texts: Workflow for filling complex shapes with a 3D pattern

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Currently for work I'm supposed to visualize honeycomb patterned cardboard filling in more complex shapes, and I'm struggling a lot with finding a good workflow for doing this.
The first option I tried was using shrinkwrap as well as deformations to deform a real honeycomb mesh onto it's shape. This was very messy and slowed down my workflow tremendously..
Second option I tried (after lots of googling) was layering a lot of alpha image textures on top each other to fake depth to give the impression of the honeycomb pattern being a 3D object. This seemed to work really well and made me happy to work with, but only works when the top and bottom layer are the same, which almost always doesn't seem to be the case (me and my boss later found out)..
Third option (my current method). This method I really like, Via an object I project the HC pattern on the mesh and via a shader it generates a 3D hard volume of the honeycomb. This method seems to work really well, but there is one issue with it.. I can't use UV coordinates! Not being able to use the UV's makes it very hard to show the honeycombs bendabillities since it now projects only from the top
I'm not some kind of node wizard so I'm really clueless how I could fill complex shapes with a honeycomb pattern that looks 3D and is also nice to work with.. Am I at the edge of what's possible via 3D? Is there another way?
Thanks in advance, any help is very much appreciated!


texts: I am new at 3d and wanted to make simple room with Blender, but got a very annoying problem - a dot above my object which I can't remove but at render it's reflecting light very much :(


texts: Is there a way to separate colors from chained mix rgb nodes?

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I am creating a node group that I would like to be able to make 6- 8 individual colors available for the material. While it would be ideal, I am aware that color ramps cannot be used from outside of a node group. As an alternative, I have tried chaining mixRGB nodes with the intent of separating the colors individualy. The problem I am having is that chaining mix rgb nodes seems to be unpredictable at times as to how exactly colors will mix/ separate.

The following image is to better illustrate my difficulty. The material settings in node shown are for the object displayed. The resulting mix is nothing like what is selected from the group. It seems that colors are ignored rather than combined or separated, and I don't know how to control this. I ultimately want to control a color per node in the 'math' node group within the material, which I think I can work out once I get this part sorted.

I have seen and tried working with this answer, but wasn't able to work with it when combining multiples of these groups together. I am also having a similar problem with the proposed answer. (Separating colors predictably)

Thus far, I have the material somewhat working but the colors blend somewhat unpredictably and seem to be a bit unreliable in how the material is affected. I haven't been able to find a good way to approach the problem. Below are the current node setups for the approaches I have been using.

This is my current node setup for my approach using mix rgb nodes:

What I would like to achieve, I have come close to using color ramps, but the problem there is that in order to make a change to color, I have to open the group, make the changes, and then continue.

This is the setup I used with color ramps:

This is the 'Math" node group within the material:

The general look I am after is as follows, the shader ball on the left is assigned the mix rgb setup, and the one on the right,which would be closer to the look I'd like the material to have is the color ramp setup:

Is what I am trying to do possible? If so, what is the correct way of doing this?

Here is the .blend file for anyone who would like to take a closer look and not copy a node setup from a screen shot:


texts: How to change the snapping increment in different units?

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I would like to know how to change the increments used for snapping transforms.  This would be useful in a number of situations but my problem now is that when I change the units it does not scale the snapping increments to match.  So when holding down ctrl the cube snaps from here:

To here:

I would like it to snap to the 1 foot grid, or possibly any other amount I find useful.  It would also be nice to be able to change the rotation snap as well.


texts: Color hair particles by emitter's surface (for object hair)

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I have hair particle system on a surface with shadows. The hair being rendered is based off of an object.

I'm trying to change the color of the hair depending on if the emitter's surface at that spot is in the shadow or not. Is this possible?
I'm able to do this if the hair particle is a path, but for an object, I have no idea how.


texts: Blender stops responding when importing/exporting images

texts: I'm using blender on a mac. It's working fine otherwise. But when importing/exporting images, for example to place a background image or texture a model with an image, it will stop responding after press "import" (after the image has been selected from my files if you know what I mean). This only happens occasionally, I force quit and when trying the same thing, it works the second time after the crash.


texts: Is there a list of the different ui options I can use when making an add on?

texts: I’m making an addon and was wondering if there’s a list of ui properties. I couldnt find any in the documentation. Are the only available ones float, int and str?


texts: What is "1D strand texture coordinate" and "trail position" in Strand/Particle Coordinates

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From the manual on the blender internal texture page it explains

Coordinates: Strand/Particle
Uses normalized 1D strand texture coordinate or particle age (X) and trail >position (Y). Use when texture is applied to hair strands or particles.

While as I understand, particle age is mapped along X, what is the "1D strand texture coordinate" and "trail position" ?
Thank you.


texts: Using Anaconda Python 3 in Blender Winx64

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I have been in the hope of finding a way to use awesome Anaconda Python in Blender in Windows 7 x64, as I was inspired by several articles including the one described here on why using Anaconda is advantageous. I have tried many suggested potential solutions, as summarized below, but unfortunately no success:

Calling 3rd Party Python Modules in Blender Scripts
SpaceBlender
Using 3rd party Python modules
ImportError: DLL load failed: %1 is not a valid Win32 application. But the DLL's are there

I truly would love to be able to utilize Anaconda. I particularly want to be able to import many packages including h5py for reading HDF files, which are larger than 2GB. Because of the C library dependencies of h5py, it is impossible to build them in Windows from source. Could the community help me find a practical way of using Anaconda3-4.0.0-Windows-x86_64 in blender-2.77a-windows64? I don't mind completely replacing Blender python with Anaconda (although I copied them in blender folder and did not work).


texts: Hi, how do I move the mesh so the yellow dot in the centre of the viewport is in the centre of the mesh


texts: Game engine won't render textures in GLSL and when playing in Multitexture

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I've been having this issue when attempting to test the textures in my game. Whenever you press P to load the game in Multitexture, it acts as if there are no materials or textures at all. They do render in the view port in Multitexture. I was originally using GLSL rendering but the textures never rendered at all! I've unwrapped the textured meshes to no avail.

Here is the .blend file if anyone needs it: https://drive.google.com/file/d/0B4PjIShKrRfjMXJBcU9KelJISlk/view?usp=sharing


texts: I have uv wrap the image looks good in the texture mode. When set in the camera  view look blur to the side. I applied scale rotation. I used uv mapping and texture coordinator to control but yet no result i found How can i fix.


texts: Can Blender process an image on a webserver?

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Does any one know how to achieve the following...

I'd like people to be able to submit a .jpg image via a web page. Once the image has been submitted I'd like blender to texture an object using the submitted .jpg image. And then I'd like the final render to be emailed back the the person who submitted the .jpg image.

Is this possible?


texts: texture painting one object also paints another & vise versa

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Whenever I texture paint a portion of one of my objects, it also paints part of another and vice versa. The objects are not parented and were never part of the same object, and I cannot think for the life of me how they might possibly be linked.

My x wing, the s foils (wings) on opposite x & z axes in the same objects, the problem applies to one of the 2 wing objects, but not the other


texts: Rigged model rotates and deforms when applying Auto Weights

texts: When using Rigify as my armature my model falls over and scales up along with deforming when applying auto weights. I seem to get this result consistently when I practice rigging a character, what could be causing this?


texts:
I'm following this tutorial: https://youtu.be/CwJrb3vjAaA, but I have problems during rendering as white points appear (not visible in viewport).
Switching from GPU compute to CPU didn't solve, neither increasing samples from 100 to 200 (this made it worse, I think), or increasing light bounces from 3 to 12 (3 to 8 for diffuse and glossy).
Denoising doesn't remove them.
Source file here.

Image blurry due to motion blur.


texts: I am rendering a scene using cycle and I have set up a background with a Sky texture. Now I want to adjust the height of the horizon. I tried to use a Mapping node but what it does is changing the background in a solid color (which varies depending on the Z value).


texts: import video strip VSE into the 3d image plane

texts: Can i import a strip from VSE editor and add it in an image plane as a texture?


texts:
I rigged a human and now want to set the limits. I have a blue / red ring that visualizes the limits on the x and z axis but not on the y axis ( I just found out that I can deactivate them by unchecking "relationship lines")

I only found this visualization of limits:
https://de.wikibooks.org/wiki/Blender_Dokumentation:_Constraint:_IK_Solver#/media/File:Blender3D_IK_chain_limit.jpg
But I cant find the option to activate this in 2.78.

Thanks in advance.


texts: Volumetric Scatter affected (Same file, different computers) CPU vs GPU

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I've worked on a scene on my 2015 MacBook Pro and it looks great, but takes too long to render.

I bought an RTX 2080 for my PC and the volumetric scatter is barely visible.

Why is my RTX 2080 performing worse than my 4+ year old laptop and how can I get the volumetric scatter to show correctly?

EDIT 1

So I found one problem. For some reason all the light sources are reset to default values at 100w.

Changing the values to the values I initially had set them to does not make a difference.

HOWEVER

Now when I switch to CPU rendering the image is displayed correctly.
But GPU rendering still renders incorrectly.

EDIT 2

I've narrowed it down to CPU vs GPU.
When rendered on the CPU it looks exactly as I expect, but on the GPU it doesn't look right.


texts: Follow path Constraint, relative locations for offset objects

texts:
i made something like this using follow path constraint on 4 objects and 1 curve.
for my project, i need them to become like this. staying at the center but behaving as if they are still on my curve. something like this gif below:

this may be a noob question but my project depends on your answer :>


texts: Rotating a 90 degree joint without inflating it

texts: I created an L shaped box, and i want to animate it so that it will straighten up, similarly to a clock hands movement. I tried using an armature for this, but wherever i place it, it causes the joint to inflate. I also tried to use a hook modifier, so that some of the vertexes follow an empty's rotation - but had the same result.


texts: Blender 2.8, Getting Script to Update a Driver

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I have a for loop (A) that is updating a Custom Property (B) that is a driver for a Cube's X-location (C) which is supposed to update the Cube's location (D) and Export each incremental change to a .obj file, HOWEVER... The changes are not updating before the .obj is exported and the Cube in each of the seven exported .obj files is staying in the starting position.

