texts: Very troublesome issue with Bendy Bones (Blender 2.8)

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For some reason as I've worked on my model, with bendy bones, symmetrizing them causes an issue with the "Stretchy to" constraints and I don't understand why it's been doing this. I've learned I cannot connect bones to parent bones will stretch and deform the mesh horribly, the new issue I've run into is that when symmetrizing a limb or even for the eye brows, the new right bone doesn't set itself up like the left bone when I go to work on it in pose mode, it instead flips the opposite direction it should go in and when I try to reset the Stretch To Constrain for the right in hopes to fix it, it will instead affect the left bone than the selected right bone.

I don't know why it is doing this but it's causing more frustration than it is worth.


texts: python : bpy.context.object vs bpy.context.active_object

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Found this one , it is 5 years old and i'm not happy with the answer :
are bpy.context.object and bpy.context.active_object STILL the same?
i'm curious if there is any new explanation about it ?
Thanks.


texts:
I get a certain error in loading a model and I would like to understand what it is saying to fix the problem.

I am using Meshio add in to input a pmd/pmx model from the animation program MMD into Blender  and it gives me this. Other models have been successfully imported before and they work like a charm.

Help will be appreciated.


texts:
I am trying to do a short video intro. The camera will follow a straight path through a circle, then I want the screen to flash completely white.

I have the camera set up to follow the path. Now how do I make the screen flash white?

I just want the screen to go completely white. Doesn't have to be fancy right now. I guess from a circle in the middle that quickly grows to fill the screen.


texts:
When I did my textures in the previous version I just selected "Texture" in "Viewport Shading" thingy and could see my object textured. Doesn't work like that anymore.

Also I sometimes just color stuff (faces) using different materials with different colors, but now when I create new materials it does not come with colors and other options.


texts: How can I separate a single object file into multiple objects based on closed geometry?

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Let's say you have a single obj with a number of separate closed 3D geometries in it. For example's sake, imagine you have an obj called neighborhoodfirehydrants.obj that includes the model for all of the fire hydrants on a street, which themselves are closed, but as I said above, are all within the same obj file.

Now let's say you wanted to be able to process each of those fire hydrants one at a time, separately. To the user, it's very obvious to see visually that these faces can be subgrouped into separate "objects" but in the Blender world, it sees them all as one.

I'm looking for a way (script would be ideal) to iterate through a blender obj neighborhoodfirehydrants.obj and find each of the "objects" (fire hydrants) that make it up. I've been looking into using the looping tools, but that's not making sense in this context.


texts: problem with network render and fluid simulation

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I have a problem:i want to render a fluid simulation animation ( with pictures) using my ubuntu server with network render, but when after i launch it, i have some images but it seems like my server didnt bake it and render it at the same time.
Can someone help me?

thx for your future help ;)


texts: How can I dissolve these remaining edges?

texts: I can't dissolve these two edges because it's a looped surface, but is there a way?


texts:
I want to implement an extrude functionality like the one in Blender, but with vertices I draw in a draw handler.

I have the 2d position of the mouse at which the extrusion of my vertices starts and the current mouse position. I also know the direction as 3d normalized vector in which to extrude.

I tried to calculate the 3d locations for mouse positions to get the extrusion length like this

dir = self.get_dir()
mouse_3d = region_2d_to_location_3d(self._view_context.region, self._view_context, mouse_pos_2d, dir)
ext_3d = region_2d_to_location_3d(self._view_context.region, self._view_context, self._extrude_pos, dir)

diff_vec = (ext_3d - mouse_3d)

self._extrusion = diff_vec.length

self.extrude_vertices(context)

# Extrusion of vertices
def extrude_vertices(self, context):

    dir = self.get_dir() * self._extrusion
    for index, vertex3d in enumerate(self._vertices):
         self._vertices_extruded[index] = vertex3d + dir

Problems:

I cant extrude negative direction, it's always positive
I want to include the direction of the extrusion into the extrusion amount (like the extrude in Blender: When the mouse is moved along the direction it extrudes more, if not (e.g. perpendicular to extrude direction) we get less extrusion.

