texts: Difference in rendering by script and UI

texts:
I'm trying to create a really simple scene in which a sphere collides with a cube. When I render the scene using (Ctrl + F12) UI the output video is as expected but when I use python script to do so bpy.ops.render.render(animation = True) the sphere is "eaten" by the cube instead of colliding with it. I also played the scene in the UI before using the script for rendering and it worked fine.

Any ideas about what can cause this?

BR,
Aviv

The script:

import bpy
import numpy as np

for o in bpy.data.objects:
    if o.type == 'MESH':
        o.select_set(True)
    else:
        o.select_set(False)

bpy.ops.object.delete()

plane_scale = 8
locations = 2*(plane_scale - 1)*np.random.rand(4) - (plane_scale - 1)

bpy.ops.object.delete(use_global=False, confirm=False)
bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, location=(0, 0, 0))
bpy.context.object.scale[0] = 8
bpy.context.object.scale[1] = 8
bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, location=(0, 0, 0))
bpy.context.object.location[0] = locations[0]
bpy.context.object.location[1] = locations[1]
bpy.context.object.location[2] = 1
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=4, quadcorner='INNERVERT')
bpy.ops.mesh.bevel(offset=0.137534, offset_pct=0, vertex_only=False)
bpy.ops.object.editmode_toggle()

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, enter_editmode=False, location=(0, 0, 0))
bpy.context.object.location[1] = locations[2]
bpy.context.object.location[0] = locations[3]
bpy.context.object.location[2] = 1

bpy.data.objects['Camera'].rotation_euler[2] = 0.8254
bpy.data.objects['Camera'].rotation_euler[0] = 0.6799
bpy.data.objects['Camera'].location[0] = 9.69
bpy.data.objects['Camera'].location[1] = -10.85
bpy.data.objects['Camera'].location[2] = 12.3883
bpy.data.cameras[0].lens = 18

passive_list = [item.name for item in bpy.data.objects if (('plane' in item.name.lower()) & (item.type == 'MESH'))]
active_list = [item.name for item in bpy.data.objects if (('plane' not in item.name.lower()) & (item.type == 'MESH'))]

bpy.ops.object.select_all(action='DESELECT')

for obj in passive_list:
    bpy.data.objects[obj].select_set(True)
    bpy.ops.rigidbody.objects_add(type='PASSIVE')
    bpy.data.objects[obj].rigid_body.use_margin = True
    bpy.data.objects[obj].select_set(False)

for obj in active_list:
    bpy.data.objects[obj].select_set(True)
    bpy.ops.rigidbody.objects_add(type='ACTIVE')
    if obj == 'Sphere':
        bpy.data.objects[obj].rigid_body.enabled = False
    else:
        bpy.data.objects[obj].rigid_body.enabled = True
    bpy.data.objects[obj].rigid_body.use_margin = True
    bpy.data.objects[obj].select_set(False)

bpy.data.objects['Sphere'].rigid_body.kinematic = True
bpy.data.objects['Sphere'].keyframe_insert(data_path='location', frame=0)
bpy.data.objects['Sphere'].location[0] = locations[0]
bpy.data.objects['Sphere'].location[1] = locations[1]
bpy.data.objects['Sphere'].keyframe_insert(data_path='location', frame=40)

bpy.data.scenes[0].frame_start = 0
bpy.data.scenes[0].frame_end = 50

try:
    bpy.data.scenes[0].render.filepath = f'/home/aviv/Desktop/{i}.avi'
except:
    bpy.data.scenes[0].render.filepath = f'/home/aviv/Desktop/'

bpy.data.scenes[0].render.image_settings.file_format = 'AVI_JPEG'