I have tried bpy.context.evaluated_depsgraph_get() but it doesn't seem to be doing what people say it's supposed to do, which is work as a replacement for scene.update(), which doesn't work in Blender 2.8 anymore?

What am I missing?


texts: Create an outline mesh around another structure / edges with equal distance

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I am having a big problem creating an outline mesh around a number of edges.

I found a lot of solutions to that topic like extrude along individual normals (after creating faces) or using the mesh-offset-plugin but all solutions I found so far do not work the way I would them expect to work.

eg How do I Inset a face equally? and How to offset the edges?

The following screenshot shows my problem:

The top object is my source where I want an outline object... Or just another object where all points have the same distance to the origin.

The second object just shows the result of an extrusion along the z axis where the distance on the hitches are too small..

The third object shows my "normal" results using any of the hints google shows me... including the result of the mesh-offset-plugin... the hitches are to big compared to the "flat" faces...

The last object at the bottom shows the result I created in 2D with corel draw and 2 mintues time...  (the reimport through Inkskape Import and Export to blender took a little longer...)

Using the Inset toolset did not work the way I want nor the shrink/fatten tool nor the extrude individual faces does the job...

A possible but very unsatisfying solution is to first extrude along the y-axis to get faces instead of edges and then extrude every single selected face by an identical amount using "e" to extrude and "1" for the distance of 1 eg.

After that I have to delete and merge all the new overlapping vertices in order to get the outline I wanted... And even that does not rally work the way I wand becaus extruding the faces on the sides does not extrude orthogonally to the face but somewhere else...

What am I missing here? I thought of a problem of the direction of my normals but did not find any possibility to make the orthogonal to the face they are connected to...

Thanks for your thoughts!

Update / Edit:

Here is what I got from the skin modifier:

I really have no idea what the problem is... I think maybe my line is the problem... here is a blender file with the line I am trying to outline:

Edit: finally ;-) THANKS very much for the hint with the wrong scale in my line... that was the problem which caused every solution to fail!


texts: How does the Simple Deform modifier work under the hood in Blender 2.8?

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I'm trying to make sense of how Simple Deform works. Right now it makes no sense to me.

First, if I make a cube, scale it down and subdivide it, then use the Simple Deform (SD from now on), I get the results I expect. Then if I create an empty and assign it to SD's Axis,Origin, I still get the results I expect (that is, I can tell beforehand how & why the mesh will deform).

Then if I make a plane, scale it twice along the X axis, apply scale, subdivide it and then use SD, weird things happen. First off, the plane remains unchanged with the Axis being X/Y (no Empty chosen yet). The same result happens when I assign an empty with no rotation.

Then if I rotate the empty 90 degree along the X axis, choose Axis as X, the plane now bend along the X axis, like this:

This makes no sense, becasue the empty's X remain unchanged because I rotate it along the X axis. The only thing changed is its Z aligns with the Global Y and its Y aligns with the Global Z. If the empty's X being unchanged, then why I coudn't achieve this result choosing the X as Axis with the empty before rotation?

Also, when I rotate the empty 90 degree only along the Y axis, choose Z as Axis, then it... twists instead of bending, like this:

In the SD tutorials, the speakers always rotate the empty 90 degree along X/Y axis and then use Simple Deform without explaining why they have to rotate the empty. For example: Simple Deform Tutorial


texts:
Theres a few aspects to what I am looking for in terms of solution.

We deal with extremely large scenes, and take huge advantage of instancing, dupligroups and particle systems

However, when you have thousands of objects (not particle systems) in a scene... blender starts to go slow.

Our initial idea was to convert the instances / dupligroups over to particle systems... that way its one object which has many instances, instead of many objects.

We have looked into trying to convert dupligroups / instances into a particle system, however... we cannot seem to alter it via the python api (https://developer.blender.org/T48022). Is there a efficient way of storing thousands of objects with locations / rotations without actually having the slowdown that normal objects would have? Is there a way of being able to create non-object instances via python?


texts: Exporting Video From Blender Video Editor

texts: I pasted the saved image frames from my blender cycles rendering into the blender video editor. How do I export the frames from the blender video editor into a video using cycles?


texts: What's the reason to do all-quad modeling?

texts:
After subdivision surface modifier applied tris are quad anyway.
Is there something makes sense?


texts: Objects intersecting in render but not in viewport

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So I modelled this boat and made it move across the lake using a shrinkwrap modifier and copylocation constraint(Like Chris said in this question )
Now the problem is that whenever I view this boat in viewport, there is no intersection between water and boat but whenever render the scene, the boat and water interects.
Viewport:

Render:
Anyone have an idea why this is happening and how to solve it? I am at the end of my wits here.
BLEND FILE: https://pasteall.org/blend/16806ed8d94b4412b3db3799957febc5


texts: Is it possible to hide the origin's display dot of the object(the black dot) from the viewport display ?

texts: i was wondering this question. Here's the picture about that. It is that little black dot in the center. As far as i have learned it is just for displaying the center of mass. It often draws my attention and i need to hide it.


texts: Cycles - Material Grey In Render and in Materials tab?

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i'm new to blender I've only used in for around a month and I've got myself into this problem that i'm completely baffled by.

The material in the view port is clearly applied to the plane but in rendered view and and in the materials tab in is white. I know this is probably a silly mistake I've made but if anyone can help me here it will be greatly appreciated. I thank you in advance

Blend:
https://drive.google.com/file/d/13sRTpW3X-FzWXR5ACi0WQUXmy551LB0O/view?usp=sharing


texts: Color mismatch between render and viewport

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Initially, the colors were greyish in the viewport aswell - after changing the color management settings in the render tab, the viewport is as it should be - but when I render it out, it remains with wrong colors. What am I missing here? Thanks in advance.
Edit: The slight tint of the image in general is due to f.lux. But the issue remains even if turned off.
Edit 2:
I already found out about color management settings that are set to filmic by default in 2.8+. In this specific case I've set it to raw as the texture input I'm rendering is in raw format, but for the albedo textures, I used standard, which still tints the render - not the viewport. The viewport was greyish before when the setting was on 'filmic' too. But changing the color management settings fixed that - but not the render.
This is what I'm trying to understand here, as the color management settings are part of the render tab, and I don't understand why the render tab changes my viewport, but not the render.
I found a quick fix by using "render viewport" instead of the normal render. But it's still awkward to not know what's going on.


texts: How to trigger the 3D transformation widget with G, R or S

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When I press G, R or S to move, rotate or scale an object, Blender starts transforming the object based on the current mouse pointer location. But I don't want to jump into the translation right away. Instead I want the 3D Widget to appear, and I want to use the handles in the 3D Widget to transform the object.

Is there any setting in blender to make it happen?

I am using Blender 2.8


texts: Is there a way to "hack" blender to work better in windows?

texts:
I have been using blender for some time in a Macbook pro. Then I used it in linux. Now I'm running it in a Windows 10 machine with similar or better capacities and it doesn't render nor shows previews better. In fact it performs quite worse.

Task manager and resource monitor show Blender is not even close to maximum capacity (around 25-36% in CPU and memory usage 23 to 29% even when nothing much is running at the same time).

When I change the affinity to one processor I kind of get a faster render (not as fast as in linux or OSx).

Are there any other ways to hack windows or Blender so I can get a better performance?


texts: Cell Fracture has weird effect on certain meshes

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I'm trying to cell fracture a Suzanne head and when I run a simple cell fracture effect on it (picture below,) half the mesh works and half of it turns into weird blocks (second picture.)
Also, if I first add a solidify modifier onto the object and then apply it before I do the Cell Fracture effect, it doesn't even complete the object (third picture.) Why is this happening?


texts: How do I Include / add path to blender's python to read extra directory

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I get warnings while installing modules with pip from command line and I think this is one of other issues that I must solve to make Tensorflow work with blender
WARNING: The scripts estimator_ckpt_converter.exe, saved_model_cli.exe, tensorboard.exe, tf_upgrade_v2.exe, tflite_convert.exe, toco.exe and toco_from_protos.exe are installed in 'C:\Users\me\Desktop\game tools\UPBGE-EEVEE-Win64-2020-08-19\Release\2.91\python\Scripts' which is not on PATH.
Consider adding this directory to PATH or, if you prefer to suppress this warning, use --no-warn-script-location.
How do I add additional path to blender's python to include the \Scripts directory that python says it's not in it's path but it's out of path.  It installs things there instead of installing them in folders where python knows about. This is not the main script directory of blender, it is an additional one that installs things there when installing software with pip. "Python -m pip Install" from the python bin directory where python.exe is.
So files get copied there and python does not access them because it's not in it's reference pathways.
How do I add this directory so python also looks there in \2.91\python\Scripts
After installing tensorflow with warnings When I type in blender console "import tensorflow" I get lines upon lines of error and I think most of these come from this problem.
So how do I add a path to include the \2.91\python\Scripts directory.
I looked in various places but did not find anything, is there a file inside blender to make python look, to add lines to reference the directory ?


texts: How i can remove back face mesh from model?

texts:
How can I delete the back of a face from an object in Blender 2.77?
Because my object in XNAlara posing studio had backface culling and I want it to be fully shown, not partly hidden.

I want the object to look like this:

But it looks like this if back face culling is enabled:


texts: How do I create a bumpy reflective material?

texts:
I'm doing a project for practice, and I want to recreate this lighting shown below. I don't know too much about nodes and node setups (I'm currently studying it). I believe I have the appropriate light for this scene, I just need to know what nodes or settings to use.

Effect I'm trying to achieve


texts: How do I bake a color onto a particle system from a point that isn’t the start?

texts: I have an image that appears on confetti. I want the confetti to have the color of the image from the start of the animation, so everything flutters into place


texts: Why are node groups not being saved in my startup file?

texts:
I made four node groups in blender and saved the blender file to my hard drive. I want these node groups to appear every time I start Blender, so I do have not append them every time I need them. So I opened up a new blender file, clicked on "append" and appended all of the node groups from other blender file. I click on save start-up file and exit. When I open blender again, the node groups appear but not all of them. Only one or two. if I append the missing node group again, and save it again, the next time I open up blender all node groups are gone. It is like random.

