local axis to match it?

The motivation behind, is that I have to position the object vertically in my scene. The object is complex, so I struggle to do it visually.

Do I need some python to do this? Any hints on how to do it?


texts: How to "Separate by loose parts" in 2.90?

texts: I use the search function for everything in blender when I can. That could be a bad habit though, because now "Separate by loose parts" doesn't come up in search (2.90) and I do not know how to do it optimally.


texts: How can I select an object in the viewport in 2.8(1)?

texts:
I have imported a large model with lots (hundreds?) of objects. The hierarchy of the model is not very logical so I am trying to fix this.

Therefore I would like to select objects in the viewport to group them. But when I click (trying both the Tweak and Select box tools), nothing gets selected. When I select an object in the Outliner, it selects (and outlines) perfectly fine.
Selecting everything through the outliner is not an option as the object names are the same: group_nnnn (nnnn being a number)

I have tried switching from 'Layout' to 'Modelling' as I read somewhere here, but switching leaves me with an empty viewport.

What am I missing here?

Edit: added a screenshot

Non-empty empties??

With selectables on and empties unchecked:


texts:
I've become very interested in procedural textures as of recently. I would like to start building my own library of these textures, so I can easily texture scenes without having to search for copyright free materials to use online.

So far I have successfully recreated two procedural textures, marble and brushed metal, and was even able to come up with a brick texture by myself. It's not up to its full potential yet but I am happy with it.

Anyway, I would really like to keep learning how to make different procedural textures, and was hoping to find some guidance here. If you guys have any experience with this and are willing to give me examples of how to make different textures I would highly appreciate it.

(Just wanted to say that I don't want to copy your node tree to the letter, I would just use them as an example/guidance!)

As of now, I have: Marble, Brushed Metal, and Brick already.
I am looking to learn how to make: skin, leather, dirt, stone, cracked stone,  reptile skin, tree bark, everything really.

I feel like by recreating and playing with the examples you show me I will be able to figure out the "pattern" I am not getting when it comes to creating a procedural texture.

Here are the images of the textures I have done so far.


texts: Can't flip ColorRamp vertical using Mapping node (Cycles)

texts:
I've been following this post to ColorRamp my mountains according to height - however as much as i fiddle around with the X, Y and Z axis they seem to have no effect vertically and simply point towards each corner.

Here's my node set up.

Is there something I'm missing? Maybe a node? Thanks for the help! (Yes it is unwrapped and in cycles)


texts: I am trying to give some depth to my svg files. I have imported an svg file and then joined the curves together by grouping them. The extruding it self does not give any problems, however when i try to give it a bevel or adjust the offset these weird spikes stick out my object. Also, even though I joined the objects together i still can't extrude them all together. Am I doing the grouping wrong?


texts:
I created a pants model, and bones for it in a blender. Bones work in blender, but when I import it to Unity, they are not working, actually, they are not doing anything...

I used automatic weights when I was rigging.

Blender:

Unity

Model: https://ufile.io/gd6vz


texts: Why does it looks like there is a mask in mmy object?

texts:
does anyone know why my background shows up like this on cycles?
It looks like there is something over it but there isn´t...
Thanks in advance!


texts: 3d View -- How to display camera data in the camera frame?

texts:
Is there a way to use display options like "object info" or "view name" (in the viewport's preferences) to display other information like for example the lenth focal of the active camera and its position. And is there a way to move this information anywhere in the 3d window ? Like in this example:

So I found a script that allows me to display the focal point on the 3d window.
import bpy
import blf

dns = bpy.app.driver_namespace
dc = dns.get("dc")
dc.remove_handle()

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.