bpy.data.scenes[0].render.engine = 'CYCLES'
bpy.data.scenes[0].cycles.device = 'GPU'
bpy.data.scenes[0].render.use_render_cache = True
bpy.ops.render.render(animation = True)
```


texts: How do I make a spherical background image from a Blender model, for example a city at night, rendered onto the inside of a sphere for use as a background?


texts: How to convert image sequence to video using the VSE?

texts:
I've exported all my frames to .png.

Could you please explain (step by step) how to convert images to video using the video sequence editor? I used to export as .avi raw before, but because I'm having to constantly start again anytime I come across an error, I've decided to change my method.


texts: finding the geometric intersection point of three spheres

texts:
im new to blender so bear with me.
im a sculptor and mainly working with magnetic rods and steel ball nodes. in the blender worlds that means the geometric shape of my sculptures is the result of the length of all vertices in the mesh. if i change one rod the whole shape will readjust as the magnets can freely rotate around the balls.
here is what this looks like:
https://youtu.be/DkFMgQ94iac
so to model my magnetic scultpures in blender i need to construct every 3d point with 3 spheres that are the lengths of the connecting rods. i can only find meshed spheres which are not precise enough i think.
is there a function that finds a new point via the distances to three already existing points? how can this be done? i was also thinking about a rag doll model with bones and joints but this seems to be overkill.
thanks in advance.

yes, the tetrahedron is a math function but only works if all the vertices are the same length. i have two different lengths. 1 and 1.414. so there are many more shapes possible. i need the interesection of 3 radius, i think.
thast plain archimedean geometry. blender should have that included. maybe i should construct it in geogebra and import into blender?
ok so i just checked. yes geogebra has all these function in its 3dgeo section. but of course its missing the rag doll skeleton functions. which i need because i dont know the exact distances most of the time. all the angles at the nodes are a result of the whole mesh. so i need flexible joints.
maybe script the whole thing in python but that would be over my paygrade.
so here is a shape i just made to illustrate the problem:
https://imgur.com/fWU6tIO
https://i.imgur.com/fWU6tIO.jpg
its completely hollow and meshed and all the rods are either 1 or 1.414. i dont have a single coordinate, just the lengths and the mesh structure. how would you model that?

im surprised nobody seems to know what im talking about. here is a woodpecker i just made.

see how the shape is defined by the geo of the mesh around it. thats a real world problem :-) only length 1 and 1.414 used. the resulting shape is always proportionally balanced because all the angles are around 90 to 60 deg and the faces have similar surface sizes.
a friend just sent me this link. i think the answer to my problem is in there.
https://www.rgb-labs.com/blender-190-simple-machines-1-part-2-rigging-bones/


texts: How to render mesh's wire WITHOUT modifier?

texts:
I hell don't understand why we can't render 2D wires as viewport do anytime...
The procedural wire modifier is always the favorite issue !... This one is probably useful for many cases but it build solid structure which becomes resource-intensive when applied to a very large model and stupidly useless if we entend to make a basic visual.
Then, some render setting issues are often proposed but nothing incredible too...
Maybe an addon exists to do that work ?


texts: Dig screw object inside a cylinder (Blender 2.8)

texts:
I would like to "substract" a screw from a cylinder, as shown on the screenshot below:

I tried using the Boolean modifier but with no result. (Note: I am a beginner and I may have missused the Boolean modifier).

What I would like is to end with a nut.

Please apologize if my english is bad (not my native language).


texts: Black Outline and Visible Faces in Cycles Render

texts:
Previewing in Eevee looks fine, but when I switch to Cycles, this occurs:

Also comes as a white grain on the side opposite from the lightsource.

As you can see, parts become darker; there's black, ink-like stuff on the model (I thought it was AO at first and disabled it, but it's still there); and the faces of the model can be seen, especially along the chest and R-Leg.

The material setup is just the default BSDF with a Base Color (.jpg) and Normal map (.png) (fed through Mormal Map node).

Neither have been exported as an image, just rendered in the viewport.

Any advice appreciated - first day on Blender (well, near enough)

-edit-


texts: How to find out object's location coordinates?

texts:
For example I have a cube and I moved it to a certain location.
I want to know if there is a way to find object's global location, so later I would be able to insert this location coordinates to another object.

So my Question is: Is there a way I can see the location of a certain object and if yes how can I insert this location coordinates to another object ?


texts: fur in falling softbody simulation not coming with the object

texts:
I am making a simple softbody simulation in which the object has fur. but when i play the animation the fur of the object stays in the same place while the object falls:
this is my first time using the fur effect do please tell how to solve this
Here is my blend file:


texts:
I am trying to paint parts of the model with FillBrush, but when I apply the fillbrush it paint all the model

I want to be able to paint of white some part, not the whole model

My model is on a black background and I am trying to paint some parts white

Test:
-If I paint a part green and then I use fillbrush on green, green change to white

-If I paint on the model (texture paint) it paint all the model (from black to white)
-If I paint on the UV map(black background) on a piece, All model is painted

It feels like I am filling 'colours' intead of 'parts'


texts: How to display and use operator properties in a custom UI panel?

texts:
For example, as you can see in the keymap preferences, there are operators that have properties, like this Smooth Vertices:

With this little code row.operator("mesh.vertices_smooth") I can make a button to execute this operator in my UI panel

So how can I do the same with those properties and checkboxes, for them to show up in my custom panel, so then I can set some settings before clicking the button?

This is in blender 2.8 by the way..

Thanks...


texts:
I am new in Blender, decided to finally give it a go when 2.8 was released. I've only been working in Tinkercad up till now and watched a few beginners lessons on Youtube, but nowhere is there a decent tutorial on making a Cookie Cutter from a SVG file.

After I import it, I set the Geometry to Origin, use the Solidify Modifier. Change the thickness a little. From here I've been stuck. I want the model to turn into a solid (If I click Apply in Modifier) it shows me a lot of vertices when I go into edit mode. I would like to do the "offset thing inwards and make a "hole".

I am such a noob at this... can someone please help.


texts: Cut out shape in mesh without messing up the mesh completely!

texts:
I need to add holes for some connectors to my mesh. But, Boolean modifier messes up the mesh, as does bool tools. I have looked at several youtube vids but haven't seen one yet that can make a hole like this without screwing up the topology.

Here is what I am trying to model.

Here is what happens with Boolean modifier:

And here is the mesh after

Here is the blend file:


texts: When Export from UE4 to Blender as fbx. IK Bones are gone and the skeleton from my character changed

texts:
normally I don't ask for solutions and try to solve problems myself, but I'm stuck for several days. I created a VRoid character and first exported it to UE4 with a plugin, then I followed a tutorial https://www.youtube.com/watch?v=fsP68yQHIbs. So now comes my problem with Blender. When I export my character as fbx to Blender. Blender automatically deletes 3 things and sends me a traceback error.
My IK bones are gone, and my skeletal mesh is changed. If I export another character like the ALS V4 Character to Blender, everything is fine.


texts: blank white square appears only when rendering

texts: Whenever I render an image that appears. It shows up nowhere else in my scene or view port.


texts:
I have an 3d model of a human with an animation on it. I want to export this to FBX to use in PlayCanvas. In PlayCanvas the mesh loads fine but I can't see the animation so I thought maybe there's a problem with the FBX. So i've tried to export to FBX and then Import back into a new blender file. That gave a weird result (see screenshot).
What am I doing wrong?

I started with this;

I export using this settings;

This happens when i imported back into blender;


texts: Where are the key frames in this animation?

texts:
I have loaded an animation in Blender 2.83.0.
When I press Play, I can see the animation playing.
If I press the Tab key, my model goes into T pose.
I would like to copy this T pose to the first frame of the animation.
For some reason, I don't manage to show the key frames at all.
I have selected "Dope Sheet", then "Action Editor", and then I selected various elements of the model.
But I just don't see any key frames.
How could I show them in order to replace them?


texts: How to preserve Cycles material colours when exporting to .obj format?

texts:
When I export .obj files from scenes that use Cycles (and thus, materials with nodes etc), the material colours are not preserved in the .mtl file.

So, what can I do to avoid this?


texts: How Split Face Normal after 'make edge' between vertex in N-gon

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texts: How to change transparent object to solid object

texts: When I open blender the body of the object has no color. How do I fix this.


texts: What does this triangle icon mean and how can I add another one?

texts: Can I add another one? Because the plus sign just opens up the list.


texts:
I want to auto weight paint, but limited to certain vertex groups. Is this possible?
For example I have a big mesh that overlaps a lot of stuff, so I cant use auto weights effectively. Yet if I divide parts into vertex groups, it seems like I can't use auto weights at all.


texts: How do I mirror across anything other than X, Y, or Z axis?

texts: I'm trying to mirror an object on the X-axis, Y-axis, and X+Y-axis. Unfortunately, there's no check mark for that last one. How do I mirror along it?


texts: Grey spots when baking normal map (blender 2.83)

texts:
I have a high-poly female that I'm trying to bake onto a low-poly version. However, grey spots keep appearing in some places of the face and hands, as shown in the pictures below. I've tried to fix it for several days (changing ray distance, using a cage, changing UV and seams), and taking the ray distance to 1m seems to help on everything except the aforementioned things, but I've just run out ot ideas on what to do to fix it.
Does anyone have any suggestions?


texts:
I've generated a basic code to create a bunch of cameras and point them to my object but now i'm struggling with generating the renders. My idea was to generate one render at a time while the cameras where being created. The code works just fine with the camera creation but from the line i = str(i) the script runs and blender keep calculating something but never seems to stop, eventually if i click anything the pogram freezes. While it's calculating i go to the folder i've designated for the renders they are not being created...any ideas?
import bpy

import math

from random import randint

import random

veces = 300

r=30000

for i in range(0, veces):

    x = randint(-30000,30000)

    y = int(math.sqrt((r**2)-(x**2)))

    z = randint(-30000,30000)

    ran =random.random()

    if ran <= 0.5:

         y = -y

         z = -z

    bpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(x, y, z))

    bpy.ops.object.constraint_add(type='TRACK_TO')

    bpy.context.object.constraints["Track To"].target = bpy.data.objects["Suzanne"]

    bpy.context.object.constraints["Track To"].track_axis =    'TRACK_NEGATIVE_Z'

    bpy.context.object.constraints["Track To"].up_axis = 'UP_Y'

    bpy.context.object.data.clip_end = 100000

    i = str(i)
    bpy.context.space_data.params.filename = "mono3"+i+".png"
    bpy.ops.image.save_as(save_as_render=True, copy=True, filepath="//Foto\\ "mono3"+i+".png"",
relative_path=True, show_multiview=False, use_multiview=False)


texts: 2D Blender how do I make objects move with frames?

texts: When you move a drawing next frame it is going to be in a different place. You can see the drawing changing places when you play the animation. But when you move an object it stays in that place the entire animation. I want to be able to have the object move and change position multiple times during the animation (every frame it will move a little). How do I do that?


texts:
The head of my character looked completely fine as I sculpted it in perspective view. Obviously, adding the body required me to zoom out to view the entire model. By doing this, however, the head that I sculpted earlier looked completely different. It turns out that the head becomes more "orthographic" the more I zoom out. Is there any way I can view the entire body while keeping the head in its "perspective" form?