Am I doing something wrong or something is broken with blender?


texts: BlenderGIS shapefile import convert to sphere objects

texts:
I have imported a shapefile of XYZ coordinates into Blender using the BlenderGIS plugin. The result is a cloud of vertex points in space which looks great (see image)
I would like to convert these into shapes (e.g. UV Spheres) ideally scaled to a certain attribute. Does anyone know how this can be done? Is it part of the BlenderGIS plugin or separate? Has anyone come across a python script that can do this?


texts: Inverted normals are barely visible in 2.8 version

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Is there any way to make inverted normals more visible like in 2.7 version.
I tried diferent 'Studio' setups and matcaps, they dont help much.
Surely i could check 'Backface culling' but I would prefer not to.


texts:
I read somewhere a time ago that in order to do serious work on videos in the sequencer, the video file should be converted to a sequence of raw images. The procedure was briefly explained in that post, but unfortunately I can't find that post these days.

Could anybody please explain how to do that. Thanks in advance.

PS: since there were comments about specifics, my video is from Panasonic GH3 cam, .mov files h.264 format.


texts: Can a "Blender Game Engine" powered game run on Linux?

texts: Can a "Blender Game Engine" powered game be built for Linux?


texts: Replicate look through camera (0) in my app

texts:
I want to replicate the effect of looking through the render camera in my app, but I am not sure how to obtain the 4 points for making the "darkening" effect of the things that are outside the frustum of the render camera.

Given a camera with a width and a height positioned somewhere in space with a projection matrix, and another camera (edit_camera) which I use to navigate my scene, how can I obtain the for points that define the render camera near plane in the edit_camera space?

I know this is not exactly a blender question, but Im not sure where to look for this...


texts: Is it possible to view the scene in the viewport camera view at 1:1?

texts:
I'm manipulating some things in the scene from camera view, and I'd like to be able to tell exactly how big they will appear in the render.

Is there some way to make the camera view zoom to 1:1 in the viewport, without rendering the scene?


texts:
I'm trying to make a realistic material of pepsi. I want it to look like this:

Without the ice cubes of course. I found this, but it doesn't look very good. It is also going to be a fluid simulation.
Thanks
Daniel


texts: Cancel the tracking scene, return to default render layer

texts: I did camera tracking and applied set up tracking scene...then it create its own render layers....like it create foreground and background layers....I want to return to default render layers...but after changing nodes also render layers don't returned to default...but I want to return to default


texts: Add a round-half spherical edge to a cylinder surface

texts:
I have the following cylinder:

And I want to turn the selected area (as seen in the pic) into a half-sphere similarly to this picture. Do you have any idea how to do that?


texts: Can blender be used to re-target animations to other rigs?

texts: I do this in Maya where you can re-target say a walk cycle from one humanoid onto another. Can one do this in blender?


texts: Add objects to center of mesh faces using particles

texts:
Using Blender 2.79: I have a UV Sphere and would like to add objects to the center of the faces.

Following this post it was not a problem to achieve this. But now I want only parts (rings) to be stocked with a specific object and other parts (rings) with other objects. I tried to use vertex groups for that.

The problems I am facing:

I do not find a way to add objects to just 1 ring of faces.

My approach: If I want 2 or 3 rings coherently I highlight them (faces), apply them to a vertex group and then add a weight of 0 to the outermost edges. This does not work if I only want 1 ring. The objects will be distributed over 2 rings (above and underneath the vertex group edge). I also tried to add single particles to the desired faces in particle edit mode which worked fine but then they where not centered.

I suppose the way I organize my vertex groups is not correct? Would you even use particles for that or recommend another approach?

Anyone? :-)


texts:
(I apologize if this is a dumb question, I am a graphic designer who is new to the program.)
Hi! I'm currently working on a menstrual cup render and need to add a pull ring to the bottom of the cup. IE I need to merge/join this face:
with the top of this ring:

In other places I've seen this sort of ring created through face extrusion, but the cylindrical face in question doesn't have those inset faces. Merging seems to be the obvious solution, but the number of faces and the angles create an issue. What would be the best way to go about this?


texts: In the duplication options for the dupli verts there is a option for Rotation. Witch brings me to my question, is there anyway to rotate a vertex? Vertex's have normals, is there any way to control which way the normal of a single unconnected vertex points?


texts: Animation nodes setup not updating when rendering

texts:
I have a setup with animation nodes. I think I misused it a little bit, since I am not using it for a continuous animation, but rather to generate a different random frame every frame. However, it is completely deterministic, since every random aspect is seeded by the current frame.

Now my problem is: In the end, I want to move around a few objects with a matrix or a transform (don't care which). It works fine in the viewport, but when rendering everything works except moving the objects (I'm also instancing some objects, assigning a material, calling scripts etc., which all seems to work).

Now I read this question, but that does not seem to be my issue since no information is preserved across frames and everything is deterministic via the seed.
I found a little workaround to make it work, but it seems more like a hack:
If I render my animation with the following script, it works:

def fake_render():
    scene = bpy.data.scenes["Scene"]

    for i in range(scene.frame_start, scene.frame_end + 1):
        scene.frame_current = i
        bpy.ops.render.render()

It also works if I change the frame, then turn off automatic execution of the node tree and then render the frame like normally. However, I now can't render it as an animation.
Any idea what could cause this behavior? How can I make it render as animation?

Edit: Some additional information:
It seems to render before everything is executed.
During rendering, in the viewport I can see that all the objects get instantiated at (0,0,0) as I want them to. Then, it renders, and then the objects move towards to where I want them to be.

This is the part that is not executed, everything before seems to work:

Here you can find the .blend file.
Here you can find the re-upload of the file


texts: Unselectable options when creating a new mesh

texts:
Good day!
Blender 2.79.
When I create any new object by Shift+A (for instance, torus), I have panel "Add torus" unactivated. Can't click  Generate UV's, Allign to View, Location, etc.
What's wrong?
Thanks for answers.


texts: Can I render isolated objects but keeping all the impact of other objects and their materials?

texts: So I chose all the objects I don`t want to be rendered and changed their visibility, and then rendered the object I want, but it looks different while being isolated. Can I render it like if there are all other objects in a scene providing different types of reflections and so? Cycles.


texts: Insert edgerings along selected edge loops

texts:
This is a useful 2.6 add-on in order to insert an edge. Unfortunately, it does not work in Blender 2.72.

Is there any way to do it in a simple way ?


texts: Strange problem with Cycles Normal Map baking

texts:
I am trying to bake a normal map with Cycles, but no matter what I try, the results are always strange, and I am at my wit's end.

I keep getting weird results like this:

These are my bake settings:

High-Poly model:

Low-Poly model:

Any and all help much appreciated! This model is a project for a game development college course I am studying, just to clarify. :)


texts: Balloon Simulation - String is floating like balloon

texts:
I'm trying to simulate balloons gathering under a tent. I've finally figured out the stiffness and gravity of the balloon using a combo of soft body and rigid body modifiers, but the string is now the only issue.

(View from bottom looking up)

The string just continues to gather at the top instead of hang down. How do I make the balloon have negative gravity, and the string have positive gravity? Or.. is there another solution for it to remain hanging down?

The eventual goal is to add maybe 50 balloons to the scene to have them fill the tent with their strings hanging down.


texts:
https://gph.is/2QKbRBK
I'm attempting to use the displace modifier to cause the desired effect as shown in the gif, but the issue is that the modifier's strength is limited by the placement of the highly subdivided edge.
The mesh is in a vertex group called "displaced" set to weight of zero with only the highly subdivided edge set to a value of one. This allows just that edge to be displaced in only the x direction.
Is there any way I can get the blue to fill in where it overlaps to the red side?

other details:
The UV map is simply a square divided in half with two colors. The highly divided edge is right over the line between the two colors in the UV editor. Changing the location of the object's origin has no effect. The displacement is governed by an animated empty object. All texture settings result in the same problem, only strength of the modifier can be lowered to get around the limit but is not a desirable effect.

I bet somebody has a cleverer idea of how to achieve my goal, and I'd like to hear it.

Other problem is that rendered view shows a blend of the colors.
https://gph.is/2NXizGb


texts: Really need some help with opening .DDS files

texts:
Frist of all i'm verly new to Blender.
But I had someone helping me, I also had a note with all the steps I had to take. But when I try to open a DDS (or the .ski) file it does nothing. I have tryed to first convert it into a .PNG but that also wont open...
Can someone tell me what i can try to do to open it? (its about PWE model files)
The versions i have are:
Blender 2.92, Python 27, and PWE viewer.
I will also include a photo of the notes I have.
Maybe its because in the notes it says I had to make a path for python on my C: drive and I have installed it on my F:  maybe this is causing some issues? Or i did something wrong with copying and placing the "struct.py" file?
I hopes someone is able to help me out.
-- Chocoducky


texts: How can I get equivalent python code for a created blend file from blender. I want to generate java code for corresponding python code of a blender. I am unable to get python code of blender file either inside or outside the blender.


texts: Why won't my creature parent to its armature

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When I try to parent my students armature, an error occurs that says, "Bone heat weighting error on more than one bone" I'm not sure how to correct this. I looked to see if it was symmetrical and it seems to be. Any help would be great. I copied the link so you can see the file.

http://www.pasteall.org/blend/36448

Thanks!


texts: I want to add two Principled BSDF in one material to one as texture 1 and principles for logo only with transparency to control roughness.


texts: Using a background image to model in Blender

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I have chosen the book BlenderBasics_4thEdition2011.pdf to use in teaching my first 3D Animation Class using Blender.  In it, on page 38, there is a lesson that uses a background image as a guide to create a 3D logo.  The text says to scroll down on the Transfom Panel to find the "Background Images" panel.  I cannot find that panel.  I have downloaded the latest Blender 2.72 release.

Can someone help me with this please?  I have done a couple Google searches and found images of that panel but I can't seem to find it on the Transform panel.  What am I doing wrong?


texts: How do you connect vertex groups to an armature?

texts:
I downloaded the awesome Daft Punk model created by Karol Miklas from Sketchfab and have been trying to pose the figures within but I'm not able to. I'm missing the link between the vertex groups provided in the Blender file and an armature in my project.