        # draw some text
        blf.position(font_id, 15, 350, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

context = bpy.context
dns = bpy.app.driver_namespace
dns["dc"] = DrawingClass(context, bpy.context.object.data.lens)

The first 3 line allows me to erase the preceding display. How can I prevent the scipte from reading the first 3 lines the first time the script is run? For now the script reads the focal once and writes it. How to make sure that the script is read every time the focal is changed?


texts: I have tried to model my first object in blender after watching online tutorials. But when I came to adding modifiers, it turn out, that I can#t find them at any sidepanel in blender. Is there are way to reset these panels to the point when you create a new object?


texts: How to arrange UV mapping to Square as like attached video?

texts:
At 01:30 on the below video, UVs arranged to Square as well.
https://www.youtube.com/watch?v=3lvpNM1DrYU
If I do follow this action(select all>UV Cylinder Projection), UVs become like below picture(4st).
I would like to know how to fix my UVs as well..
1st picture: modeling
2nd picture: original UVs
3st picture: youtuber's result
4st picture: my result


texts: finding the pivot of the camera using python

texts:
I'm learning how the 3d viewport and the camera objects rotate around the pivot point (I'm not sure this is the correct lingo, but for the sake of the question I will use it).
I have been searching a lot about this specific subject but i can only find answer about how to change the pivot point to the 3D cursor using keyboard shortcuts.
Since it doesn't seem to be possible to show these pivot points in the viewport itself, what I'm trying to understand now is if it is possible to get them using python. I don't think there is any relevant member in the camera object:
>>> dir(cam)
['__doc__', '__module__', '__slots__', 'active_material', 'active_material_index', 'active_shape_key', 'active_shape_key_index', 'animation_data', 'animation_data_clear', 'animation_data_create', 'animation_visualization', 'bl_rna', 'bound_box', 'cache_release', 'calc_matrix_camera', 'camera_fit_coords', 'children', 'closest_point_on_mesh', 'collision', 'color', 'constraints', 'convert_space', 'copy', 'cycles', 'cycles_visibility', 'data', 'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale', 'dimensions', 'display', 'display_bounds_type', 'display_type', 'empty_display_size', 'empty_display_type', 'empty_image_depth', 'empty_image_offset', 'empty_image_side', 'evaluated_get', 'face_maps', 'field', 'find_armature', 'generate_gpencil_strokes', 'grease_pencil_modifiers', 'hide_get', 'hide_render', 'hide_select', 'hide_set', 'hide_viewport', 'holdout_get', 'image_user', 'indirect_only_get', 'instance_collection', 'instance_faces_scale', 'instance_type', 'is_deform_modified', 'is_embedded_data', 'is_evaluated', 'is_from_instancer', 'is_from_set', 'is_instancer', 'is_library_indirect', 'is_modified', 'library', 'local_view_get', 'local_view_set', 'location', 'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale', 'make_local', 'material_slots', 'matrix_basis', 'matrix_local', 'matrix_parent_inverse', 'matrix_world', 'mode', 'modifiers', 'motion_path', 'name', 'name_full', 'original', 'override_create', 'override_library', 'parent', 'parent_bone', 'parent_type', 'parent_vertices', 'particle_systems', 'pass_index', 'pose', 'pose_library', 'preview', 'proxy', 'proxy_collection', 'ray_cast', 'rigid_body', 'rigid_body_constraint', 'rna_type', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'rotation_quaternion', 'scale', 'select_get', 'select_set', 'shader_effects', 'shape_key_add', 'shape_key_clear', 'shape_key_remove', 'show_all_edges', 'show_axis', 'show_bounds', 'show_empty_image_only_axis_aligned', 'show_empty_image_orthographic', 'show_empty_image_perspective', 'show_in_front', 'show_instancer_for_render', 'show_instancer_for_viewport', 'show_name', 'show_only_shape_key', 'show_texture_space', 'show_transparent', 'show_wire', 'soft_body', 'tag', 'to_mesh', 'to_mesh_clear', 'track_axis', 'type', 'up_axis', 'update_from_editmode', 'update_tag', 'use_dynamic_topology_sculpting', 'use_empty_image_alpha', 'use_fake_user', 'use_grease_pencil_lights', 'use_instance_faces_scale', 'use_instance_vertices_rotation', 'use_shape_key_edit_mode', 'user_clear', 'user_of_id', 'user_remap', 'users', 'users_collection', 'users_scene', 'vertex_groups', 'visible_get', 'visible_in_viewport_get']