PROBLEM: The left image shows what the head looks like when viewing the entire body. Zooming out causes the facial features to be "scrunched", and the face looks flattened. Although the camera is pointed directly at the character, the entire head appears to be tilted upwards a bit. The eyes also seem crossed.

DESIRED: The right image shows what the head looks like when the camera is zoomed in, exactly how it looked while I was sculpting it.


texts:
hi! haha, the example is a bit simple but converted font meshes tend to be so complex as more complex the fonts you use. and i saw a vid tutorial [if not for completely forgetting what tutorial it was again :( ]
that tutorial shows how to neatly 'gridify' the mesh which i think is so useful.

~ something like this

could anyone share how you do this? thanks!~


texts:
So I've been pulling the last bit of my few hairs out of my skull for half a day now trying to figure out why my rendered video is NOT smooth like it is in the preview.
Demo: http://seodagger.com/wp-content/uploads/2016/08/1111-2222.avi
It's like it loops each soft cut (in the video strip) a dozen times before it moves on. This does not happen when I play it in the editor, but happens every single time I render it. Any ideas?
Been following a bunch of "rendering tutorials" just to make sure I am not missing anything but I'm starting to go nuts :(


texts: Exporting Physics Simulations into Unity

texts:
Is there a way to turn Blender simulations into animations that I can export to Unity?

What I want to do is to, say, animate a flag, run the simulation and export it to Unity to be used in a game. Is this possible?


texts: How to install the Avid codec for use in Blender

texts: This might sound like a fairly uneducated question, but I'm asking the question because I'm uneducated.  My uncle works in the visual effects industry, and he told me that Avid makes a video codec that has great quality and can even render with an alpha channel.  Does this codec exist (I haven't been able to find it)? If so, how can I install it on a Linux Mint machine for use in Blender?  Thanks!


texts: Finding vertices in a Vertex Group using Blender's Python API

texts:
Is there an easy way to get the vertices in a vertex group?  The only way I've found is pretty brute-force - e.g., to find the vertices of object obs[i] in group "e":

e_idx = obs[i].vertex_groups['e'].index
vs=[v for v in obs[i].data.vertices if (v.groups)]
for v in vs:
    for g in v.groups:
        if (g.group == e_idx):
            es[i].append(v)
            break

Isn't there an easier way?  I just found almost identical code in the "Similar Questions", so maybe this is the best there is.


texts: How do I achieve a Shader Similar to Super Hot's Furniture and Enemies?

texts:
I've been playing around with cycle nodes for the better part of 2 days in Blender, but I'm getting no closer to my desired result. Instead, I'm getting washed out colors or terrible refractions.

I'm trying to get a shader close to what was used for Super Hot game, for rendering out some sprites for a cyber punk like game.

Here's the shader in question

This is what my model currently looks like.

The initial idea of the art direction was to have the world be represented by polygons roughly representing the volumes of the world. Everything would have a Glassy look with a careful color scheme to prevent the risk of color shock.

The models would be rendered into isometric sprites.

My initial process was because the model looks chisiled, I should try and make it a gem. Unfortunately, even though I am a programmer at heart, I have absolutely no experience with shaders.

I honestly do not care for photorealism... so I will be perfectly fine with any weird hacks. My main requirement is that many of the polygons will be well represented and there will be blown out highlights.

So... Can you show me the way?

A side note, some of the polygons are nonplanar, which causes that triangulated look in some areas, while other's were on purpose. Any tips here would be appreciated too.

Here's the blend:

It's a bit of a mess. I am sorry.


texts: Pproblem loading settings from 2.90 to 2.91

texts:
After loaded settings, I found many shortcut keys mess up, including my custom shortcuts, and shortcut override from the addon as well.
2.8 to 2.9 was working fine so I think I know how to do this. But this time it just won't work. Is this a bug?


texts: How can i make Ken Burns effect with animation nodes?

texts:
I have a camera and an image in the scene.
I would like to achieve random Ken Burns effect on the image with animation node with the constraint that the image will always stay inside the frame never showing the background.

I have achieved a simple Ken Burns effect where the image is zoomed and translated in only one direction. I would like to set a duration and then the animation node would navigate the image.

For example the duration would be 15s:  [0,3] the image scale and translate in one direction, [3,10] the image scale and translate in another direction and so on.

Thanks.


texts:
I need to be able to define where a specific menu was called. Here is the basic interface:

Each line has a triangle at the end. When I click the triangle, a menu pops up, which will include a few operators that will change the action relevant to that row. The problem is, I can't figure out how to pass parameters into the menu to tell the menu "this is the action you're changing." I'm probably misunderstanding something about properties. Here's some relevant code.

class ShotsActionChange(bpy.types.Menu):
    bl_idname = "SHOTS_MT_alter_action"
    bl_label = "Alter action"

    action_id = bpy.props.IntProperty(default=0)

    def draw(self, context):
        layout = self.layout
        layout.label(text="This is a test!")

# ....

# row-generator loop for the panel's draw method, where this menu is called:
    def action_row(self, layout, action, object=None):
        iconi = self.get_data_icon(object)
        obj_text = ""

        if object is not None:
            obj_text = object + " :: "

        row = layout.row()
        row.label(icon=iconi, text="")
        row.label(text=obj_text + action)
        row.menu("SHOTS_MT_alter_action", text="", icon="DOWNARROW_HLT")

What I want is for that last line to do something along the lines of:

row.menu("SHOTS_MT_alter_action", text="", icon="DOWNARROW_HLT").action_id = action

And that way, I can pass something into the menu. It spouts errors right now, but I don't think I know enough about the API to know whether this is impossible or just needs to be reworked. The menu itself is a hub for multiple operators, but do I need an operator that controls the opening of the menu? Any help is much appreciated.


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texts: Object does not show in render (Cycles) (Blender 2.82)

texts:
I'm at my wits end. I am trying to render my scene and everything shows up except for the body of my character. I did duplicate part of its mesh to create a molded piece of clothing and then proceeded to separate it from the original mesh, but from then on, my character stopped showing up in my renders. It does show up in render mode though. I read online that it might be fixed using the duplicate tab in the object properties, something to do with duplicating part of an object, but there is no such option in 2.82.
Please help me I'm going crazy.


texts: How can I scale a UV Island within a precise border in my low-res texture?

texts:
I'm having a bit of a specific issue that I can't seem to find an answer to.

For context, I'm trying to apply a low-res pixel texture to a blocky (Minecraft) character model. However, this model has a high amount of subdivisions around the limb joints, i.e. the elbows and knees, to allow for smooth bending.

The result is that my arm's UV island looks like this:

The subdivisions around the joint are smaller in size than the size of 1x1 pixel. This means that if I use Snap to Pixels on this island, these tiny subdivisions become squished/distorted.

Is it possible to have this island fit the arm texture perfectly, without the subdivisions losing their original shape and proportions?

Any help would highly appreciated! :)


texts: How to simulate in blender, smoke coming out from a bottle or a flask?

texts:
I want to create in blender an animation. It is possible to simulate the smoke that coming out from a bottle? I attached here my blend file.

https://drive.google.com/open?id=1rL1v4v-wRPMsXDcpcNEVVpQGlpT3-nak

https://c8.alamy.com/comp/AP78GM/science-research-chemistry-flask-with-blue-solution-and-smoke-in-laboratory-AP78GM.jpg

Many thanks!


texts: Freezing a physics simulation and use a certain frame to go on with modelling

texts:
I am just modelling a small cup that I want to fill with sugar cubes. To make it look more realistic, I want to let the cubes drop into the cup. I have already physics enabled and the right collisions but I am just wondering how to freeze a single frame to take it as my initial frame. Everytime I switch back to the first frame, I lose my keyframe and the cubes are over the cup again.

I guess the answer is pretty easy but I couldn't find it in the manual yet.


texts: How to make power line cables hang and move with wind?

texts:
Edited

I made a curve path in the shape of wire hanging from two support beams, in a scene I'm creating. I want to incorporate wind simulations to affect the wires so that they sway to the side/in the direction of the wind. How would I go about doing? I've im not sure whether to use rigid body or soft body as I'm kinda new to this sort of thing. Any help appreciated, please!

Using Blender 2.82

I was linked this post
Are curve physics possible?

Although useful I still need help with making created wires get influenced by wind physics :)


texts: How do I achieve this sort of graph wireframe effect in my 3D objects? Blender 2.8

texts:
I want to achieve this cool translucent see-through effect with a graph wireframe background in my 3D objects as shown in the images below. How do I do this?

I have regular low poly objects with materials. This effect comes in really handy when you want to explain the architecture of an opaque object.

So, for an object I need to have both the effects. The regular opaque material design look & the translucent see through look;

I am using Blender 2.8

The screenshots are from a youtube channel called the Real Engineering


texts: Sorry if this is a "duh" question, but I'd like to use a custom OSL shader, but I'd like it to be sourced from an objective location on my hard drive. How exactly would I go about this in the most efficient manner?


texts: Can I use object's Custom Properties inside Cycles materials?

texts:
I wonder if maybe the Attribute node in Cycles can bring in a Custom Property of an object.

I have a model that has an LED light, and I wish I could change the color of the LED on different instances of the model, without using different materials.


texts: How to speed up Fluid Simulation Baking time (with moving parts)?

texts:
I am animating a machine that shows high pressure water running inside of the machine.

With resolution for the sim set about 150, it takes half an hour to get to 9% and then slows down almost to a stop once the fluid reaches any moving parts. I have tried lower resolutions but then the fluid does not flow through the components correctly. My testing indicates this time will only increase when I increase the amount of water coming from my inflow, which I hope to do later.

Alternatively, please let me known if there is no way to optimize the baking time.

Blender file: https://ufile.io/b420e

UPDATE: Baked the sim overnight and only 65% is done in the morning.


texts:
Its possible to create a path on a polyline from an DXF imported?
I can do this in a Circle create inside the Blender, but i dont get how to do this in a object imported.
Pls see the img attached.
Thanks


texts:
In the game engine, I've got a function which uses rayCast in asteroids. It doesn't work as intended, as even with x-ray turned on, it often doesn't see through objects without the desired property:

def shoot(self):
    for n in self.cont.triggers:
        if n > -0.5:
            if self.ammo == self.maxAmmo:
                self.c.actuators["ShootSound"].stopSound()
                self.c.actuators["ShootSound"].startSound()
                self.laser = self.fxScene.addObject("laserbeam", None, 10)
                self.laser.worldPosition = self.pos
                self.laser.orientation = self.ang.to_track_quat("Y", "Z")
                self.ammo = 0
                target = self.obj.worldPosition + self.obj.worldOrientation * mathutils.Vector([0, 1, 0])
                hitObj = self.obj.rayCast(target, self.obj, 300.0, "asteroid", 1, 0)[0]
                if hitObj is not None:
                    hitObj["pyObj"].smash()
                exp = explosion(0.2, self.obj.worldPosition, self.fxScene)
                self.scene["explosions"].append(exp)

The problem is that often, even when cast through objects, it returns None. This happens more often when explosions get in the way of the rayCast (despite not having the property), so I moved them to another background scene to test. It's now more reliable, but still often returns None when it shouldn't.

Any ideas as to what's going on? I'd be eternally grateful.