I've watched a lot of YouTube videos for rigging characters and tried Googling for the answer but nothing I've found seems to relate to what I'm trying to accomplish. Being a newbie, I know I'm missing something that's obvious to the more experienced; can you share what steps need to be taken to connect the vertex groups to an armature for posing?


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I'm currently using the latest version of Blender and I've noticed something different. Models seem to render both sides of a model when in texture mode - I recall in previous versions that only 1 side would show while the other would be invisible (which is what I want). I'm exporting my models to a game engine and it shows only shows the surface normals on 1 side. Does anyone know how to have Blender only show 1 side of a face?

Here's an image:

The left window is what I expect, but the faces on the right window I expect to be invisible.


texts:
the Defocus (with use Z buffer checked) works perfectly with a render layer node (tested on one frame per time).

however when i rendered the whole  sequence as an OpenEXR (Multilayer or not)  and imported to another blend file it works no more.

I don't see a difference between the too Z passes. Is this a normal thing ? Does saving the Z pass as another format will solve this ? i want to know before i re-render the sequence.


texts:
I am experiencing a very strange behavior and I just cant explain whats happening.

Setup: I have a video shot with a GOPRO at 59.95 fps. I want to use in a 29.97 fps environment inside blender, so I use ffmpeg to change the fps value.

Problem: When I import 29.97 video, the audio and video are off by 1 frame. Specifically, the audio is one frame longer than the video. I would like to have the audio and video to have the same==identical length.

What have I done so far: Now comes the funny part. So when I import the 29.97 fps video, the audio is one frame longer, as described above. However, the actual audio information is indeed a little shorter than the video. So I split up the audio and video, encoded the video separately and then joined the two parts together. That did not change a thing. However, when I just import the audio file, then the resulting strip is actually 1 frame shorter than the video! Both audio strips (from the video and the single one) line up perfectly in regards of their waveform, so there is only a difference in the padding at the end of the file.

BTW: The audio part from the original 59.94 video would line up perfectly with the encoded 29.97 video. But that would be too complicated to always import two videos and then combine audio and video...

Question: Has anyone ever experienced such a thing? I believe the way blender determines the audio length (in number of frames) maybe does something wrong.

Thanks for your help.

ffmpeg 59.94 to 29.94

ffmpeg -i GOPR7304-59.94fps.MP4 -y -probesize 5000000 -s 640x368 -c:v prores -profile:v 0 -qscale:v 13 -vendor ap10 -pix_fmt yuv422p10le -acodec copy -r 30000/1001 GOPR7304-29.97.mov

ffmpeg splitting

ffmpeg -i GOPR7304-59.94fps.MP4 -map 0:0 -vcodec copy 04.m4v -map 0:1 -acodec copy 04.m4a

Thanks!


texts:
I previously had Blender installed through the windows store (which worked ok), but I uninstalled it, intending to get the Steam version and/or the 2.8 beta. I tried both, but when I open either one it just shows a terminal window, then a blank white screen. I also tried the current (2.75b) version from the Blender website, which had the same problem.

My computer is a 64 bit windows 10 laptop with an NVIDIA NVS 4200M GPU (I think).

Can anyone help me find out why this is happening?


texts:
Is there a possibility to use a symbol, container or a movie-clip in programs like After Effects, Flash, Illustrator?

The element needs to have it´s own timeline and can be reused on other scenes inside blender?


texts: Following a tutorial, would like to mirror plane on the other side of her face..


texts: This headlight is from a 67 Ford Mark IV, a LeMans racecar. It's the old style headlight of course with the ridges and so forth. I am not sure how to approach this, if you'd want to go with modeling it with geometry vs. trying to make some sort of bump map. What's the best approach? These are really the best pics I have.


texts:
The below given image is rendered with 1000 samples with appropriate light settings but the final rendered image is coming as smudged.
Is there any solution to fix this?

EDIT : please find the link for .blend file below.

https://drive.google.com/file/d/0B5pwuQ_y8BGXaURWMWxOLUVlWWc/view?usp=sharing


texts: Unable to paint the inner most crevice of the mesh in Texture Paint Mode

texts:
For context, the black stroke was drawn in the middle of two hair objects which I've joined prior to painting. It seems I'm unable to paint the innermost part as make a stroke over it.
Is there a fix for it?


texts: just have a simple issue of finding out how to jump to front or back key-frames, as I am currently typing in the number each time, but hope there is a simple short-cut / hotkey. Inside grease pencil in particular, if different to 3d etc. Thanks.


texts: Can't use hotkeys for vertex/edge/face selection

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I just downloaded the latest daily build "blender-2.80-532536bf52da-win64" and when I launch it and try to use those hotkeys, they don't work nor show in the keymap preferences.
What should I do?


texts: Achieve a high pass filter in blender compositor?

texts: how can I Achieve a high pass filter like that one in photoshop with the blender compositor


texts: poll() failed, context incorrect? - Example: bpy.ops.view3d.background_image_add()

texts:
I keep on getting context errors in the Blender Python API.

I don't understand the issue of the context in the API, how do I know which is the correct context?

Thanks!


texts: Joined spin dupli objects don't rotate together

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Aloha.  I am trying to create an object by joining several rows of other objects created using spin dupli.  Object moves along x y z axes as a single object, but when I try to rotate it the rings rotate independently or not at all.  I removed doubles and converted curves to meshes of individual rows before joining.  Any suggestions?

The rings look the same but are of differing circumference and number of pins so that object is cone shaped.  The pin in background is kernel object I spin dupli-d to create each ring.


texts:
I am placing the image on the can using a texture. When rendering, I get the shown image. Some parts with the texture and others without.

How do I make it perfect?

Please help me.

,


texts: Blender 2.8 Sculpting splitting at edges

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I'm a noob I've looked all over and I don't know what to search for, so I've not had much luck, I apologize in advance. I'm using blender 2.8.

So I have an object that I want to sculpt on. Its been imported from a game.

It pulls apart from the seams even after dyntopo and I think it needs vertices added on edges that touch, that don't have vertices on them in that location, if that makes any sense.

Example 2 is just showing that there is no vertice on that edge. Is there a way to auto add vertices on edges that touch an edge that has vertices, that way I can remove doubles and have everything connected? Or am I going about this all wrong?

There are a lot of them that's why I want an easy way.

I just want everything to be connected together so I can sculpt on it and not have it splitting at the edges.


texts: Black patches appearing on glass materal in cycles in viewport preview

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I have a glass material applied to an object I am rendering in Cycles, but whenever I render it the material generates these black squares around it. the Object is light by an HDRI, however even without the HDRI it still has this issue. I changed the values in the "max bounces" section of the Render Properties tab, but to no effect. I'm stumped, what is causing this? Is there an obvious setting I'm missing?
Any Help would be much appreciated!


texts: trying to make a "glow" effect on a scene to be composited over VSE

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I am stumbling my with through a project using blender. What I'm trying to do right now is have my Scene (which I've added to the Video Sequence Editor, along with a video clip) to be displayed above the video.

So far, so good. But now I want to get fancy. My Scene basically consists of silhouettes. Because sometimes the video is black or very dark, I want to put a glow around the whole rendered scene (i.e. all the non-transparent parts).

I tried using the Glow effect strip on my scene, but that seemed to wipe out the transparency of the scene -- the video stopped showing through. I might be missing some easy way to make this approach work.

But now I'm trying to put together some Nodes to accomplish this effect. And it's really almost working, it seems like...

But when I render a frame, I get...

(Glow exaggerated for clarity.)

I'm a newbie. I've been feeling around in the dark to try to make this work. Any help would be greatly appreciated!


texts: Is there any possibility of fitting bones?

texts:
I exported a character mesh (with skeleton) from Unreal Engine 4 using an FBX file.

I think the bones are not in a good position. Can I do something with it?
Later I would like to make a body and assign that to this skeleton


texts:
I am having a problem with a vertex that I move to 0 along the x axis, but it is not appearing to be on the axis like it should.

See the screenshot below. I am in top view, and the selected vertex is clearly set to 0 in the in the transform tab. However, it appears at all angles to be to the left of the grid floor which it should be on top of.


texts: Why has my camera button/icon disappeared?

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You know that camera icon that shows up in the right-hand side of the main viewer? Well, it disappeared. I know I can toggle with CTRL-0 but I would really like to know why this happened and what I can do to get it back.
I have looked throughout as many options as I can locate, but no dice.
Here is my viewer:

As you will note, there is no camera button on the right side.
Also: Yes. I have restarted. Would not have posted here without taking a number of steps. No effect. It's like I've toggled something.


texts: I saw a tutorial where someone was able to scale the size of a background image using an older version of blender, but in my version I can't find any way to scale it.


texts: Blender spotlight strength in millions before visible?

texts: I am trying to make a spotlight illuminate a scene. I have removed the linked background so that there is no ambient light but the following render depicts this spotlight at about a strength of 4.5 million. Any ideas of how it got like this and how to get it to a normal range?


texts: How to model this seat with curved edges/corners

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I would like model this seat. I'm using version 2.91 at the moment.