So what is needed is to find the amount of extrusion for the direction vector d.

Any help is appreciated.

Update:

I added this, I guess it must have something to do with the dot product:

diff_vec = (ext_3d - mouse_3d)
dot_prod = diff_vec.dot(dir.orthogonal())
self._extrusion = dot_prod

But the amount is not correct.


texts: Print3D volume changes based on position of object

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I am creating a house and measuring the volume of each of my objects for a project. I have created a ridge tile, although this is not relevant to my problem. Under the Print3D addon, the volume calculator changes value depending on the position of the object. Here it is 679960.0124 cm³

But when I raise the object slightly higher, no other changes but to position in space, the volume rises to 711007.3566 cm³

What is the reasoning behind this? And how can I know which volume is correct for any of my objects? Admittedly I do not know half of what Blender can do, but this seems like a bug.


texts: Dual gravity for a fluid simulation (looping animation)

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I'm working on this looping animation. When the character falls backwards I want the fluid sim to splash upwards as usual. I've set this up and it's pretty straightforward. What I'm struggling with is, I want a separate, "anti-gravity" fluid sim that splashes in the downward direction as the character passes through the upside down portion. The trick is, I want each splash to stay in its "zone", so no part of the upper splash falls into the upside-down, and vice versa.
Should this be set up as two separate simulations, or can it be done all in one sim? What parameters should I use? The gravity of the domain?


texts: I am trying to texture an acorn cap I modeled to mimic a real acorn cap texture. Any suggestions on where to start?


texts: after spending a couple of hours making a scene in blender I was exited to render it. The file is a basic scene of a bullet smashing glass. First, I did a test render of a photo, which looked fine, then I set up some key frames for excluding the broken plane and showing the regular plane. That way, when the bullet hit the glass, it would hide the regular plane, and show the broken plane. After setting this up, I did another test render picture, and the screen was black. Please help! Thanks in advance. Here is the .blend file: https://www.dropbox.com/s/ye73c6hymhptk8u/fracturebetter.blend?dl=0


texts: In Animation Nodes, is it possible to make a node to translate position of the UV's of an instance?

texts:
I've been trying to find if it is possible to, using some sort of code in animation nodes, translate the position of a texture or the UV mapping to create a bunch of objects with different textures to cut down the amount of work I have to do (at this point I probably would've been done by doing the copy object data method, but I would've had to manually make about 70 some odd materials and cut an object into the same number).

What I was hoping to do was create a list of textures (barring that, a list of coordinate offsets) that would change the texture inside of a shader node instance.

In newnodes' Shader Node Controller I can't seem to control the mapping node (getting the data path of the x/y position of texture comes back as not existing). I also can't control what the name of the texture going into the shader is either.

I got silly and tried to use Texture Input node to send color to a node that had color as an input in some form, but that just got a single color rather than the whole image.

I assume I would need to make my own script node for this?  Or is there anything else I may have missed.  And is there any documentation about setting up a script node?  I probably need to read more into coding in blender python in general to work with this.

I realize the brute force method to do this simply is to either make my 70+ materials and 70+ objects and copy object data over the instances or even use the mix shader method of setting up the texture mapping for each image in my atlas and use a boolean for all of the values.  I'm just trying to find out if there is any way to make this process simpler and easier to update as needed.

As far as I've read Animation Nodes and Sverchok aren't exactly meant for working with textures specifically, but it was something I got curious about while undertaking this small side project.


texts: Object Organization - Hierarchies, collections, groups, empties?

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If I want to organize my sub-components into a convenient hierarchy in 2.8, what is the best approach? Should I use collections, groups, empties, or simple parenting?

First, I haven't been able to understand what "groups" are or how to create them. I read something about them in the manual, and couldn't understand what differentiates a group from a collection.

If I have some object that represents a single entity, but consists of multiple components (frame, seat, planks, cushions, etc), is it best to create a sub-collection for this? Or would it be better to identify one of the elements as the "root" and parent all other elements to it? Or is it better to create an "empty" and use that as the parent/root?