texts:
Hi helpful blender gang!

I've been digging around heaps and haven't found a single consensus on how to animate one rig based on the animations from another.
Here is what I have done:
1. Named the bones the same across both rigs
2. CTL + L, then Animation Data to apply data
3. Once I then hit play, the armature I want animated flies off and doesn't follow the animations being imported 100%.

Screenshots below:

Before CTL + L

After adding Animation Data and hitting play

Dope Sheet shows no errors

The model I want the animation data to go into looks like it's close to working but isn't quite working

Any advice would be great, thanks for your time!


texts: Blender 2.8 Copy 50% bone rotation between different local axis

texts:
I am trying to make the Bone 1 copy 50% rotation of Bone 2, as below. Mixed axis of the bones make it difficult. Please, what should I do? I spent hours trying, I will do everything you say.

I created a fresh armature in simplest way, and found that Local Y axis in bone 1 is Local axis Z in bone 2. Why does this happen? I would expect the bones to have the same local axis alignment?

Is there a way to make Local Y rotation of Bone 1 copy the Local Z rotation of Bone 2 with 50% influence?


texts:
I want to create and animate dice, but I have no idea how to merge the dice with numbers, so that the numbers can roll along with the dice. I tried parenting, ctrl+j and boolean, but non of these work. Parented numbers just stay in air, ctrl+j and boolean fall off as soon as dice hits the ground. That's how it looks: https://i.imgur.com/ftSwr4K.gifv

How can I make the dice as one object so I can animate the roll?


texts: How to loop an animation in Animation Nodes?

texts:
I would like to loop an animation such that the final frame becomes the same as the initial frame. For instance, I would like to loop the following animation:

If repeat time rate of 45 frame, animation change direction each 45 frame. I change to 450 frame because my animation is total 450 frame. But repeat time does not work well.


texts: Wrong shape of the inserted face the insert in circle

texts: When I insert in this circle I get not matching shape of the face. That is wrong with it? The circle inside should be matching the external circle. Extrusion was done with I (insert) function. The initial circle had one N-gon and 32 vertices.


texts: How to use a material node data path as driver, that is located inside a material group?

texts:
I would like to get the data path of a material node, that is located inside a material node group.
I would like to use it as a driver. In Blender 2.8 you can just copy a data path to use it for drivers e.g.

But if you do this for data inside a group, then it will be refreshed only at rendering time or if you play the animation, but not in realtime.

How to get the complete data value path for nodes inside of material groups?
How the complete data path have to be written?

node_tree.nodes["Group"]. what have to follow then to access a math node e.g.?


texts: How to avoid pinching when constructing joint topology?

texts:
I am making a model for a friend. The arms are giving me trouble. Specifically the arm sockets.

What's giving me trouble is that the arms are very close to the head, unlike the human body, leaving very little space for shoulders or a neck. Because of this, I have no clue how to structure the topology correctly, even after browsing through the Blender StackExchange for an answer that applies to this situation.

With this current topology, the arm socket pinches really bad with an armature.

How should I structure the topology of this arm socket so this arm can move around in all directions (like arms usually do) without this bad pinching? (I want to avoid resorting to creating an arm that's just punched through the torso, so please avoid this unless it's the only solution.)

Here is the .blend file:

Thank you in advance.


texts: How to access data related to individual particles?

texts:
I would like to create simple drivers to manipulate individual data points for things like Particles and Array Modifiers.

Just as an example, when I create a particle system, if I create a driver for the Size parameter, it changes the size of all the particles simultaneously (as it should).  But I would instead like to access the size for each individual particle.

For something like an array modifier, I would like to access the data paths for each instance.  For example, add a randomized driver to create different iterations of the original mesh.

Are either of these examples possible?


texts: Can particles behave as if in air - like smoke

texts:
I'm trying to recreate this effect in Blender (cycles):

https://www.reddit.com/r/Simulated/comments/44k95b/crow/

I've animated a mesh using AnimAll, and used it as a particle emitter with wind from the front, but can't seem to get the emitted particles to behave as if they're in air - with the vortexes and swirls you'd associate with e.g. smoke.

Any ideas ?


texts: Grease Pencil primitive/shape tools do not function

texts:
First and foremost, I am on 64bit Windows 10, V1909, Build 18363.1440
My current blender installation is 64bit 2.92.0, fresh from blender.org
When I click on the primitives while in Grease Pencil's Draw view, they do not activate. When hovered over, it says they're throwing an Internal Error,
In the Info view, that error appears to be:
Python: get_rna_type("gpencil.primitive") not found
location: <unkown location>:-1

In the system console, it appears to be:
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.92\2.92\scripts\startup\bl_ui\space_toolsystem_common.py", line 1090, in description_from_id
    return tip_(_bpy.ops.get_rna_type(operator).description)
KeyError: 'get_rna_type("gpencil.primitive") not found'
Python: get_rna_type("gpencil.primitive") not found
location: <unknown location>:-1

Each of the 6 primitives (line, polyline, arc, curve, box, circle) throw this error when hovered over.
No error is thrown when selecting or using the tools.
All errors are from a new file in 2.92.0
This has been happening since I installed 2.80, so I imagine this is a problem with my PC or installation, but I don't know what could be causing it. It did not occur prior to installing 2.80 - but that was very long ago at this point.
I've tried:

using a clean installation of 2.78, 2.79, 2.80, 2.82, 2.83, 2.90, 2.91, 2.92
repairing existing installations of 2.82, 2.90 and 2.92 via the installer
manually replacing ops.gpencil.primitive files with the files available on github

It hasn't bothered me before, so I've never looked into it, but now that I am doing my own concept sketches, I sorely miss the circle tool.
If anyone has an idea on what I could do to repair this issue, I would greatly appreciate the help.


texts:
I'm an absolute beginner in Blender.
I installed Blender 2.79,  when I want to create a new 2D animation file I couldn't perform this task.
I googled a lot but I couldn't find where is the problem.
I'm using Windows 10 - 32bit


texts: Exporting to .ac file using io_scene_ac3d folder files

texts:
I'm trying to modify a Blender file object (aircraft instrument) then export to an .ac file for use in Flightgear. Error script follows below. I've enabled the ac3d folder contents in separate attempts for the directory folders as such:

/program files/blender foundation/blender/2.79/scripts/addons

/program files/blender foundation/blender/2.79/scripts/addons_contrib

I also tried enabling the addon within the Supported Level:Testing area

Hardware: EliteBook 8770W laptop, Windows 10 Home, 10.0.17134, x64. Intel i7-3520M, 8GB ram, AMD Firepro M4000 1GB ram. 1920x1080x60
Hertz.
Blender software: v2.79
io_scene_ac3d folder contents: _ init _.py, AC3D.py, export_ac3d.py, import_ac3d.py

When I try to export my Blender file to a .ac format, I receive the following red-lined errors:

Traceback (most recent call last):

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\__init__.py", line 266, in execute
export_ac3d.ExportAC3D(self, context, **keywords)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\export_ac3d.py", line 115, in __init__
self.world.parse(self.ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 70, in parse
child.parse(ac_mats, str_pre + ' ')

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 67, in parse
self._parse(ac_mats, str_pre)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 136, in _parse
self._parseMesh(ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 141, in _parseMesh
self._parseMaterials(mesh, ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 183, in _parseMaterials
bl_im = bl_tex.image

AttributeError: 'NoneType' object has no attribute 'image'

location: <unknown location>:-1

I'm not familiar enough with the Python/C++ language to determine the cause of the error. Can anyone provide me some hints on how to fix/correct the export feature? Is this export error within Blender settings/config or is the error within the .py import-export files?

Thanks in advance,
Eric


texts: How to show out of bounds texture from a modulo operation

texts:
Does anyone know how to show the cut parts?
I used a modulo operation with random coordinates and rotation for each cell, but when I try to randomly move them I get some parts of the texture getting cut, but I would prefer them to overlap.


texts: Can I use Blender's Python API from a Python IDE?

texts: Is it possible to use Blender's Python API scripting directly from Python IDE? If so, how?.  I was looking forward to something that would allow me to help develop a game completely using python.


texts: My baked textures are black. ( file included )

texts:
I have tried everything for the last two days, even exported and imported back into a new file and I am just a mess over this because I cannot figure out why my texture baked black.

I have included the new file I created as well as the old file.Both are a mess. I am new to blend for forgive my ignorance.

https://www.dropbox.com/s/3c7thoxqnwhhw90/Lipstick%20Blend%20v2-Question.blend?dl=0

This is the one I had issues with; It's probably an absolute mess but, I thought if I remove the object from this file it would be better, but, it's not...
https://www.dropbox.com/s/ztknxbwxlur8xok/Lipstick.blend?dl=0

Help please


texts:
When compositing with Blender, oftentimes I'll end up with a large node graph, with most of the nodes not changing at all.  However, whenever I add another node, even if it's not connected to the rest of the nodes, or if I just add a Reroute pin, blender rerenders the whole graph.  This seems like a waste of time to me, since only the nodes downstream of any changes need to run again.

Is there a way to make Blender not rerender the entire graph every time a change is made in the node editor, preferably just rendering the nodes downstream of the change?


texts:
I want to make an animation of an arrow (like from a bow and arrow) piercing a raindrop. Pretty quickly, it occurred to me that if I want to make a rain scene straight up, I would have to use a gigantic domain and extraordinary resolution. In addition to being probably not the best idea, I'm working on an 8-year-old computer which can't do that kind of hard core simulating.

What I'm asking is what is the best way to make a rain scene that can be interacted with? I'm fine with any sort of fakery as long as it looks decently realistic.


texts: How does the "Selected Objects, Data and Materials" option for Make Local work?

texts:
I can not get the "Selected Objects, Data and Materials" option in the Make Local menu to do anything different then just the "Selected Objects". I'm expecting it to make not only the object but the object data and materials local, yet it is not.
I have the same trouble with the "Selected Objects and Data" option.

I have tried with different linked objects, and in a saved and unsaved file, yet still the objects' data stays linked.

Here is a gif showing what I'm doing and that the object data is still linked to the source.


texts: Using a scripted expression driver to combine two angles

texts:
I am trying to use a driver with a scripted expression to place an object's rotation in between the rotation of two other angle-measuring objects.

So there are objects I've labeled BeginAngle and EndAngle, as well as ResultAngle.
I've managed to script it so that ResultAngle will be placed exactly halfway in the middle using:

((endangle-beginangle)/2)

What I really want to do is not just place it halfway but instead specify ratios in decimal like 0.333, 0.618 etc.
My Python and math skills have proven insufficient thus far.

.blend file here.

Thanks for any help!

Things to note:
Rotation along Blender's Z axis is inverted (- degrees), making this trickier. Also you may need to tick "Auto-Run Python Scripts" under Preferences > File.


texts: My 3D View is not the same as my render result

texts:
I'm new with blender and I don't know what's happening with my 3d model.
This is what it looks like with 3D view

When I tried to render, this is the result that comes up with

I've google some keywords but I still can't really solve my problem. I don't know what's going on with my render, I've tried to close Blender, then restart my computer several times, and even shut it down for a couple of hours but it doesn't help.

I'm totally new with 3D and Blender so I just follow some tutorials I watched in Youtube.


texts:
I am building a rig and met a dependency cycle.