If this location is not available is there any suggested way to derive it?
EDIT:
to make clear wath I intend for pivot point: when you press Center View to Cursor:

The pivot point of the view will become the Cursor itself. As soon as you Move the current view the pivot will move, is there a way to get the coordinates of this point?


texts: I used this answer (Prevent shadow on object/material A, allow for object/material B) and it helped me a lot. However, this method is causing these jagged black pixels when I am combining them. What gives?


texts: I've imported a mesh to blender and it's not aligned to the world so to speak and I need the symmetry. How do I get rid of that rotation?.


texts: Imagine a scene containing multiple objects, for example a bed and a chair. The bed and the chair aren't blender-objects themselves, but they consist of many subobjects. To view the dimensions, rotation etc of one of these subobjects is not a problem, but what if I want to see the dimension of the whole bed? I have thought about parenting all sub-bed-objects to one of the parts or adding them all to a group. However, so far I have not been able to figure out how to display the dimensions of a whole group. How could I do that?


texts: I lost an object i have been working on for hours, how do i get it back?

texts:
I have been working on a doughnut almost all day, and when I started making a sprinkle, I suddenly lost track of the doughnut, I've been pressing all sorts of buttons so I'm not sure what I did, but it is nowhere to be found.
I can see it up in the top right but when I click on the name nothing happens.  I'm very new to blender.


texts: Blender2.78 Rig- 1.not return to rest 2."G" rotates 3. Axes problem

texts:
re Rig Blender 2.78:

Followed the steps in the CGCookie Intro to Character Modeling Tutorial 2010 to make a rig, initially only on the Left side then to mirror the rig across the X axis.

Two problems that I have been unable to resolve even though I re-did the rig multiple times and then re-mirrored it several times.

The step that was done differently, or actually in addition to, the CG cookie tutorial was to Ctrl+N to align axes in the unilateral (Left side only) rig.  In the tutorial, in a prior version of Blender, Z axis up was selected.  For 2.78 there were so many options to chose for the axes.  I could not find information on how to decide which axis option to select. Global Z axis positive was consistently selected each time to make the Z axis up.

Problems in the unilateral rig (L side only) and also in the mirrored rig:

a. Rig not return to rest position                                      In Pose Mode, the clavicle and humerus/Upper arm 'fell' lower on Z axis and anterior on Y axis with the elbow bent out, and the lower arm following the deformation

Despite Alt+R and Alt+G and even multiple tabbing into and out of Edit Mode, the rig did not return to the rest pose which was still visible in Edit Mode.  If I clicked Rest Mode the rig returned to the rest position, and yet when Pose Mode was clicked, the rig clavicle and arm returned to the fallen and anterior position

b. G key not work for clavicle, arm, hand, finger bones  (also for femur/thigh bone; although does work for some bones ex Spine)

When G pushed, the bone ROTATES as if R had been selected.  When R is typed, the bone rotates as would be expected.  In other words, G and R result in the same action.

In the initial Rig prior to ANY intervention these same bones responded the same way when G or R are typed

c. Unable to manually fix this                                      When select and try to reposition clavicle/shoulder or humerus/upper arm or forearm or fingers... not able to move the bone into the desired position (because the bone Rotates even when G typed)

d. tried to normalize axes to fix the problem -> didn't help
    When the Meta-rig (human) was added to the scene, it was upright and thus did not need to be rotated to align with the mesh so the axes on the rig were as per the initial armature.          However for reasons a, b,  and c , thought perhaps the problem was the axes and Ctrl+N-> selected Global Z Axis positive to normalize the axes.  The axis became Z up (initially it was pointing laterally)

Question 2:
 Any suggestions for how to mirror the axes for the rig after the rig is X mirrored (Blender 2.78)?

On the Left side, the fingers Z axis points up and the X axis points medially towards the thumb.  After X mirror (S,X,-,1)  and then Ctrl+N, Global Z axis positive, the R side fingers Z axis points up but the X axis points laterally towards the pinky.  Tried every possible axis option yet wasn't able to point X axis medially on the right while maintaining Z axis pointing up.