Another thing I'm trying to understand is why empties come in different modes (arrows, axes, shapes, image, etc). Is there a reason for these? Are they intended to serve as identification helpers (use a cube for a car object because the shape helps identify its owner)? Something else?

Lastly, if you guys use empties for this, anything you would advise about it? Do you change any settings or options in yours? Maybe disable visible in viewport, or some other setting?

Edit: One thing I just noticed is that you can easily duplicate an entire collection using the context menu, which is pretty convenient. Doesn't look like this is possible with an empty.

Thanks for any advice!


texts: Does Blender Render have pre-made material like a chromed/metal material like other 3D softwares like 3dsMax or Maya? I know that there are more options on cycles, but does the blender render have this too?


texts:
I was using the shape keys but they are not deforming correctly.
I don't know how to explain this further, I'll show the pics
Eyebrows:


texts:
I don't know how/where to put the files for Blender. From the repositories the only version available is 2.63, but I want 2.69 of Blender. Downloading the files straight from blender.org gives me an executable program, but how do I place it on the machine as if it were installed through the repositories via apt-get?

Such as shortcuts and everything.

Thanks


texts: How can I make parts of my mesh slightly transparent in sculpt/edit mode?

texts:
Im sculpting a character model, and there are bits of it that get in the way.
I could hide them completely, but then its easy to lose track of proportions and move things where they shouldn't be.
Is there any way to make an object or part of a mesh transparent while editing it?


texts: Unwanted Wave-like Shades in the Background as the Object Moves

texts:
I have made a smoothed studio-like setup
and spot light linked to my object.

The Object turns round itself for few seconds and then moves forward toward the camera
(I have marked them in the second photo, though it's a bit hard to see in only one picture).

As the object moves forward, some unwanted wave-liked shades appear in the background and move. Do you know what is causing the problem and how can I fix it?


texts: How can I display the currently selected settings in a panel?

texts:
In my panel I have 3 buttons you can press. Each one will change the File format type to a different setting. I would like to add text above the buttons that displays "Current Selection:" and then what ever setting that is currently selected (for the File Format).

By looking at the template I know this is possible, because you can add the name of the currently selected object.

row.label(text="Current Selection: " + obj.name)

I know the obj is related to the object in the scene but I need to know how to change it so I can display the File format type instead.

I just don't know the proper context to make it work for me.


texts:
I'm modelling a nutella pot, however I have a rendering problem.

As you can see I have a dark spot around the glass pot, my shading render is very simple though :

Also, I made the nutella model and the pot to intersect as saw in the Blender Guru donut tutorial series so there are no arctefacts. I tried to play with Light Paths values but it didn't changed a thing.
I'm clueless here.

Edit

Here is the .blend file :
https://drive.google.com/open?id=1raZvaCW-5wCaXbtoebrNK1KYopJt6opm


texts: Hair rotation doesn't understand global Z

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Why aren't these hair particles sticking up? I want them to stick up and to add a random rotation around their Z axis.
If I change the orientation axis to Global Y or Global X or Object X or Object Y then the particles will stick up but that's obviously a bug. In any case, randomizing rotation will not rotate them around the object's Z axis.
Does anyone know how to work around this bug?


texts: Blender subdividing faces and creating edges where shouldn't be any

texts:
In the original model there isn't any edges there, but there are some edges on render. What's happening here?

File: https://drive.google.com/open?id=12XK0MyDaqC5m2AIlM5j8peqCT92OaATJ


texts: What are the valid types for the type parameter in bpy.context.scene.node_tree.nodes.new(type)?

texts:
I'm trying to use python to create nodes in the compositor.  Right now I want to create an ID Mask node, but there will eventually be others.