And I tried to read it from the system console.
The overall context is grasped, but I didn't realize what was going on specifically.
Things like BONE_DONE(), BONE_READY(), BONE_POSE_PARENT(), Pose → Ready are quite new to me.

Yes. The log seems simple and structured. However, I am a beginner.
So I hope someone can unravel the log and explain it in soft sentences.

Thanks in advance.


texts: Why aren't smoke simulations showing on my laptop while showing normally on my desktop?

texts: I am trying to render a smoke simulation on my cpu laptop, but it just won't show even after baking unless I switch the cache to replay (making blender nearly unusable due to lag). When I redo the same process on my GTX 1050 desktop, it shows it like it should. Not only that, the smoke domain with "adaptive domain" checked doesn't move at all on my laptop. What is the cause of this and how can I bake a smoke simulation normally on my laptop without switching the cache to replay?


texts:
I have a script in which I compute a custom matrix for each bone of a skeleton. I know I have switch to edit mode but then I read that the property edit_bone.matrix is read-only for bones. Now, because I know how matrices work, I thought, I would just set the bones matrix to Identity() (edit_bone.head to (0, 0, 0) and edit_bone.tail to (0, 1, 0)). But when I then do transform the bone the outcome is not what I expected. The script-snippet is the following:

for bone in self._data.edit_bones:
    ebone = armature.edit_bones.new(bone.name)
    # ebone.head = (0.0, 0.0, 0.0) # already default
    ebone.tail = (0.0, 1.0, 0.0)
    t_matrix = Matrix(bone.transform) # use blender-intern Matrix
    # the following call should set ebone.matrix to t_matrix
    # cannot do that directly, is currently wrong
    ebone.transform(t_matrix)
    print(t_matrix, ebone.matrix, sep='\n')

This gives the following output:

<Matrix 4x4 (-0.9665, -0.2564, -0.0119, 17.7405)
            ( 0.0171, -0.0183, -0.9997,  0.0280)
            ( 0.2561, -0.9664,  0.0221, -0.0120)
            ( 0.0000,  0.0000,  0.0000,  1.0000)>
<Matrix 4x4 (-0.0530, -0.0119,  0.9985, 17.7405)
            ( 0.0227, -0.9997, -0.0107,  0.0280)
            ( 0.9983,  0.0221,  0.0533, -0.0120)
            ( 0.0000,  0.0000,  0.0000,  1.0000)>

Notice how the translation is correct but I don't understand why the other part isn't. Can anyone give an insight what is going on and provide a solution to my problem?


texts:
I tried following this tutorial , but my render on the left isn't as whispy as the viewport render.  Is there a setting I'm missing?
https://youtu.be/EVj1fETtuN8


texts: How to mirror an object in a 90 degree angle?

texts:
So, I'm building a TARDIS...

I'm working on the details off the side, and want to then mirror it to the other side(the one adjacent to the one already detailed), so I don't need to do the door two times.
How can I do this?


texts: How to move only one side of a cube in object mode - equivalent of stretching the cube in that direction without moving other faces

texts:
Having come from another CAD package, I am accustomed to being able to identify a cuboid and grow it in one direction i.e. stretch the 'scale' in this dimension, but on one side of the cube only.  I am sure that this can be done easily (I can see ways using extrude, but then there is a join required etc... - several commands, and cumbersome).
What am I missing?   Ideally this should be available in block mode, not edit mode, similarly to the scale, move and rotate functions.
Help!


texts: Moving the Properties Shelf to the right of the UI

texts:
When I bring up the Properties Shelf (hotkey N) in 2.8, it appears aligned to the left side of my 3d viewport. Youtube tutorial videos I am watching show the Properties Shelf on the right side of the 3d viewport.  I have searched the Blender documentation, Google, Blenderartists, and I cannot find anywhere that shows how to realign this shelf to the right side!

How do I move the Properties shelf to the right side of thew viewport?


texts: View transform pivot point while moving geometry in edit mode

texts: Is there a way, to view the transform pivot point while moving geometry in edit mode? I was trying to move a circle, so that its center would be aligned with another part of the model, it would have been really nice to see the median point for that (I ended up adding a cube to the center and deleting it after I was done).


texts: Apply face normal orientation to object Local Pivot Point orientation?

texts:
Is there a simple way to "apply" a custom transform orientation to an objects pivot?

The purpose is to set the faces normal as the new pivot of the object.

Duarte Farrajota Ramos' cube merge trick is fine however it needs a dummy object to work. Efficient but quite time consuming in my opinion.

https://blender.stackexchange.com/a/121223/75435


texts: I have footage of noisy HD video (too dark) and wonder if Blender's noise reduction applies to video. There is also this Blender add on that is available for a nominal fee, but again, there is no indication that it works for video and the seller cannot be contacted. Can anyone advise on noise reduction for video in Blender? I have tried noise reduction in DaVinci Resolve and it works a treat, but hope the same can be done in Blender...or better. Just to be clear, because some are saying 'duplicate' this is for VIDEO not 3D. V I D E O.


texts: That's it. Coming from Maya, I just want to know how people do animation layers in blender. All of the articles that I've seen are either outdated or don't actually have to do with layers and they get it mixed up.


texts:
When rendering my first animation, Blender gets stuck at zero percent.

I'm trying to render a bunch of separate frames and as soon as I click Animation at the top the bar it says 0 % and I waited about 4 hours and it remains at 0%. So then I tried just clicking render but the same happened to it just as well. Thank you please help


texts:
I currently have a rug using hair particles that looks something like this.

What can I tweak to get it look more like the rug shown below?


texts: How create a map based edge wear shader?

texts: So basically what I have done is made a high poly bake in blender, now using said bake, I want to add edge wear. That is have procedural texture detect the height in the maps and shade the maps "edges". [For reference : This feature is found in substance painter]


texts: Render Result is different from the Composite node preview

texts:
When I try to open image with transparency in Image Editor window it looks exactly like it should. But when I try to show it in Render Result image using Composite node, transparent part of the image (which has 0 alpha but it's color is white) looks wrong.

You can see that it is a little bit transparent, but much less than it should be, and also there is leakage around the blue blobs:

The aplha in this region of image is zero, but it looks like that when Blender displays it, it somehow changes to about 0.9.
I ran into this problem while trying to use cryptomatte for the first time.
Is there some setting I missing, or is this a bug?


texts: The orientation of the mesh is not aligned to the rig. How to fix this issue?

texts:
I'm new to blender but I have not found a thread with this exact problem.
I imported this file into blender: https://free3d.com/3d-model/manuel-animated-001-dancing-256270.html
but the orientation of the mesh is not aligned to the rig:

I can change the orientation of the mesh using the "Manual Orientation" on the import box but the armature will rotate perpendicular to the mesh. I can't get them to align.
here's the import setting I inputted:

I tried a different file (https://free3d.com/3d-model/3d-twilight-model-animated-627891.html) but results were the same.
Can someone please tell me what I did wrong? @.@


texts: pasting strokes causes them to grow in size

texts: i'm trying to learn blender and after a few days messing around with 2D animation I noticed that whenever i copy and paste strokes into the same frame, the pasted strokes are larger than the original ones i've copied


texts: Frame issues past 250, problems baking new frames

texts: So I am rendering on Blender, a simple ball hitting a tower of blocks, but when trying to bake the frame limit to 500 instead of the default 250, the animation loops instead of continues. I have freed all the cache, I have re-baked, and nothing is fixing the animation. At this point, I have a looping 250 frame render instead of the 500 frame I was looking for. Any Ideas?


texts: When I connect my bones to the mesh, I want to use surtan bones to move a surtan part of a mesh, I have 2 bones and one of them is for the arm and one for the leg, how do I allow the bones to only move a part of a mesh at a time?


texts:
I created this large scene file: lots of objects, textures, nodes, you name it, and am currently doing a post-mortem: stripping out assets so I can re-use them in later scenes.

However I'm getting some massive discrepancies in what's left in the scene and the file size housing it. I have a skybox asset that's barely 400kB in a blend file 107MB large!

I've been through all layers and stripped out objects. I've gone through the F-Curve and dopesheet to remove animations. I've gone through the materials and texture sections and pruned out unused materials, disabled fake users, axed modifiers and constraints, removed compositor nodes and deleted particle systems but still the file size takes a while to load and reads 107MB.

What's left to take out? Anyone think of any potentially overlooked 106MB item?

Blend file: https://dl.dropboxusercontent.com/u/13900881/Auriantation.blend


texts:
I am trying to follow a tutorial that uses the grease pencil to change the way the cell fracture fractures.

This is the screenshot from the video featuring the scene or object menu.

And this is all that shows on my screen. Is this because of the difference in versions? The video and me are using Cycles


texts: Is there a way to batch render multiple scenes?

texts:
I have animations in 4 different scenes in my Blender file that I would like to batch render.

Is there a way to batch render all the scenes, instead of only the scene I am working in?


texts: Why doesn't everyone use the 'Auto Tile size' add-on?

texts:
I have been watching tutorials and behind the scenes VFX with Blender, some very experienced artist seem to manually change the tile size depending on GPU and CPU.

However I am confused, why do they do this if there is a Blender Add-on (since 2.74) that Automatically finds the size for you. Why would they not use this add-on?

Is the add-on accurate?


texts: Looking for a platform/site where I can render my scene at no cost

texts:
I am creating my first Animated Short. I'm right on the path :). But there is a problem it took too long to Render.
I want any site where I can render my scene with no cost.
Any help will be appreciated.
Thanks...


texts: I'm looking for a way to have two separate objects be connected, so that when I move the first object the second one will move also. The term parent is used, but how do I parent a object?


texts: Want to create multiple actions for my character

texts:
this is Alfred and I am currently making actions for my character on Blender.

I have already made one action and still want to make more

And want to ask how to continue to make other actions for the same character and armature? Cuz I wish to import it to unity and want the file size be minimized, thx a lot for your reading and help!


texts:
So when I am using cycles in blender, every time I use an image texture for this model's hair, it turns out like this. He is supposed to be completely blonde and no matter what I add or manipulate in the nodes, it doesn't change so there is always this black in his hair.

Is there something I should be doing in particular or is it something else? Because it works for majority of the other models except a few that do the same thing, particularly the blonde ones or one's that have wavy hair.

These are the textures used for this model's hair

Thanks :) Btw I'm new to this site so sorry if I do something wrong! :/

Here

I tried to duplicate the question "How can I setup a Material in Cycles for Z-Transparency?" and this is what I got. It's still not right.


texts: Time remapping does not work with particle info node

texts:
This was a fairly hard problem to find. I also discovered that it is not an easy one fix. The issue is that the particle info node gets messed up when you use time remapping.

I'm not going to explain, instead read this post with no answer. And if you didn't understand that one, read this one, with no answer. And why not this one, with an answer that only works if particles are your only moving objects.

I have many moving objects, rigs, particles, and cameras. The crazy particle movement is solved after baking, but the particle node, nope. 2011, 2013, 2016, and now... 2019. A solution is well deserved.

cycles - 2.79


texts: How to use a single frame of a bake for an animation?

texts:
I've currently got a model of a pod-racer, which has an engine exhaust plume. This was created using quick smoke and a custom material (not mine) in another file, and then I copied across the result and pasted it 4 times for the different engines (smoke sims don't like the mirror modifier it seems).