I have not found a way to smoothen the blunt edges. Currently this is the state of the seat:

Note that the edges are rounded in the initial image. How would one do this using the least complex method? I am fairly new to Blender, and am not yet familiar with 98% of the functions. I would also like to be able to make the corners rounded. Does anyone have any advice?
Thanks


texts:
Bevel in Blender is "simulated" by splitting edges into multiple faces. This results in a lot of crap which makes it harder to modify an edge afterwards. What is the best way to deal with it? I would like to be able to easily undo a bevel modification and reapply it after a line or vertex modification. I mean in a long term method, of course I can use the undo history for short but this is not usable after save and other modifications took place in between.
Please keep in mind that Bevel of different edges might have different parameters or diameters and so on.
I know you can store a Bevel modification per mesh but can this be done for parts of a mesh also?
If there is no easy way to manage a Bevel what might be the best procedure to disbevel an edge?


texts: Number changing animation with animation nodes?

texts: How to make number changing animation with animation nodes pleae?


texts: Considering the character is not selectable as a mesh, how would I mirror these earrings?

texts: Considering the character is not selectable as a mesh, how would I mirror these earrings to the other side of the head/the other ear? (The helixes, stud was just there for reference)


texts: Is there a way I can display live/real time webcam video in the Motion Tracker?

texts: I have not been able to find any information on how to display a live/"real time" video from my webcam in Blenders motion tracking, not a pre-recorded video, is there an easy way to do this?


texts: If I access normal vectors for a rotated object, they are not rotated together with the object. Is there a way to get them in world coordinates instead of local coordinates?


texts:
Hello everyone,
I have done everything I can to deal with the line in the middle in an attempt to smooth it and turn it into a single surface but not been able to succeed in the end and wonder if any of you wish to take a look at the piece and help me out. It is part of an old object of mine that I worked on a long time ago and I have no idea what I pressed back then!
Despite having asked for help about this issue before, and been reading up help pages such as How to smooth shade an object while retaining hard edges? it has not managed to help me solve  the issue unless I was doing something wrong. No matter what features and tools I have tried using, the line stays and won't go, I sharpen the object or smooth it, the line stays.
Help appreciated :) I will add a download for analysis if anyone wants to take a look.
 github.com/Vemone/Projectss


texts: Is it possible to select multiple edge-loops simultaneously?

texts:
I'm trying to select multiple edge loops by just doing one of them.

I want to know if there's a faster way of selection rather than doing it one by one. If there is a way, does the symmetry plays a role in terms of selection?


texts: How do I get my hair to look soft and fluffier and less dry

texts: Right now my hair looks very rough, how do I get it to look more like the second image?


texts: Problem understanding how to UV unwrap for bump and color material

texts:
I'm pretty new to Blender and I'm using Blender 2.82, but my questions are fairly generic to the recent versions and revolve around getting a better understanding of how the UV Editor works.  I've read through the documentation on UV Unwrapping and the UV Editor, but I'm unclear on the following.
I'm trying to understand the process to use in order to UV unwrap for both a bump map texture and a color material using different images and different faces.  I have a grayscale image for the bump map and a color image for the actual coloring of the mesh.  Only a few faces need the bump map but the whole model will need the colored material.
First, when using UV unwrap, do I always need to use the exact same faces?  That is, can I uv unwrap a few faces for a bump map for only those faces and then uv unwrap those same faces along with all the others when I want to fit my colored material onto the mesh?

Second, when I UV unwrap for the bump map, I load the bump image into the UV editor, and I can get that matching on the mesh correctly, but when I go back to the uv editor to work on the colored material, the bump image is still there, and when I change it to the colored image, the bump texturing on the mesh disappears.  So it seems like I can do one or the other but not both.  I imagine there's a way to do both, but I just can't figure out how to do it.  Hopefully all that makes sense.

Thanks for your help.


texts: how can I sync the object in the texture paint?

texts:
I am beginner in blender ,
according to my totural , I have to sync the object in the texture paint but I can not do this.


texts: Weight paint too sharp transition between affected areas

texts: I try to weight paint my mesh, but no matter what settings I put in weight or strength option, there is a super sharp difference between where I painted and clean mesh. Why does this happen? I can't paint a smooth transition no matter what I try. The transition is very sharp even though the weights are almost blue.


texts: Make Efficient Grass For Large Areas In The BGE

texts:
I have a VERY large area (about 2-4 sq. km) of a landscape that I need to have covered in 3D grass, like how modern 3D games do it:

There have been a couple of problems I've been running into though whilst making said grass.  In one method I tried using particle systems by switching to the Blender Internal renderer and then creating a particle system and converting them to objects so they can be used with the BGE, but this put an excessive strain on my computer with the 3D Viewport while editing being 1-3 frames per second and the game itself playing even slower, later crashing after about 30 seconds of being tortured with 5 million+ object instances and several tens of millions of polygons to render in real-time.

I made that particle system using 1 grass model that has 24 triangles and 2 LoD models for that first model that had 12 and 4 triangles respectively.  Making a particle system using even the lowest LoD would require at least 6 million instances of the object with a hefty 24 million triangles to render.

So I need a way to have consistent result of grass in the manner I have described that gives results like the particle system in terms of consistency and visual results whilst being the least hardware-intensive possible.

Thanks to anyone who contributes.


texts: 2.8, how to automaticaly merge overlapping vertices

texts: there used to be a button for this, It looked like two arrows pointing towards each other i believe. It made it very easy to snap one vertex onto another. It was located where the snaping and pivot point options are but I can't find it in 2.8 :(


texts:
I used the 'solidify' modifier to make a contact-lens shape. However, it results in this ripply pattern that is visible in the shape's surface. Is there any way to make the vertices more uniform, to match the ones closer to the edge?

The rippling pattern shows up in the final render. The ripples appeared after applying Blender's 'Solidify' modifier.


texts:
I pulled one of the lower sections of the blender to the top, and now I am completely unable to do anything.  I tried pulling the top down, but it's not the window I am looking for.

here is a picture of what it looks like.


texts: How to track footage that goes in a circular motion?

texts:
I've been trying to track the game footage in the link below
I tried tracking everything myself, and the detect new features method when some tracks are starting to disappear, the lowest I got was a solve error of 17 with both methods...

It's probably because of the obstructions, but those are important for my scene. So I tracked different things before and after the obstructions and joined the tracks, also didn't work. Since the camera goes in a circular motion, there's no track that stays during the entire clip.
What I'm trying to do is put a robot in the middle and the camera goes around it (I also put bottles on that spot on the ground for more tracking information) I also uploaded some pictures to get an idea how I tracked it.
video link


texts: BGE: Refer to keyboard event boolean problem

texts:
Got this strange little issue:
I've got a separate module, besides variables such as the player object and animation functions there is also the boolean variable for the W key.

w_active = bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[bge.events.WKEY]

Now when I import it from the module to another script and go like:

if w_active:
   run_animation()

It won't play it but when I don't use the variable and write the bge.logic.KX_INPUT_ACTIVE = bge.logic.keyboard.events(bge.events.WKEY) right after the if it does work.

I also checked it out with print(w_active) it seems the problem is that the boolean stays on False even when I press the W key.


texts: Unit scale coherence in library .blend files

texts:
I want to work with libraries to model multiple objects of various sizes.

I have a two libraries .blend files with only a cube in them. The difference between these two files is that the scene's unit is in meters in the first one, and it is in centimeters in the second one, so I have a 1m cube and a 1cm cube.

I don't understand why, when I import (append/link) both of these cubes in a third project, they both are the same size (which is 1 meter), when the second cube is supposed to be one centimeter. Is there a way to do that without having to use the same unit everywhere and zooming in a lot ?


texts: Darkening/Lightening camera change effect

texts:
How can I make the view darken to black before changing the camera and then fade back again after the view has changed - as in the linked video.
https://youtu.be/R70HeSY2q-U


texts: How to mirror cut or modification made to basic shape?

texts:
I am very very new to blender and have seen similar questions but just need an explanation - I have finally succeeded in cutting the edge off a cube using the boolean modifier here -

and I need to know how to make this EXACT same cut on the other side. I have gone over many tutorials and attempted to use the mirror modifier but the best I can come up with is duplicating the object, flipping it and trying to join it to the original. There must be a better way here.

How can I mirror any modifications I make to an object across 1 axis of the object?


texts: Get error when python script in use bgl is running

texts:
My script got error when it ran python script in use blender opengl(bgl).
Below python script.

# -*- coding: utf-8 -*-

import bgl

view = bgl.Buffer(bgl.GL_INT, 4)
bgl.glGetIntegerv(bgl.GL_VIEWPORT, view)
print(view)

Do script as follows.

$ blender -b -noaudio -P test.py

Here is my environments.

MacOSX 10.11.4
MacBook Air (13-inch Early 2014)
blender-2.77a-OSX_10.6-x86_64

Here is crash report.

# Blender 2.77 (sub 0), Commit date: 2016-04-05 18:12, Hash abf6f08

# backtrace
0   blender                             0x0000000100baa46a BLI_system_backtrace + 58
1   blender                             0x00000001001549fa blender_crash_handler + 362
2   libsystem_platform.dylib            0x00007fff9beea52a _sigtramp + 26
3   ???                                 0x00007fff60260568 0x0 + 140734806492520
4   blender                             0x000000010057fb92 Method_GetIntegerv + 66
5   blender                             0x00000001026d7b88 PyCFunction_Call + 280
6   blender                             0x00000001027518d5 PyEval_EvalFrameEx + 26149
7   blender                             0x0000000102755265 _PyEval_EvalCodeWithName + 2421
8   blender                             0x000000010274b231 PyEval_EvalCode + 81
9   blender                             0x000000010277bf41 PyRun_FileExFlags + 209
10  blender                             0x00000001005508e2 python_script_exec + 610
11  blender                             0x000000010015600a run_python_file + 122
12  blender                             0x0000000100b51620 BLI_argsParse + 192
13  blender                             0x000000010015479a main + 3594
14  blender                             0x000000010015397c start + 52
15  ???                                 0x0000000000000005 0x0 + 5

Any suggestions?
Thx.


texts:
I am currently building the assets for a video game using blender; however I will like to start implementing add-ons that would make the task of creating all the assets much faster and easier.
In this case I really need for procedural generation, uv unwrapping, animation and texturing.
What are some of the best add-ons that can be implemented? both general and specific. User experience feedback will be greatly appreciated.


texts: How to merge vertices of a ripped model?

texts:
After I spent like 2 hours rigging a model with riggify I've realized the model I've ripped the other day has the articulations unmerged (shoulders, knees, etc), after moving one arm.

Is it possible to merge all the holes without going arm by arm, knee by knee, and making sure all is properly merge?


texts: What is the low level alternative for bpy.ops.object.material_slot_add()?

texts:
I have a script which adds a material to an object. The script is using  bpy.ops.object.material_slot_add(). However, this only works when the script is used from the text editor. It has polling/context errors when used differently.