(Rig was mirrored across the X axis per CGCookie Tutorial:

Edit Mode
Select all armature not in center
Shift+C to reset cursor
Shift+D-> Right click -> .-> S,X,-1to flip around cursor
now flip the names; currently all names 'L.001'
a. W
b. click Flip Names-> all 'L.001' rename to R
In the tutorial, the axes mixed up
To fix:
a. Select all the R Duplicated bones
b. enable (check) X-Axis Mirror on L Tool Panel                               (Armature Tools-> Armature Options-> X-Axis Mirror)
c. G Esc to flip some axes)

Any suggestions?


texts: Zooming into the scene slowing down and stops (not in camera mode)

texts:
Sometimes when I work in the 3d viewport, I can't zoom in or move the view up and down at a recent point. While I'm zooming in the scene it starts a kind of slowing down and stops.

What can I do to prevent this?


texts: Referencing SV nodes from Graph Editor Drivers

texts:
This I'm sure is a backwards approach and probably not needed so not possible. Still I was wondering how to if possible as it should be...

Having added a driver to for example an object's location y, that comes from the location x of another object. I was able to add a driver modifier "Expanded Polynomial" and do simple multiple expression etc.

I then noted one can change the Driver from Blender's Transform Channel to a 'Single Property' which is symbolized by the SV (red+white Spring) Icon.

Then the property node of type "Node Tree" can be selected, which in turn means I can select an SV Node Tree by name from the popup list, (which defaults to NodeTree).

Remaining unset yet is the 'Path' value. I had attempted to add a simple Formula2Node there too (similar to the modifiers mentioned earlier, just to test multiplying etc).

I tried referencing the SV (Formula2Node) node's result via nodes['Formula'].result in various ways with no luck.

I do understand I can use a 'Set Property' node and don't need to use that Graph Editor (Drivers tab and 'N' inspector panel's) Drivers route/way, but I wondered if there is a way to reference the SV NodeTree nodes result values from an 'outside' place like that what it might be. (I also tried results[0], results.1 etc. but that didn't do anything either.)

Is there some kind of other output node or just an inspector node you'd use to potentially reference the value?

I'm sure there's a more complicated example where this is desirable but this is just a simple example for testing and asking the question.


texts: Render issues while using animation nodes and command line rendering

texts:
I have a procedural animation that basically breaks down into 2 components. 1 is a rotating focal point object (with some vector wiggle) and the other is a grid of cubes being wiggled randomly while also being scaled by audio input.
Now, in my recent exposure to animation nodes I found recommendations on removing crashes. One of which is running the following script within blender.
import bpy

start_frame = <start>
end_frame = <end>
fps = 30
path = 'D:\\<path>'

for frame in range(start_frame, end_frame + 1):
    bpy.context.scene.render.fps = fps
    bpy.context.scene.frame_current = frame
    bpy.context.scene.render.filepath= path + '\\%04d.png' % frame
    bpy.ops.render.render(write_still=True)

Now this works fine and all of the animation nodes execute properly and render the frames without issues.
However, I went to try and make a batch script so that I could run this with just checking the terminal output with the following.
@echo off
for /L %%a in (1,1,2880) do (
   "<blender_path>" -b project.blend -o "<frame_path>\####" -f %%a
)

When I run it this way, the grids drivers work properly and the animation renders as expected. But my focal point (In this case the head) does not get driven, and I cant figure out why that portion of the animation nodes is not executing (Its really just an Euler rotation being driven by frame position.)
Any ideas why it might execute differently with the bpy script vs cmd line calls? Im probably not understanding the difference between the scripts commands vs what runs when you call a project from command line.
Scene for reference -


texts: Why is the shadow colored and not black?

texts:
I'm doing an animation of clock hands. The shadow of the object(Hand) looks like it has purple noise colour, which is also the colour of the hand. I understand that it's reflective due to the material. But the shadow should have been black rather than purple.
Thank you.