I am creating a basic turn-table animation where the camera spins round the whole model, but for a number of reasons I want just a single frame (roughly halfway through) from the smoke/fire sim to be used for the whole animation.

Is there a way to tell Blender to take a single frame from a baked simulation and use that from the beginning to the end of the animation? (In a perfect world, this would also allow me to delete the rest of the cache and keep only the frame I need.)


texts: Rigging fabrication time for serious production and referencing

texts:
I have a question about rigging and referencing in Blender. Since now a build support alembic file, it matches our production system. For a vfx project, we need to produce 8 minutes of fooatges and we want to try Blender in this production to remove Maya from our pipeline (too manies bugs and support is bad).

So my questions are :

How many times is need to build a rig like Victor from Cosmo Laundromat ?
Does it need a big knowledge in Blender python API ?
Is it possible to found ressources for build it (dvd, artists) ?
is it possible like maya to reference the model with his rig and skin into an other scene to be animated and still keeping the link between the two scene if an update is made on the rig ?

The target for the project is a motion picture quality vfx (rendering will be done in our production engine Guerilla render).
The goal is to remove maya from our pipeline !!! At this time, on the current movie we're doing, it's the main source of problems, like we spend all our times and money to solve problems that we not have in others solutions, like Houdini (our main VFX platform) or me in Blender for modeling and few basic setup like smoke and fire.

Also Blender have a great python API, an easy way to make plugins, and crash less than maya (it's not a joke... we tried).

Thanks in advenced for your answers,
A++

Matt

PS : we're based at Luxembourg, our main group is "On entertainment" and we're OnyxLux 3D.


texts:
I was tryng to track my scene. I made and image sequence then exported all the jpg pictures. To get tracing points I used the "Detect Features" option to create keyframes. When I was ready I pushed the button "Solve Camera Motion" And it displayed that:
Atleast 8 trackers...

Can someone help me find out why it says that and could help me fix it?
Video: https://youtu.be/xEaocgkWAVM


texts: Glowing Eyes On Model Texture for export into ohter Programms

texts:
i find some cool Tutorial to how i can make cool glowing eyes on my little Model but they all for Rendering. Is is possible to have Glowing eyes on my Model Texture standalone ? So that i can import it into unity or unreal ? Or is it needed to make the glowing eyes in the engine itself ?

Hopefully i dont miss any other Post about this :)


texts: If you have x number of linked objects sharing mesh data, how do you unlink all of them at once?  Right now I am clicking on one object at a time then pressing the number in the name field indicating the number of linked objects.  (EXAMPLE: If you have 62 objects sharing obdata and you want to unlink all of them at once to say apply loc/rot/scale values back to 1 via Ctrl+A, then relink to have them all connected again.) Maybe something like Alt + L, but that doesn't do it :) Thank you.


texts: Why is merging interface's area by aiming at the corner and then dragging them with LMB so inaccurate?

texts:
When I try to merge the interface areas by dragging from the corner, it either merges them, or creates a new area. I don’t understand how it works, it’s like the principle of randomness - sometimes it merges, sometimes it creates a new area. I know about a working alternative, but I would like to understand how to work through dragging from the corner.
My Answer - The corners of the area are not common, they are separated, respectively, the commands on the areas work normally, exactly as needed, if you, when executing the command through dragging the corner, take the corner of the area - from which you plan to perform the action - divide the zone the corner of which you drag, or merge it with the neighboring one zone


texts: Why does the leg bone move the whole body?

texts:
I have a 3d model

And when I move the Left Leg bone it works fine like this.

But when I move the Right leg bone I get this Problem

How can I solve this???

(Links are Images)


texts: Sewing clothes using a cloth modifier and a collision object

texts: I am trying to model clothes in Blender. I've looked at several tutorials, but the sewing option in Blender doesn't give the desired result. I've been trying it over and over again, but it doesn't seem to work. If anybody could be so kind to check what I am doing wrong, that would be greatly appreciated!


texts: Set Shape Key values based on active key

texts:
I need to set the shape key values of an object, so that when I select a shape key in my UI list (and it becomes the active key) it's value is automatically set to 1, and at the same time every other shape key is set to 0.
Anyone any ideas how to achieve that?


texts: How long should the Blender BMW demo file take to render?

texts:
This is a different question. But I didn’t know where else I should have asked.
I tried rendering the Blender BMW demo file (in cycles, with GPU) and the render took 37 minutes and 48 seconds.
The i tried using CPU instead, and it took 18 minutes.
Is that a very slow render time. If it is, what is considered a “good” render time?
If it is slow, how can I make it faster besides rendering in smaller dimensions and the obvious stuff?


texts:
I'm trying to place two kinds of grass on a ground plane:

The exposed ground north of the east-west road should have short (Bahia) grass, with a sprinkling of weeds.
The exposed ground south of the east-west road should have long (Rye) grass, again with a sprinkling of weeds.
The ground covered by pavement or water should have no grass or weeds.

What I've read here and in grass tutorials suggests I'll need both vertex and weight groups:

Divide the ground plane into two vertex groups -- a Bahia group from the center of the road north and a Rye group from the center of the road south.
Weight-paint the ground so exposed ground has a weight of 1 and covered ground has a weight of 0. (Call this weight group Exposed Ground?)
Set the Bahia particle system to use both the Bahia vertex group and the Exposed Ground weight group for Density.
Set the Rye particle system to use both the Rye vertex group and the Exposed Ground weight group for Density.
Set the weed particle systems to use the Exposed Ground weight group for Density. If I don't specify a vertex group, the weed particle systems should emit from the entire plane, masked by the Exposed Ground weight group, yes?

Will these steps show tended grass north of the road and wild grass around the swamp in the south, with grass and weed particles emitting only from exposed ground?

Thanks in advance for your help!

Crissie


texts: Is there a way to rotate and pan view while in knife tool and other tools that lock the view ports?

texts:
It seems there are many tools, such as the knife tool, that cause the viewports to lock up when you are "in" the tool. By "lock up" I mean that while in the tool I cannot rotate, pan, or zoom the view. This would be super handy and seems like a no-brainer. Thanks for your help!
-Ben


texts: Why can't I see my texture in material preview in weight paint mode?

texts:
I have been following a course in Udemy, and in the course, I am supposed to be weight painting so that the displacement layer is only over the bricks. But in material preview mode when I go into weight paint mode I can't see my material like the video instructor can. The sphere also turns pink when I go into object mode, but I'm not sure if that's related at all. I have tried reading several articles and looking through other questions people have asked, but I still can't see my texture on the sphere in weight paint mode in the material preview.
I am using blender version 2.83
How can I still see the textures while in weight paint mode in the material preview?


texts:
Where to find custom created Grease P. Brushes? (2.80)
So, I’m pretty sure I created a couple custom brushes, but I don’t see how to go to them now :(

Thanks guys


texts: Is it possible to edit bone positions on the posed (not rest) stance?

texts:
EDIT3: Apparently my question is harder to solve than than I expected, so here's my Blend file.

I have a model which is A-posed at rest ("rest", arms closer in angle to the cape bones shown in the final image), and have been using the T-pose ("posed") to modify his mesh. Fixing the mesh makes the arm and finger bones appear relatively incorrectly placed, and I would rather fix them in T-pose to avoid dealing with all the diagonal transforms. In other words, I would like to keep the A-pose as rest and T-pose as posed, but edit the bones from the posed position to have changes appear in the rest position. Redefining the T-pose as rest would require me to redefine the A-pose as rest later. It's possible to edit the mesh in the posed stance by enabling "on cage" (triangle icon in first image) and "edit mode display" (square icon) for each meshes' armature modifier, but is there a similar option for the armature itself?
Armature modifier showing the On Cage and Edit Mode Display options enabled. Normally this modifier only has the Viewport Display and Render options enabled.

This gif shows that the changes I made to the mesh are fairly drastic.

This shows where the posed bones are now relative to the new mesh. (Ignore the extra bones near his shoulders and hips which belong to invisible clothes. The Blend file omits them.)


texts: Script to replace all materials linked to the a given texture

texts:
New to Python / blender API here. Here is the process I'm attempting to script after having manually selected a material from the active object:

identify texture
find all other materials in scene using that same texture
replace with selected material.

update : found the solution, problem was about the API changes in Blender 2.8.

(original issue) I'm stuck at step 1: I can't find a way to tell the API: "please get me a pointer to the active material's texture".

Is this possible?

Thanks in advance,


texts:
I am having trouble trying to move multiple faces at once in different directions.

I can't move all the faces selected without altering the other parts of the model, even though I have already hidden those parts. I also don't know how to move every individual face in particular different directions (in this case, to the center).

Can anyone help me? Thank you.


texts:
I made a plane, and added knife cuts - now i cannot select specific vertices.
See picture below:


texts: How would you hide the cracks in cell fracture?

texts:
I was watching a video (link to video) video and you could only see the shards where the places have hit the ground, but when I do cell fracture you can see the cracks before they've impacted with anything. I've checked on google and couldn't find anything. Also I want it so that the cracks only show up in the places that have been hit. For example, if a corner of a cube hit the ground then only the cracks in the corner will show and the rest of the cube will remain solid and intact. Watch the video I linked if you don't understand what I'm asking, it could help.

An example of my problem:

I did a cell fracture test with 0 margin but still got cracks where I don't want them (I know it's blurry, I just like my depth of field and motion blur) :

It's the same with a stationary cube with 0 margin which hasn't been hit. You can still see lines where the cracks are.

The examples in the video where it's show without any cracks where it hasn't been hit is in the first scene with the text and in the other seen with the horse. You can see that the top of the text has no lines or cracks until it hits the floor and it's the same with the horses body.

How would you recreate how the fracture in Phymec's video?

Thanks


texts: I have these two low poly objects (cone and disc) that I would like to combine into a single mesh while still maintaining somewhat low poly count and good topology. Is there a simple way to do this? If not, can you suggest a method to achieve this? Boolean union will create erratic polygon topology.


texts:
I'm trying to make a simple script that extrude vertex in random ways,
all works without extrude.

I do not know if it's good I wrote, but I do not know how to extrude vertex to the location of the cursor.
Any idea what is wrong with my code and how to fix it?
I run script in Edit mode with one vertex on the scene.

import bpy
import random

#generate random number
def RN():
    return int(random.random()*400)/20

for i in range(1,100):
#set 3d cursor to random location
    bpy.context.scene.cursor_location = (RN(),RN(),RN())
#extrude vertex to cursor location - doesn't work
    bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True)


texts: Cycles Flame in Smoke Simulation not Rendering

texts:
I am trying to make an explosion in Blender.

I am having a problem with the smoke simulation with the Cycles rendering engine. More specifically, I have been able to render smoke, but flames do not show up. In the viewport however, everything looks perfectly fine.

The render looks like this:

But in the viewport, it is clear that there are flames. Does anyone have any idea what is going on?

  This is NOT a duplicate of Smoke & fire simulation: Cycles material not showing fire because I have Flame Rate set to 1.0