If I create an ID Mask node via the UI and ask the python console what is C.scene.node_tree.nodes.active.type it tells me 'ID_MASK', but if I C.scene.node_tree.nodes.new('ID_MASK') I get an error

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
RuntimeError: Error: Node type ID_MASK undefined

How do I learn the proper values for the type parameter for node_tree.nodes.new(type) ?


texts: Bones getting left behind in mesh transform

texts:
enter link description hereI have just taken the plunge into bones animation and having all sorts of problems.
I want to animate 3 seperate folds on each side of a sheet, without using a mirror modifier.
The first fold of the white triangle on each side of the sheet is not a problem. However when I try to fold the "half_full_R" bone, the bone "wing_R" gets left behind. Also I am not sure which vertice to assign to the "half_part_R" bone or whether there is any specific parenting or other settings to do to make this work.
I have attached a final render showing the result of the folds.
Any help with this would be appreciated.
Link to blend file below:
https://www.dropbox.com/s/avkv9ls51q4x9e5/sheet%20fold%201.blend?dl=0


texts: How can I set an IK limit on a bone's Y axis?

texts:
I'm trying to rig a leg that has two thigh bones (one to move the leg around the hip and the other to rotate the thigh around the bone's main axis):

The IK constraint on the Shin bone reaches up to ThighB; ThighR has X and Z locks enabled on the bone's IK tab so as not to bend the leg between ThighB and ThighR. This works fine.

I tried to lock the ThighB's Y axis on the bone's IK tab but this has no effect - ThighB still changes it's roll when I move the leg (I also tried using a limit and setting a high stiffness, this also didn't work):

So I have two questions:

What exactly is the "Limit Y" / "Lock Y" option good for, since it doesn't seem to work as I expect it to?
Is there a way to keep the IK Solver from rolling/rotating ThighB around the y axis?

I'm aware that I could set up a second chain that just used a single bone and then copy the x,z rotation to the ThighB and the roll or the y rotation to ThighR, but I'm looking for a simple solution first.


texts: Editing particles to remove troublesome boid instances

texts:
I have a plane emitter, sending boids toward a target.

By entering Edit mode while the plane is highlighted, and then selecting Particle Edit mode, I can see the particle routes, as hairs:

The specific need is to ID boids who pass through other objects or in places they're not wanted.... and to do so by killing the offending boid without changing the rest of the baked action for the remainder of the boids.

How can I delete a specific boid or route/hair, but allow for the animated action to take place for all of the other boids?

OUTSTANDING assistance. I thank you, as does my mosasaur.


texts: Where does python output go in the game engine?

texts:
I've been messing around with the game engine for a bit and decided to do some testing with python. What I have set up is a logic brick that executes a python script every time I press "W". The script should then print out a line.

What I don't understand is where the script's output goes. I don't see anything in the console or anywhere else. Does it output at all? Do you need a special bge function to print lines into the console?


texts: Selection not centered on selected object

texts:
I have a really strange thing happening right now - I'm sure there's a reason for it, and it's almost certainly something I did when creating the model, but I really want to figure out a way to fix it..

I have this window I'm modelling for an architecture-style render I'm planning. The object is just the window, and everything else is behaving properly, but for this particular object, the selection/center point is way off to one side, and I don't know why.

What is going on, and how do I fix this?


texts: I'd like to take a simple cross section in Blender 2.7 using the Cycles renderer. I would think this would be easy, and there is even a tutorial about how to do it, but that tutorial is for Blender 2.4, and does not work with 2.7. Can someone post a simple tutorial about how to create a cross section in the latest version of blender. Here is that I have come up with so far, but the edge is not sharp and I cannot figure out how to adjust it:


texts: What does "LOCKED_TRACK constraint reserved for Locked Track" mean?

texts:
I am working on the rig of a jet-fighter with no bones, using empties to emulate a hinge for the different parts that flap up etc; for this I use two empties: one to act as a hinge, the other as target. I applied a locked track constraint to the hinge, but when I select the hinge empty and I apply the Locked track constraint I get the following cryptic error in the properties window where the actual constraint was suppose to be:

  LOCKED_TRACK constraint reserved for Locked Track.

I have researched the internet and I could not find any information on the error, just the wiki manual page that confirms that LOCKED TRACK is exactly what I need.