What Blender 2.75a API commands provide the low level equivalent to bpy.ops.object.material_slot_add()?


texts: Controlling particle size via texture with particle physics disabled?

texts:
I want to be able to control the sizes of particles with a texture, but as I want the particles to be used as terrain, I want to disable Newtonian physics so that the particles remain stationary.

However, particle size seems to be unchangeable with particle physics set to "No":

Is there a way to get particle textures to work properly without Newtonian physics enabled?


texts: Is there a way to make a real person in a video appear as if they're a ghost using masks?

texts: How do I overlap two frames in blender to make a person in the video appear as if they were a ghost? What I mean is that I want to make a person in the video transparent like glass, as if they really were a ghost, but I don't know how to do it. A demonstration would be appreciated.


texts: Materials, textures and how they relate to models before/after render

texts:
I am brand new to Blender and just want to confirm that I understand the difference between models, textures and materials (particularly the last two).

My understanding (please correct me if I'm wrong!) is:

A model is the mesh of the 3D object (contains 3D coordinates of each vertex, and all the edge information between connected vertices). There are multiple file formats for models (PLY, OBJ, etc.) and Blender supports most of them.
A texture is a file that contains 1+ 2D images representing the surface of the model. Textures get mapped to the outermost vertices of the model and provide (primarily) sub-polygon color details, giving the models (essentially) their outward look-and-feel. There are also multiple file formats that can store textures since they are essentially containers of 1+ images (but what file formats are there?)
A material is a collection of light properties on each pixel or polygon (which one?) on the model. Materials determine what happens when light (and only light - nothing else) strikes the pixel/polygon at a specific angle, with a specific intensity, etc. Materials can either be baked (pre-rendered) into a texture, and subsequently exported/saved as a texture file. Or, materials can be exported/saved as a separate/third file type; I believe MTL files are material files.
Rendering is the process of baking materials into textures, and then applying/mapping the baked textures onto the surface of models, and producing a 2D image from a specific camera position/orientation.

How'd I do?


texts: How record/show use of import stl operator. operator works, it does not show in the info area view

texts:
I'm learning blender, would like to see the "commands" or "operators" generated by UI, such as import stl file. I can see many of the commands in "info" view, but I cannot seem to get anything related to the import action such as:
bpy.ops.import_mesh.stl(filepath...  )
to display in the info view window.
I tried using the command line switches to turn it on:
blender -d --debug-all

blender -d --debug-wm

blender -d

Also tried Python bpy.app.debug_wm = True
Is there another configuration I can try, or does something need to be changed in the Python code to enable display of this in the info view?


texts: Bevel vertices on a flat subdivided plane

texts:
I'm trying something that I managed before, but not anymore.
I have a subdiveded flat plane (which represents a grid) where I want to make a few more holes (see picture one).
If I select the vertices and then do  Ctrl + Shift + B, I don't get rounded corners but straight (see picture two).
My question is what am I doing wrong?
I'm using Blender 2.79, and I'm a beginner.


texts: quick preview animation with animated material?

texts:
I am looking for a poor man's render of an animation in order to evaluate blocking, timing, camera movements etc. without the "cost" of a full render.
I found Is there a way to make a quick animation PREVIEW, to evaluate motion, etc.? and thus tried OpenGL render with "Material" view (and for more speed also used a reduced render image size).
In principle, this would be good enough for me - at this stage I do not care about transparency, light, or hdri background. However, I do have animated material, and that animation is lost but should please end up in the rendered preview movie.
In fact, this loss is not a problem of the animation render, but happens already in the normal 3D preview. I recall that sometimes the material gets adjusted in the view but in a somewhat unpredictable manner (e.g., it is not simply the state at frame 1). So instead of proposals about a completely different rendering method, I'd also be happy with a way to make the material view adhere to animated material.

Additional info: I am on blender 2.76 (I know it's not current, but that's the default on Ubuntu Xenial, which is also not current, but still under LTS until next year)


texts: Add-on UV Paste Copy/ Align Distribute and Screencast in Blender 2.72

texts:
I just installed the latest version (Blender2.72) - Add-on Screencast disappeared. I think it's a shame because it was very useful ...
At a Blender 2.72 RC version I tested the add-on UV Copy/paste. And Align/Distribute UV. Blender on the site, they refer to these two add-on. But when I go to activate the Official, community testing and Blender 2.72 game. I can not find them. They have been removed as well? I thought it was official Add-On?


texts: I'm a complete beginner so I really don't know what is happening.


texts: How do I set output video file name using python script?

texts:
I'm using a python script to render my scene using the OpenGL render to get more speed, as the quality I'm getting is enough for my purposes.

I'm using this script:

import bpy
import sys                      # read argument from sys.argv
from bpy.app.handlers import persistent

@persistent
def do_render_opengl(dummy):
    bpy.ops.render.opengl(animation=True, view_context=True)
    bpy.ops.wm.quit_blender()

bpy.app.handlers.load_post.append(do_render_opengl)

I'd like to choose the resulting filename ( video123.avi for example ) from inside the python scrit.

I tried with bpy.context.scene.render.filepath = '//filename.avi' for example, but it looks it would work only for rendering as separate frames.

Thank you. Best Regards.


texts:
I'm trying to get a character (robot) to catch a vinyl record. I have both objected linked into a blend file. I tried to use a Child of constraint on the vinyl record and parent it to the thumb bone of the character. It's moving, but it's not following the thumb. In fact it appears like it's going in the opposite direction. below are a couple of screen caps to show my issue

I'm thinking that some how the bone axes and the object axes are not aligned. So it's not following it properly? But I'm not sure and don't know how to go about fixing that.

Any help would be much appreciated.


texts:
I'm working on a blender project made by other guys and I've noticed that instead of normal meshes I've got a lot of empty objects. In the outliner panel every empty object is shown as it was a normal mesh (as to say: it contains armatures, modifiers, animations) but in the 3D view there's just an arrow and when I render nothing shows up.

Hope that makes sense,
Thank you]1


texts: How to make objects aligned according to a path or bitmap?

texts:
I have some objects - balls -, I need to make them organized according to a path or a bitmap.Is this possible without using manual object moves?

EDIT:

An example:

I'd like to organize/align my objects (balls) so that they occupy all dark pixels of this bitmap


texts: Is it possible to animate domain in mantaflow simulation?

texts:
I want to animate the movement of a cube (domain) with water like here: youtube, but the water sticks to the bottom of cube (domain).

If i try to use an effector as a cube the water just goes through it...

Is it possible to do this?


texts: How can I delete keyframes and animation data for all selected objects?

texts:
I am trying to do as the title suggests: remove all keyframes and animation data from all selected objects.
I am just starting out with Python and add-on development so this has proven to be a challenge for me. This is what I have sofar:
class CULT_ClearAnimData(Operator):
    bl_label = "Clear Animation Data"
    bl_idname = "object.clear_anim_data"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        selected_obj = bpy.context.selected_objects
        scene = bpy.context.scene

        for x in selected_obj:
            selected_obj[x].select_set(True)
            bpy.ops.anim.keyframe_clear_v3d()

        return {'FINISHED'}

Edit: Got this to work:
class CULT_ClearAnimData(Operator):
bl_label = "Clear Animation Data"
bl_idname = "object.clear_anim_data"
bl_options = {'REGISTER', 'UNDO'}

def execute(self, context):
    sel_objs = [obj for obj in bpy.context.selected_objects]
    #bpy.ops.object.select_all(action='DESELECT')
    for obj in sel_objs:
        bpy.ops.anim.keyframe_clear_v3d()

    return {'FINISHED'}

I am not sure if my solution is "proper" or safe, but it works. Any alternative ways would be helpful.


texts:
I'm doing some archviz for buildings and often to flats are very similar and I want to speed up my workflow.
So at first I started making them in the same file but different scenes, then I realized that I was copying every object everytime and it was a waste of space and made de Blend file really heavy.
So then I started making them on different files and "Appending", wasting the same amount of space but working with smaller files (faster saving).
And now I discovered that you can work this way but instead of "Appending", "Linking" and save space. I've been trying to use this option but it's not working the way I want.
I make a new file, Link the scene from the file of the other flat, and then I choose wich object I want to "Add Library Override", and if I want to move the objects it works but if I want to delete them they appear again every time I reopen the file.
I guess maybe this is because I linked the full scene, but doing it object by object is not a good idea either.
Any ideas on how to do this better? thanks!
I've been trying to solve this for days and still cannot find a way.


texts: How can I use more than 50% of the CPU when converting image sequences?

texts: When I wanna convert a sequence of images into a movie file, only 50% of the cpu are getting used. How can I increase this number and accelerate the whole process?


texts: Bone constraint mask or bone constraint per action?

texts:
I have a standard arm rig with a weapon and a few actions animated. In one of them I've put "Child of" constraint (hand -> magazine) and the other doesn't need it but it seems that I cannot deactivate constraints per action. The problem is it interferes each other when I use it in one, and don't need it in the other.

Is there a way to activate constrains per individual action?


texts: Soft-body works with 2.79b but doesn't with 2.8x (including 2.82a)

texts:
I'm having difficulties with soft-body simulations since 2.8x.
I presume this is not a bug as the version 2.80 has been released for months, and it would have been noticed...

If I parent a soft-body to an object (an empty in this example), the simulation is not stable and glitches a lot. This behavior is the same for all the tests I have made (v2.80-2.81-2.82a)
If I take the exact same object in version 2.79b it's working correcly.
Any idea of what I'm doing wrong or what's has been changed? Do you think this is a bug?

Thanks!

Version 2.82a (glitches) :

Version 2.79b (works OK):


texts: Limit the selection to the visible object (in object mode)

texts: If I have one object hidden behind another, clicking the visible one multiple times in Object mode alternates the selection between the two. Is it possible to turn this behaviour off, and make the selection stick to the visible object regardless of how many times I click it, similar to Limit selection to visible in Edit mode?


texts: Need my character's hands to move independently from HIPS bone

texts:
I'm animating a character and at some point I need his hands to move independently from the hips bone (as to say: not following the hips bone when I move it).
Is it possible to add a setting to the IK rig that could let me switch from having the two bones connected and not having them whenever I need?