texts: Scaling Islands on spherical object with constrained radius

texts: I made this spherical object and I want to know how scale the islands smaller without shrinking the sphere(Changing the radius). And if there is a way to do it with a script I would like to know that too as I am just beginning python. Thank you.


texts: Multires Normal Baking Leaving Blank Image

texts:
I know there is a question with this same wording, but the solution given is not working for me.

I have a "Venom" head that is modeled and ready to bake out a normal map.

I have tried setting the multires "Preview" to 0 through 5, while keeping "Render" and "Sculpt" at 5.  Note, while the multires is set to "not visible" below, I tried with and without visibility enabled.

Regardless, the Normal Map only bakes a blank normal map.


texts: How to order a list of vertices based upon position?

texts:
I have a list of vertices:

But the list looks like this: [0, 1, 2, 3, 4, 5, 6, 7].

I need a script to sort the list to be like the order in the loop itself: [3, 2, 1, 0, 4, 5, 7, 6].


texts: Cloth falls through object during simulation

texts:
I am fairly new to blender and I am having tons of trouble with a cloth simulation. I have subdivided cloth with the cloth physics modifier at stock settings and an object below it with the collision modifier but the cloth always falls through it. Here is the .blend file... help would be much appreciated, I'm getting so frustrated I kinda want to delete blender right now. Let me know if you need any more info, I am desperate to find a solution.

Pre simulation:
https://imgur.com/NdMRTqZ

Post Simulation:
https://imgur.com/9jsrjjq

Collision object settings:
https://imgur.com/QtMOPFC


texts:
I have a driver which toggles the visibility of a mesh.
If I set the driver the scripted expression and type in "True" when the visibility is off, the visibility turns on.
If the visibility is already on and I type in "False", the visibility does not change.


texts: Dynamic paint - bake multiple displacement surfaces

texts:
I'm trying to simulate sand build up after something dips into it (with dynamic painting). I'm using two parented spheres as brushes (one bigger one smaller). The smaller one is in collection "down" and the bigger in collection "up". I have one plane which is canvas with TWO surfaces. One named "down" that uses the collection down and has displacement factor on 2 And second one named "up" that uses collection "up" with displacement factor -1 so it displaces upwards.

When i play the animation in viewport without baking the result is what I want like this.

but when i try to bake the frames it only bakes one of the surfaces not both... Something I'm missing or is there better, different way to do this similar effect? Thanks, tedd.


texts: Name a group of faces / hide the group / call the Name later and un-hide that group

texts:
I've been working on a human model for a bit now. It's my first.

I want to select a group of faces in the nostrils (or any part of the character like an ear or the lips to work on the tongue or teeth etc), name the group of faces I have selected, hide that named group so that I can un-hide them later and work on them if needed.

An inverse select would come in handy too. I took a break on this project and forgot quite a few shortcuts.

So I guess, what is the best way to accomplish this? Or how can I name a portion of mesh to work on in detail without seeing anything else. Does it involve layers, moving pieces of mesh to another layer, and if so how to do it that way as well?

Thanks!


texts:
I am making an image sequence . in compositing I don't have auto render checkbox.
how can I bring up that check box?


texts: Can't edit the size of the mesh in object mode

texts:
Why in the lower left i can't edit any mesh ? I can't press anything. (Blender 2.78). I've tried to disable some addons but nothing, appears to be blocked.

Thanks


texts: Is scaling to absolute zero a bad way to hide an element?

texts:
Usually if I'm going to scale a polygon (for duplifacing) or a whole Object in order to reveal it smoothly during animation, I set 0 value as a float 0.0001.

It is still invisible for the eyes but annoying to setup in keyframes/drivers.

Should I continue to limit it every time or I can put a real 0 without a doubt and won't get any problems with rendering or exporting?


texts:
i created a lime with material in blender. it looks good enough for me in blender editor. i baked it and saved as a png texture file to use in unity. but i could not get same output in unity with this texture. i have attached related ss repectively.

thanks,

blender ss which i like the same in unity

baked ss

unity ss which i failed


texts: Fur (particle system) and armature problem

texts:
Am sure i am missing something simple...
I have a mesh with a particle system which is controlled via a vertex group so its in one area only.
When I add an armature to the mesh it altered the weight paint to the particle system. If I lock the vertex group it keeps the particle system correct but causes very odd effects when I go to pose the model.
Currently stuck with either the weight paint for the bones correct or the weight paint for the particle system correct. Is there a way to separate the 2?


texts: I have tried using the Curve Modifier but it doesn't form a perfect S curve. The Bezier curve is perfectly curved but objects with Curve Modifier are not perfectly curved.


texts: Is there any way to link together 2 time frame nodes in with animation nodes?

texts:
For anyone who sees this and has managed to get their hands on Animation Nodes, is there any way to combine 2 time frame nodes?
To elaborate, I want to record the transformed movement and rotation of a cube. Every time I use 1 time frame node, all sockets connected, it keeps recording the same frame, even with "always" turned off. Instead, I have tried to connect 2 time frame nodes to any combine vector. it failed, only 1 at a time. I have tried to node search a "combine time frame" or something, no dice. Is there any way to record 2 separate locations and rotations in 2 separate frames


texts: I am trying to create a game. My charaters other motions work like wasd stuff but jump doesnt work, yet it has the jump button shaded dark so please help


texts: Configuring .blend file for remote machine GPU rendering

texts:
I would like to render an animation on a remote compute cluster with several GPUs. The machine I configure the .blend file on is a laptop on which I cannot enable the User Settings>System GPU compute device setting

It does seem as if I can select GPU render in the render properties:

on my laptop. But unfortunately this doesn't seem to have any effect on the remote cluster: Rendering doesn't use the GPU (I checked with nvidia-smi) but uses all available CPU threads. I figured the GPU compute option is greyed out since the laptop I set the scene up with doesn't have a supported GPU to run on. But the machine I render on does.

Unfortunately there is also no way for me to start a graphical session on the remote cluster (blender in GUI mode) so I could change the User settings or confirm the render settings before I render.

I understand that I cannot set GPU rendering from the command line but is there maybe some other way I can setup a .blend file on a machine without GPU to render on the GPU when it is executed? For example: is there a way to start the render with a python script that forces the GPU option before starting the render process?

Thanks a lot for any hints on this!


texts: How to instantly stop the rotation of an object in BGE?

texts:
I can't stop the rotation of the camera(around the z global axis), in BGE. The camera is set to dynamic. Here is part of the script, the only one that affects rotation.

def rotation():
    if (mX < 0.10) and (mY < 0.90):
        cam.setAngularVelocity([0, 0, 0.1], 0)
    elif (mX > 0.90) and (mY < 0.90):
        cam.setAngularVelocity([0, 0, -0.1], 0)
    else:
        cam.setAngularVelocity([0, 0, -cam.getAngularVelocity().z], 0)
    #print (cam.position)
    print ("Angular Velocity :",cam.getAngularVelocity())

Setting the angular velocity to 0 does not work.So what I did was to subtract the current value(cam.getAngularVelocity().z). This kills the rotation but it is still slow and it creates a flickering effect.

I found 2 threads about this thing in other forums. They were unsolved. Any thoughts?

Here is the blend file


texts:
I'm trying to create a spiral array but It always becomes a circle.
i.e. I want to place Domino tiles on a path that looks like this Top view:

                  __,aaPPPPPPPPaa,__
          ,adP"""'          `""Yb,_
       ,adP'                     `"Yb,
     ,dP'     ,aadPP"""""YYba,_     `"Y,
    ,P'    ,aP"'            `""Ya,     "Y,
   ,P'    aP'     _________     `"Ya    `Yb,
  ,P'    d"    ,adP""""""""Yba,    `Y,    "Y,
 ,d'   ,d'   ,dP"            `Yb,   `Y,    `Y,
 d'   ,d'   ,d'    ,dP""Yb,    `Y,   `Y,    `b
 8    d'    d'   ,d"      "b,   `Y,   `8,    Y,
 8    8     8    d'    _   `Y,   `8    `8    `b
 8    8     8    8     8    `8    8     8     8
 8    Y,    Y,   `b, ,aP     P    8    ,P     8
 I,   `Y,   `Ya    """"     d'   ,P    d"    ,P
 `Y,   `8,    `Ya         ,8"   ,P'   ,P'    d'
  `Y,   `Ya,    `Ya,,__,,d"'   ,P'   ,P"    ,P
   `Y,    `Ya,     `""""'     ,P'   ,d"    ,P'
    `Yb,    `"Ya,_          ,d"    ,P'    ,P'
      `Yb,      ""YbaaaaaadP"     ,P'    ,P'
        `Yba,                   ,d'    ,dP'
           `"Yba,__       __,adP"     dP"
               `"""""""""""""'

But it always becomes some kind of circle,

How can I set increments to the radius?

How can I place Domino tiles in a spiral manner?

Is there any fast way other than placing them one by one?


texts: How to make my standalone game not require blender installation?

texts:
I am making a game and I want it to not require Blender to be installed in order to play it. Currently it needs 'blenderplayer.app'.

I am using Linux Ubuntu 14.10, Blender 2.72b. How can I do this?


texts: Blender how do you know when a detail on your creation should be a new object

texts:
When creating something like a vehicle or any other object with parts that stick out like mirrors, wheels, spoilers, how do you know what else should be a separate object.
Example mug tutorials build the mug and the handle as a separate object why does this need to be separate, all I can think of is its less work.
New to blender but I got stuck with adding detail.


texts: How to change hair color along length of strand?

texts:
At some point (not right away), I'll be wanting to make a character model which has multicolor hair.  Namely, it will be one color closer to the roots, and another color closer to the tips.

Is there any way to do this in blender?  I would be using Cycles for this.


texts: Sound Triggered by Rigid Body Collisions?

texts:
I have been working in blender on a simple rigid body simulation. I've done a few before, so I have a pretty decent idea about how it works. But, I realized, it would add a whole new degree of awesomeness to the final animation if I could have a short sound recording be played when the objects collide.

Is this possible? If so, how?

Thanks


texts: Can particles enherit constraints from their render object?

texts:
Example:I have a large sphere that emits particles
and a tiny sphere that the will become each individual particle .

If the original tiny sphere gets a Limit distance to surface constraint,
can each particle also inherit the constraint that the original one has?

So that the particles will stick to the surface of a mesh while moving, even if the mesh is irregular.

I can get similar effect with forces but its very delicate and can fly off the surface easily.


texts:
Is it possible to tell which screen (3D view, Node editor, etc.) the cursor is in with python?

Can I also get properties specific to that view, (even when there is more than one open) e.g. determine which (if any) 3D view is in camera view?


texts: Rigid body physicis is resetting my object location

texts:
I've got a scene where I'm trying to get a cube, to travel at high speed and collide with another cube, I'll call them cubeA and cubeB. I animated cubeA to start far off in the distance, away from my camera's vision (so its not visible earlier on in the animation), then to pop in closer, and move towards cubeB which it is supposed to be colliding with.
I've applied rigid body physics to both cubes (and the plane underneath them), and keyframed the 'animated' and 'dynamic' properties so that they start animated, a frame before I want the simulation to start I have another keyframe of it being animated, and then there is a keyframe setting it to dynamic. (CubeB's keyframe setting it to dynamic happens a bit earlier than cubeA)
However, for the cubeA, when the physics simulation starts it just teleports to its original location, and stays there, it doesn't even fall because there's nothing underneath it at that location, even though on that same frame as the simulation starts it has a keyframe for an entirely different location. I've tried moving this location keyframe to the frame before the simulation starts, but it didn't seem to fix the problem. I don't know whether this happens with cubeB because it stays in its original location the whole time.
Previously I had problems with the physics simulation rotating my textures, but I think i fixed it by applying my scale. I don't know if the two problems are linked.