The little info I found did not address my problem at all, but ways of using the LOCKED TRACK constraint. Can anybody help?


texts: How to get the angular position of a the rotating object of a motor constraint in python scripting during animation play ? (Blender 2.78)

texts:
I have a simple scene with a motor and its shaft on which a spool is attached.
The animation works, the shaft is rotating and I can control its value from python using :

bpy.data.objects['Constraint.motor'].rigid_body_constraint.motor_ang_target_velocity = 0.5

It must be possible to get the actual rotation (angular position) of the shaft, but when I do :

bpy.data.objects['Spool'].rotation_euler

it only gives me the Euler angles at keyframe 0, but not the actual value as the animation is being played.
Is their a way to access this value ?

The final goal is to simulate a motor encoder for a robotics simulation.
Thanks !


texts: How to write a script to copy one key frame at the time from one armature to another?

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I'm having issues loading Action from Armature A to Armature B because the first one has Euler rotation bones and the second has Quartenion.

If I manually copy all bones from Armature A and paste on Armature B in pose mode it works great.

but the Armature A bones has over 800 frames and I can't manually copy and paste each one of them.

Is there a way to write a python script to perform this by the Armature name?

I came across this script from this anwer: Question
and it works great if the armature of destination has Euler but since it is Quartenion if doesn't rotate.  I wanna use the code below but using the copy bones and paste instead of setting attributes.

import bpy

active_obj = bpy.context.object
ad = bpy.context.object.animation_data

properties = [p.identifier for p in ad.bl_rna.properties if not p.is_readonly]
objects = [o for o in bpy.context.selected_objects if o.type == active_obj.type]
objects.remove(active_obj)

for obj in objects :
    if obj.animation_data == None :
        obj.animation_data_create()
    ad2 = obj.animation_data

    for prop in properties:
        setattr(ad2, prop, getattr(ad, prop))


texts: How can I create a wall(mesh) from 2 profiles and a path that connects them?

texts: I've asked this elsewhere but have not got a solution yet. The image below show's what I am trying to achieve in Blender but I'm not sure if any of its built-in tools or addons can replicate this workflow. The suggestion's I've been given result in inaccurate geometry and I'm seeking a solution as per the below image.


texts: List of Menu bl_idnames? INFO_MT_file_export, etc

texts:
I am loosing my mind here.

Every example addon in blender uses bpy.types.INFO_MT_file_export yet not a single doc explains where the hell the name INFO_MT_file_export comes from.

The doc for bpy.types doesn’t have anything about it. Which leads me to believe we are accessing some object.

I can draw the conclusion that it’s a bl_idname for the info menu and the export submenu, but I don’t understand why we can access it using the dot operator inside of bpy.types, or why we can call the append and remove function if it’s a type of Menu.

Moreover, is there a list or something of all of these predefined possible menu ids?


texts: Set up blender for printing/rendering to A4, A3, A2, A1, A0 paper sizes

texts:
I want to create 3D art to print onto international paper sizes A4, A3, A2 etc.

How do I set up blender (cycles render) to render images at a resolution of 300 pixels/inch which will fit perfectly to the above paper sizes (without stretching)?


texts: How to iterate over material index using Python

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I want to iterate over the material index of material slot and change the value of each material index. How can this be done in Python?

I've tried using the Python shown below, but it doesn't work correctly.

import bpy

object = bpy.context.object
material = object.active_material
for num in range(0, 5):
    object.active_material_index = num
    if material.use_shadeless:
       material.use_shadeless = False
    else:
       material.use_shadeless = True


texts: How to render a model with pixel art/sprite textures and have it not be blurry?

texts:
I've made a model that's PS1-eqse in the vain of games like Mega Man Legends, but whenever I try to render it in Blender, it looks absolutely atrocious.

I've disabled Anti-Aliasing, turned off MipMaps in Blender Preferences, which DID make the pixel textures clearer, but only in viewport.
But it still looks awful.