Hoping have made myself clear!


texts: denoise node not available under compositing in blender 2.8

texts: I was following blender gurus new donut tutorial. after modelling the donut, i rendered it once, went into compositing to add a denoiser node to the rendered image. but if i search it, its not available. right now i have the render layers and composite nodes.


texts: Why can I add a horizontal loop cut, but I can't add a vertical loop cut

texts: In the images I'm trying to add a loop cut vertically through the rectangles, however, it only allows me to add a horizontal loop cut.  The mesh is only a plane and I am using the mirror modifier.  I'm not sure if the mirror modifier is somehow messing it up or if it's something else.  Also, the mesh is part of a larger mesh that I have hidden, not sure if that helps or not either.  I've already tried removing any duplicate vertices and such but to no avail. Can someone tell me what I'm doing wrong?


texts: How do I "Lock Camera to View" using Python?

texts:
How do check the box labeled "Lock Camera to View" using Python?

There is a "lock_camera" property, but I don't know how to navigate to the object that has it to set it.


texts: Why Ctrl+P menu would be different, and no "Bone" option

texts:
On an empty project, when I select mesh and bone, then hit Ctrl+P, I will see "Bone" in the menu.

Download a rig from online
https://dl.dropboxusercontent.com/u/284185/MinecraftPlayer.blend

And try to attach a weapon onto the rig
https://dl.dropboxusercontent.com/u/284185/Bow.fbx

However when try to attach the weapon to bone (extrude right hand with extra bone), menu is now different. Any idea how to have the bone option show up?


texts: What is the difference between passive and non-dynamic rigid bodies?

texts:
A rigid body can be either active or passive, and an active rigid body can be dynamic or not:

The documentation says about the passive type the following:

  Object is directly controlled by animation system. Thus, this type is not available for Rigid Body Dynamics.

And about dynamic:

  Enables/disables rigid body simulation for object.

I see no difference between the two. As far as I can see, both of these mean that the object is not moving, but still participates in collisions.

Note that I know that there is already a similar (unanswered) question...: rigid bodies: passive vs not-dynamic

... but I decided to ask again, because I could not reproduce the scenario in that question (extruded planes behave for me the same as non-extruded).

EDIT As f59838 answered, there is a tutorial, where Andrew "Blender Guru" Price says that "We want our chain to swing, so we need the top link of the chain to be stationary. Select it then go to the Physics panel and uncheck Dynamic. This is different to Passive, because it’s still using it’s Mesh collision data but it won’t move."

I think this explanation is not correct, because passive objects also can have a Mesh setting for the collision shape. It is true that in this special case (toruses) it does not work - after a few strange movements, they fall - but this seems like a calculation error. In fact, if you double the Steps Per Sec in the Scene/Rigid Body World, the toruses won't fall (although the movements are still strange)

So yes, there is some difference, but it is not what Andrew said.


texts: Strange Rendering Behaviour...Branched Path Tracing

texts:
I started rendering with Branched Path Tracing after learning about the benefits. However, after waiting for hours for a render to finish, the renders always end up with some blocks looking like they completed and then some MUCH more grainy (like they didn't complete...however the process does complete 100%). See images here. Am I doing something wrong?? This seems like a clear bug.

You can distinctly see the clearer blocks vs the ones that look like they had way less passes. I still don't understand how this makes sense.

Edit: Tiles are 256 X 240. I am using an iMac 2017 with 4.2 GHz Intel Core i7, 40GB RAM and AMD Radeon Pro 580 8GB. I know AMD cards aren't the best for Blender but it works totally fine outside of Branched Path Tracing. I am also using the latest daily build and using CPU + GPU...could that be it? I haven't tried in 2.79b because CPU + GPU is just so much faster for me.


texts: Animating wire/cable/rope wrapping around a cylinder

texts:
I have searched everywhere on the web for a way to do this, but I can’t find anything. Someone have any ideas for doing this without using physical simulations? The operation should be this:
the red wire passes through the blue object (which is static) and is anchored to the yellow object, which can rotate
When the yellow object rotates, the wire wraps around the cylinder in a similar way to a fishing rod.


texts: Blender Exposure not affecting output on OpenEXR File

texts:
So I'm using this physicall starlight & atmosphere addon,
a wonderful addon, but it requires to change blender's addon to -6 to look good.

I'm working on VFX industry, so i need to renderout OpenEXR and ACES colorspace, (ACES isn't the problem here, i've checked using sRGB, same problem)
after making a beautiful scene with the addon, then leaving it to render overnight, then boom everything is overexposed.
I've done some research, and somehow blender's OpenEXR Output doesnt read the exposure we do.
Viewport with -6 exposure: (how it should look)

Rendered image:

it literally looks like the file output ignores the -6 exposure, and just renders with 0 exposure
so, I'm trying to renderout OpenEXR file with exposure changes affecting the final render


texts: Prevent Transparent from casting Shadows

texts: I am trying to animate rolling dice and i dont want them to go out of bounds in relation to my camera so, I put a transparent fence around them but the problem is when i try to render it there are black parts of the transparent mesh showing. PLease Help thank you.


texts:
After finishing Blender Guru's both doughnut and anvil tutorials I conceived that I should keep mesh quad-only. Moreover, all edges of my final meshes were looping, which I took as a rule too. But is there such a rule or how strong this rule is? Sometimes I end up with meshes like on the picture below, where all the faces are quads, but not all edges are looping. How bad is it?

More specifically, should I keep all vertices always connect four other?


texts: What are all the possible string you can use for bl_context?

texts:
Based on the lists of inputs for bl_space_type and bl_region_types I'm assuming there is a set of special strings that you can input for bl_context correct? When I look at the doc I see

  TODO: explain the possible combinations
  bl_context/bl_region_type/bl_space_type)

EDIT: The Todo has since been removed and the options are documented.


texts: Best way to change a value between render layers?

texts:
I have a setup where I am re-rendering the same geometry on several different layers. I want to change a property in the geometry's material before each layer runs (probably via a driver). The goal is to render out several different passes and have them all in the compositor together.

(I am aware this is possible with Scenes and different materials, but it is a ton of work to set that up when working with assets that will be linked into a bunch of different files. The simpler method seems to be to put several material setups in the same group, then mix between different outputs for each layer.)

For Renderlayer 1, the value is 0. For layer 2, the value is 1. etc.

I can manually do this by clicking the Render button on the Render Layer node in the compositor, then manually changing the material value, then manually rendering the next layer. But I need to automate it so that I can leave it running for long renders.

It seems it should be possible to solve this problem in a couple of different ways, but it depends on the details of how the render command works.

I could make a script that sets the property to 0, starts the render of layer 1, then when that finishes sets it to 1, starts layer 2, etc. For that, I need to know how I can have a script tell when a layer finishes rendering?

Or, I could have it start the value at 0, then detect when a layer starts rendering, and change it then. Either way, it needs to be able to have a script get info about when a layer starts or finishes.

Can anyone shed some light on how this can be done, or if there's a better way to set this up?


texts:
When I render one of my models in my app, black lines (which I did not draw) are getting rendered which run from various points on my model all to a single point.  Please see image.  As I move my camera around in the app, the single point moves around (and in turn the destination of the lines).  What are these black lines, what are they pointing to, and how do I fix?

Note: Blender newbie here

Thanks

Edit new photo showing mesh issues in blender too.  Removed reference to libgdx to remove confusion.


texts:
I have tried to understand linking objects (or is it meshes?), but am apparently failing. I want to create a 2nd and 3rd copy of a collection such that if I change any of the objects, they all are changed. It's fine if one has to be a master copy that has to be the one changed. I have tried various approaches including selecting the objects in the collection then use Duplicate Linked, and it always makes copies that are not updated when one is changed. I have been using links to copy modifiers to other objects, but again it copies the modifiers but doesn't link them together in any way I can see. I have only been working with simple cubes.
Can someone recommend a better source for how to do this than I've found so far (or point out what I am misunderstanding)?


texts:
Often when I import an .obj or .dae I have a UV "offset" (not sure if that is even the correct term.)

I mean the texture shows up correct in the end but I really would like to have it where it belongs. Is there an automatic way to move the uv grid into position?


texts: I'm trying to render a Roblox character but the camera won't work. I've tried pressing just 0 which made my whole character disappear, I also tried doing ctrl+0 but it said "Modifiers cannot be added to object camera 001". It seems like I'm the only one with this problem.. Can anyone help? :(


texts: I am making a game in blender and when I press p to test my game, the screen goes white and when I press escape it goes back to normal and I don't know if my game is working or not.


texts: Is there a way to have faces with equal thickness?

texts:
When I extrude a face in an angle, the thickness is different according to the angle that the face is extruded. Is there a way to have faces with same thickness? Here is what I mean -

The blue lines are showing the lenght from one edge of the face to the other. They are all the same lenghts. I can acomplish this only by using tricks and it takes me time to do it. When I do it traditionally, I would rotate the edges on every extrusion and of course, the faces are no equal -

What do I have to use to achieve equal thickness of faces?


texts:
Only the sky is rendered, some parts of the rig, and the sword. I'm not certain as to what caused it. The blend download file is below. I could not use blendswap because it is larger than 30MB.

https://www.mediafire.com/file/drrmg4p5fhs53x9/Scene_1_Backup.blend/file


texts: Cycles render stops halfway through render

texts:
I'm trying to render an object using Cycles render. My object is simple but it won't finish rendering this object. I downloaded a couple of shared models, much more complex, and they render fine. I've left my object rendering for 15 minutes and it won't finish. Blender render will work, as does the OpenGL option.

I'm using a Macbook pro, 2.2ghz i7, 4gb ram. I'm also using Blender 2.7. The attached image is how far it will get. What am I doing wrong?

render example http://www.guitarsean.info/Blender_render.jpg


texts: Why is my gaming desktop relatively slow at complex animation playback?

texts:
I’ve been working on an animation. Due to the large quantity of animated objects (plus a keyframed cloth simulaion), I noticed that when I played through the animation, it went slow. Really slow - about 1 frame/second.