The cube's materials contain peoples faces, as this project is an intro for a YouTube channel, so I've taken screenshots in solid view:

Image 1: Cube is out of view of camera before animation
Image 2: Cube is animated
Image 3: Frame before physics sim
Image 4: Physics sim has started
Image 5: cube at start of physics sim
I did a save as to a new blend file so I could add it to the question, and the cube no longer teleports. Now, when the physics simulation starts, it just stays where it is and doesn't move, and doesn't hit the other cube. I just have no clue anymore!

The file can be found here


texts: I recently unwrapped a model and began painting over a seam but for some reason it still leaves this odd mark (highlighted in the red box). My Bleed is set to 8 pixels but it still gives me this odd look.


texts: Color banding in Blender Internal render output

texts:
I am preparing to render an animation, and I am experiencing banding colors on a background generated in Blender Internal using a world texture created with a color ramp:

The render generates banding as shown here, highlighted by brown dashed lines:

Earlier versions of the scene used a purer color selection... more in the deep-sea cobalt ranges, and I either did not see banding or there was none...?

Other settings that may be of interest:

Gaussian anti-aliasing on with 16 samples... and I have tried 11 and 8. It is present when no antialiasing is used, as well.

All input welcome!


texts: megascans asset not smooting correctly in render but does in look dev

texts:
So I just started using blender this week and today I imported a megascans asset to learn more about rendering.
When I am in look dev the asset looks normal and i dont see any smoothing errors. When i switch over to the render view either with cycles or eevee  i get these weird smoothing artifacts. I dont have any modifiers on it. Its just the plain object from megascans. I tried turning smooth shading off and back on and also tried playing with the smoothing angle but it doesn't look like it does anything. This particular asset was downloaded as the full original scan file so it does not use a normal map. Any help would be sooooo appreciated.
Thanks!


texts: I cannot find interpolate key of grease pencil in tab

texts:
I want to interpolate keyframes in grease pencil, but the interpolate key isn't found. In addition, although I tried to push shortcut (Ctrl + Shift + E and Ctrl + Alt + E), it doesn't work.

Could you help me if you have any idea?


texts: Warning when applying modifier via Python?

texts:
I am creating an icosphere and subdivide it.

When I do it in the GUI console, no warnings.

However, when I put these code into a script and invoke it by blender --background --python ..., I get the following warnings.

warning DM_ensure_tessface: could not create tessfaces from 240 polygons, dm->type=2
warning DM_ensure_tessface: could not create tessfaces from 960 polygons, dm->type=2

What does this warning mean?


texts: How can I create a 3D model of the CIELAB color space?

texts:
My professor and I are trying to create and print a 3D model of the CIELAB color space for one of my Master's studies.
He has provided me with a CSV of the color space's data points (which you can imagine is a lot) and I am hoping there is a way I can import that file, or convert the file if needed so that the software can create the model from the data. (I don't even know for sure if it can do that.) I am looking for just the creation of the model, not the coloring of it right now.
I don't have a lot of experience with Blender except for the donut tutorial by BlenderGuru on YouTube. I really hope someone can help me or knows of a pre-existing model that I can use.


texts: Normal Map Node - Can't See A Difference In Render

texts:
I'm very new to Blender and I am trying to add a concrete normal map to a tower, however while it is visible on the material preview, it doesn't show on the object:

In this image you can see the preview material render as well as my nodes.

The render looks like so:

As you can see, the render doesn't look great - there are visible lines that I assume are needing smoothing, but as you can see my concern is that the bump map is not visible.

Why is this, and how can I get this normal map/texture working?


texts: I created a model with make human and added hair via the emitter tool.  I added clothes and rigged the person with pitchipoy.  Everything seems to be moving right except for the hair.  While animating the object the hair stays in place, shouldn't it follow the emitter and the bones?  Or do I have to add bones for the hair somehow as well?


texts:
I just started with Blender after using Max and Maya for years. I am currently at a company that uses a very old modeling program so I was able to 'get' them to install Blender for me, which is awesome.

So far it's a great program but I had a difficult time figuring out how to swap out textures and change up materials etc. It would be great if this was a bit more user friendly. As it is I have to X out the texture that's in there then use Open to go find another one, instead of just using a find texture or replace texture. Is that the only way to do it?

Also is there a way to select poly elements such as the barrel of a gun, instead of just the faces, and then applying a material? In Max you can select elements so thats the only reason I am asking. If theres something similar.

The 3D painter is also awesome! That's primarily what I am using it for.

Added Q's:

1) When I paint in the 3d view and I have a UV/image editor window open, it seems like they don't sync up and they are actually different textures, but I can paint on both of them. I am sure this just takes me getting used to the UI.

2) Is the UV editor window the only place you can save out your textures?


texts: unable to install from binary .bz2 2.79 or 2.8 on ubuntu 16.04

texts: I downloaded the bz2 files, i ran tar -xjf on the file i cd'd to the directory and ran ./configure and bash returns no such file or directory The reason I'm doing this is because the apt repository version which installs has no mp4 import option


texts: Not sure what I did to mess it up but now when I press E to extrude it is set to the z axis.  It has always been axis free when initially pressing E and you had to press Z to lock it to that axis. Now I have to press Z to unlock it first, I would prefer not to have to do that every time I extrude.


texts: Cycles Render is showing black silhouette

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I'm running into the attached issue when trying to render my model. I'm fairly new to blender and am using a free model form the internet to practice on. I'm not sure what is going on here.

I've done some googling prior to submitting this and none of the solutions I found resolved my issue.

https://imgur.com/vpirao5


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I know that in the beta release of Blender 2.9 there is the new manifold extrude function. It allows you to erase the edges or walls from an extrude and helps provide a quicker hard surface modelling experience, similar to other systems. The problem is, you need to already have the geometry in place to use this feature. If you start with a basic cube you are just stretching the original cube as no new geometry is being created.
So I wanted to know: How you would go about adding a hotkey that works while currently extruding (like the alt button) so that you can switch the dissolve orthogonal edges (manifold extusion) during the extrude function.
I know that it should be relatively easy as other hotkeys already exist (using x, y, z to constrain the extrusion to an axis as an example). There is even a checkbox in the tool options after you have extruded.

So it shouldn't be too hard to have a key to shift the type of extrusion. It would something like 'alt' or 'm'. My specific question is this: is this something that you can script with python to add the feature? Or will I need to open up the source code?
Also if anyone knows how to talk to the developers, I feel like this a very simple request that could be put in easily without a lot of hassle. I just don't know what the best way to reach them would be.


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I have this set of meshes that i use to generate my levels with.
Now, I have used a subdivision script in runtime with unity, but that is quite heavy.
I was thinking about doing the subdivision in Blender, but if I do it per mesh, the final mesh will end up looking full of holes.
Is there anyway I can subdivide the meshes here, keeping the corners of the mesh where they are?


texts: How can I integrate the reflection of CG object over a photograph?

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So I'm trying to learn some basic VFX to do CGI in the future, and I've started by putting 3D objects in an image. So far, I've got the shadow catcher working, but I can't figure out how to make the cube reflect (?) on the table without reflecting the color too.

As you can see in the picture above, the aside from the shadow, the real object is being reflected into the table, but in a shadowy way (in the red rectangle). Can anyone help me with this?


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I'm hoping for some solid advice on how people sort out their topologies like they do on turbo squid.

For example on the image below (top) is a model I made a couple of years ago with some quite frankly hideous topology. The image below that (bottom) is just a random boat I saw on turbo squid with some absolutely top notch beautiful topology.

How is this done? Is this purely done from being tidy at the start of building or is this using another program such as meshlab / modifications in blender itself?

How would you go about creating something like this?


texts: What are the faces with dotted patterns on them that seemingly cannot be subdivided

texts: Ran into this a couple times while modelling this spaceship. A face will have dots all over it and when i try to subdivide it doesn't work. I do notice that the faces around it kind of wiggle around a little though?


texts: "scale to bounds" missing in blender 2.9?

texts: In blender 2.8 there was a search result when hitting space that allowed me to scale an object to perfectly fit within a specific size, called "scale to bounds" I believe. in 2.9 this appears to be missing or I can't find it- can this still be done in 2.9? it was very useful for me and I still need the feature for the stuff I need to create.


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Transitioning from working on windows to Mac.  I can't figure out how how to make shortcut keys work for menu items.  Specifically, turning on Walk mode on the Navigation menu.

Thanks


texts: How to keep the end bone of the rig straight? What would be the right way to do it?

texts: I have this rig that I made. I was thinking that I could use some kind of IK system to make it easier to animate. But I have a problem with it. Either I'm not creating a proper IK system, or there is another issue. The thing is, I need the end bone (highlighted) to be straight and pointing up at all time. But when I use IK, it always rotate, which is not good. What would be the best way to deal with it?


texts: Problem with menus and options being blank

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I am using Kali Linux latest version. I have graphics "Intel® Haswell Mobile x86/MMX/SSE2" and Core i3 laptop.

I installed Blender but its not showing any menu and any other option as you see in the picture.

What should I do?


texts: Cell Fracture addon leaving unfractured boxes?

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I have been trying to make a short clip of a bullet hitting a wine glass with wine in it, but I keep running into the same problem with the add-on. Every time I have used it the result has left me with at least a partial box being generated as several of the fractured pieces.

I have tried subdividing and/or adding a sub-surf modifier but the result only changes where the large distorted fragments end up. I have been having trouble with this for quite some time and I would greatly appreciate any help.


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So i've been modelling a boardgame figurine, and i wanted to add hair on it. I set the settings and all kinds of stuff, but halfways trough decided to separate the hair into two sections, and each would have different hairlengths.

I separated the hairlayer i duplicated from the head, but when i set the hair length value on one part, the hairlength changes on the other part as well

I dont know why they're still sharing that same number, since i separated them. Can anyone help me explain why this happens and how can i fix it?


texts: Translate all vertices of all selected objects

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I have a lot of objects. I need to translate every vertex of every object by an offset, without moving the objects origin. For a single object, I can do this Tabbing into Edit Mode, selecting all with A, and then translating with G. I would have to repeat this for every object.

If I select every object in Object Mode, I can translate everything with G, but the transform is not applied to just vertices; it moves the origin, too. I need this to export the mesh with Ogre exporter.