I figured this was just my computer being old and relatively small, so I went to Best Buy and got a liquid-cooled gaming desktop for $1300. I figured it would speed up things.

However, after setting everything up and running the same file through my new PC, I noticed very little change. While the Cycles rendering time is a bit faster now, the amount of time to bake a simulation or even play through the animation has shown little to no improvement on this fabled new desktop.

Is there something I’m missing? It couldn't just be that the animation is too complicated, because it shows no improvement from my old PC. If this is really all it can do, why is it $1100 more than my regular old laptop which functions exactly the same? Is it just not the right kind of computer for the stuff I'm doing?

Here’s a link to the .blend file (it’s kind of big): https://drive.google.com/file/d/1RWQbMgDf5_qzed-67kvOtq69nO4vGHD3/view?usp=sharing 2

Here are the PC specifications:

Operating System: Windows 10 Home 64-bit (10.0, Build 16299)
Brand: iBuyPower

Chip type: GeForce GTX 1060 3GB

Graphics card: NVIDIA GeForce GTX 1060 3GB

Processor: Intel® Core™ i7-8700 CPU @ 3.20GHz (12 CPUs), ~3.2GHz

Memory: 16384MB RAM

Display Memory: 11138 MB

Available OS Memory: 16300MB RAM

Microsoft Graphics Hybrid: Not Supported

HDR: Not Supported

Any help would be greatly appreciated. Thanks in advance!


texts: Where can I find a list of WM.Call_Menu names?

texts:
I'm trying to create shortcuts so I can hotkey the various menus in Blender.  But I can't find the "name" of the menu I want.

.

I'm trying to do the same thing, but for the 2D view window.  Right clicking the menu didn't give me any info, and a web search didn't turn up anything either.

Where can I find a list of all available wm.call_menu names, so I can do this with other menus?


texts:
I’ve been wondering how to make global lighting in cycles but i’m New to lighting and I have not seen this question anywhere else. I know how it’s possible in the internal engine but is it also possible in cycles.

Thanks


texts:
I'm trying to model a padded room like this one:

or like this one:

How is this achievable? I am also going to use a subdivision surface modifier in the end.


texts: Set material density [kg/m³] instead of mass [kg]

texts: Is there any way or plugin which allows enter material density in [kg/m³] instead of direct enter real mass [kg] how it is now in Blender. Blender knows the exact size of the object, so it is possible to calculate volume [m³] and then evaluate weight [kg] based on material density. I personally don't understand why there is just weight [kg] by default. With material density, there could be also possible to preselect common material like wood, steel, iron, plastic, glass, etc. It will allow us to make more realistic physics animation in a much shorter time. Do it now with many objects on the scenes is horrible.


texts: Blender Python: Fixed size list of elements?

texts:
I need 4 instances of a property group sub-class in my primary class, and I want to access them (main.sub[*].x) based on an enum or index.

Here's a fictitious (and boring) example to help illustrate what I'm trying to achieve:

MyTypes = ['A','B','C','D']

class TypeClass(bpy.types.PropertyGroup):
    ... unrelated things in here ....

class MainClass(bpy.types.PropertyGroup):
    States : PropertyGroupList(type=TypeClass,enum=MyTypes)

...
MainObject.States['A'].x = 2

Since there doesn't seem to be a built-in mechanism to construct properties, I'm not sure how I could achieve this with a CollectionProperty, unless I defined my own handler to generate the 4 elements. I have zero experience in dealing with python lists or arrays, other than defining empty lists and iterating/adding/removing. Any advice is appreciated.

Edit: (more than once)

This is the best way I've found to do this so far, and it has little to do with lists:

from enum import Enum

class ThingTypes(Enum):
    A = 0
    B = 1
    C = 2
    D = 3

class MainClass(bpy.types.PropertyGroup):

    # data for each mode
    ModeA : PointerProperty(type = TypeClass)
    ModeB : PointerProperty(type = TypeClass)
    ModeC : PointerProperty(type = TypeClass)
    ModeD : PointerProperty(type = TypeClass)

    # access mode based on enum index
    def Mode(self,type_index):
        if type_index == ThingTypes.A:
            return self.ModeA
        elif type_index == ThingTypes.B:
            return self.ModeB
        elif type_index == ThingTypes.C:
            return self.ModeC
        elif type_index == ThingTypes.D:
            return self.ModeD
        else:
            raise Exception("Invalid mode")

... usage ...

MainObject.Mode(ThingTypes.C).Attribute = 0

If there is a better way, I'm interested to find it. Preferably some way to actually define the sub-class instances as a list, then just access the list using the enum/index. Thanks for any info.


texts: I have an 4 frame animation made in Maya that i need in blender. Alembic wokres fine, but stops after frame 4, since there is no more animation. Is there a way i could loop the alembic file in blender?


texts:
I've created a kind of a planter using curves (this tutorial: https://www.youtube.com/watch?v=qAAnpRR2ILg)
My initial object was very small - matching my base measurements of 1mm, so I wanted to scale it up:

I couldn't find how to exactly scale it in edit mode: in the n-menu
I see nothing mentioning "dimensions". Also in "Object Properties" - I can't find the way to scale the dimensions.
So I manually scaled it in edit mode and later made it more exact in object mode.
This changed the scale - I can't say I understand how all that scaling and changing dimensions work :-(.

Now when I set the right dimensions in the n-menu in object mode and later fix the scale with CTRL+A => the dimensions "overshoot" and when I fix them, the scale undershoots - somehow I can't get the right measures in 1:1:1 scale.
Can anyone please help? - what is the CORRECT way to EXACTLY size an object?
just for reference: I want an object 120X120X140 mm (XYZ) in size
Here is the file:
Thanks,
Roy


texts: today i run into another problem. i dont know how i have done it (probably i clicked sth what i should not click) - anyway - since that moment my objects are behaving totally different when i try to rotate them. the objects are now rotating around the pivot point but they keep their alignment - not sure if i am clear. eg. if u would rotate a plane which is lies flat on the ground it makes the rotation but the faces of the plane would still be up and dont which shouldn't be the case with the "normal" rotation that i know. so i want to understand what i have done (because this kind of rotation could be also usefull sometimes for me) and how can i return it in the case it happens again.


texts: Is it possible to render 360° panoramic images in Blender, usable to make a 360° pano presentation?


texts: Problem: Armature deforms mesh opposite of bone positions

texts:
I have a character made of 5 different parts, each with 5 different meshes and armatures (one for each limb and one for the head and torso). All armatures have been parented to the 5 meshes with automatic weights.

3 of the armatures work properly.

The other 2 act differently.

Wherever the bones are placed, the mesh deforms in the opposite way. I've tried recalculating the normals on the mesh, as well as lining up the origins of the meshes and armatures, but this problem persists. What is a possible solution?

Here's the .blend:


texts: Is there a way to take keyframes and snap them to the value of neighbors keys?

texts:
There was a script I used in Maya, called Snap Animation by Aaron Koressel, what it did was "Takes current selection of keys and offsets it's values so that it lines up with the neighboring key. Very useful for pasting/rearranging animation and keeping your animation relative to it's neighbor. Or snap a key into a hold and have the neighboring animation offset appropriately."
So I could animate, let's say, a character breathing, then paste this animation into another scene with this character, create a pose in a frame before the breathing animation and then select all of the keyframes except the first one (the one with the new pose), and snap that first breathing key to the new pose, and that would automatically also change the other keys by the same amount, making so that I would have the character now in the breathing in the new pose.
Is there a way to snap a key to the previous one like that on Blender?


texts: I am using opensuse 13.1, and blnder 2.67b. In my blender there is no cycles renderer. I tried in the preference to enable it but it says that the cycles script is missing. How do i install the cycles render engine in opensuse??


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Do you know if you can annotate a video in Blender?

I have tried to d + mouse draw, but I need to control when the grease pen stroke is shown.

I am trying to add circles to a video sequence, to bring attention to an area.

Thanks in advance


texts: Freestyle "Material Boundary" not working?

texts: I am trying to add an outline around this geometry, that is overlapping a plane. This is not the result I was hoping for. I thought the checkbox "Material Boundary" would solve my problem but it doesn´t really seem to do anything. Please help D: (using the newest version of blender)


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I can't find the tab in the tool shelf for uv magic. The right click menu shows up, but I can't see it as described in the tutorial.

Location    3D View > Sidebar > UV Manipulation.

Also does anyone know of a video tutorial in English?

Thanks


texts:
in my game I have a painting behind glass and the glass is in the front side of the "painting case". Like this:

All 3 objects (Mona Lisa, painting case and the glass) have the block property.

I am trying to detect only the painting case with a ray sensor without the x-ray mode. As I was testing it, I activated all the collision bounds of the objects as a box and the result is that the painting case's box covers the painting(Mona Lisa)'s and the glass's surfaces so I always got the painting case with my ray.

My question is : Does the ray detect surfaces or the collision bounds of the objects or an area near the surfaces, or what if none of the above? And if the correct answer is the collision bounds, should I have them "ticked" for this to work? If they are not ticked what does the ray detect(cause it returns the object, but the paint itselft )?
And as a side-question : How does the margin attribute affect the collision bounds exactly? Is it visible somehow in the viewport?


texts: My blender 2.8 got extremely corrupt and so I was planning on downloading the latest fully developed blender version so there are no bugs. What is the current fully developed blender version?


texts: Blender 2.8 - Can't select hair in point select mode in particle edit

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I've recently begun learning how to work with particle hair in Blender, and in some videos about it I've seen that you can select individual hair keys and have the hair tools only affect the selected keys.

I've found the selection modes in particle edit mode, however the "Point" selection mode does not appear to be working. I can't select anything, using A and Alt+A to select and deselect all do nothing. Tip select mode appears to work, but it only allows me to use the tools on the tip of the hair key which is not what I want.

Is there something I am missing or is this a bug?

Thanks.


texts: Why is it not showing the correct measurement?

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Newbie here learning Blender.

Could someone point out what i have done wrong? the measurement unit is not showing the correct measurement of the object, the width of the box is suppose to be 180mm but when i click on to show measurement its written there 500mm instead as you can see in the picture.