Anything else I can do to make the render show the pixel textures clearer?


texts: How to imitate viewport navigate gizmo behaviour in text with Python?

texts:
Is there a way to self adjust the question marks in the right position while moving "the circle" in 3d viewport? On the top half of horizontal line the question marks should be one way and on the bottom half positioned other way. I can see that gizmo knows which side is which.
To be honest I don't even know where to to search for some info, so this is the first place I ask this question. Any advice would be helpful. Maybe where to find some more info.
I am familiar with Python a little bit.
Thank you


texts: How do I get imported objects to show in view? (.wrl files)

texts: I'm new to Blender.  I have imported a large (file size 259 mb) file into Blender (2.7.1).  The files are all listed and selectable from the Scene tab. However, I can't see the objects.  I feel like they are perhaps too large (virtual physical size) and therefore out of view.  The file is a Solid Works 2014 export. Is there a way to change the field of view or another thought on getting them to show?


texts: Normal Map gives black render on half the surfaces

texts:
White walls, added a Normal Map.
Here is the file with the Normal Map:
https://drive.google.com/file/d/1lM8D70NWvQbNrYpkS4LUn7HvoDohJmcu/view?usp=sharing
Tried:

recalculate normals
invert GREEN channel
image is set as NON-COLOR
the object is FLAT SHADING

These are chunks from the viewport in Cycles:

This is in Eevee viewport:

And this is a render:

And this is a render with the RED channel inverted:

And this is the viewport in Cycles without NM:

And this is the face orientation:

I activated backface culling, so there's no way any of the faces shown are backflipped.
Aaaand... this is the shader:

Nothing fancy really- I really don't know where else to bang my head now.
I don't seem to be able to use Normal Maps in Blender, though I perfectly know how they work, and worked with them for many years, I always meet some kind of problem in Blender.
What is the secret?
Edit: under suggestion, tried to plug some vector nodes in the shader:


texts: Solve camera motion in Blender: exact camera data or refinement?

texts: My footage is made with a Phantom 4 Pro (for which I know the exact camera data - sensor size, focal length), and would like to solve camera solution as precisely as possible. Which of the following should give better camera solution results? If I put the exact focal length data, and only refine K1 and K2, or should I refine the focal length and maybe the optical center too, and let Blender to guess everything?


texts:
I am creating a map for a 3d game. How do I do it?
I can create a huge model of the map and export as collada. Is that the right way? Do I have to export in a certain way or is it ok to export it like normal model?


texts: object flips while snapping to another object with align rotation, using face snapping

texts:
I try to snap the object that is selected in the screenshot onto the object behind it, similar to the one seen on the left edge on the screenshot (from which I copied the selected object). I want it to 'align rotation', so that is selected.

I then press G > Shift + Z to maintain the height. However, when i hover over the surface I want to snap it to, it flips it's rotation, seemingly by 90 degrees:

I applied rotation to both objects beforehand. Any clues? Thanks in advance.

I use Blender 2.74.


texts: What is the difference between using an attribute node and texture Coordinate for a UV map?

texts: What is the difference between using the attribute mode vs the texture coordinate node?


texts:
I have a complex scene with lot of Empties. For a better survey I would like to change the appearance of an already created empty.

Just in case:
How to change the appearance of several Empties simultaneously?


texts: how to fix parts of model not being rendered in texture mode

texts: can someone tell me how to fix the hands and the back of the neck to be rendered like everything else?


texts: Eevee Normal pass: remap negative values

texts:
Here's a result of Normal pass in Eevee:

Faces with normals in -1..0 range are rendered black. Is it possible to remap this range to 0..1 using Compositor? Here's the desired result made with a material:

I tried to render Normals pass in 32b .exr but it seems that there's no information about these normals in there.


texts: I cannot move the playhead in the Timeline with the mouse

texts:
sometimes it happens that I cannot grab the playhead and move it forward or back along the timeline.
Indeed, if I use the left click of the mouse, it will automatically zoom in into the timeline, and this is really tedious (I can move the playhead only with the keyboard arrows).
But the Blender manual says "The Playhead can be set or moved to a new position by pressing or holding LMB in scrubbing area at the top of the timeline."
Sometimes the LMB works, sometimes not.
Have anyone else had the same issue?


texts: Cycles play pause button is missing cant render viewport

texts: it looks like my play pause button is gone so i cant use the render preview view port because its stuck on off. please help! it was there before but now i cant get it back to tell the view port to render


texts:
Is it possible to do a radius constraint in Blender?
For example, consider 2 cubes, 1 unit apart, as the following;

[]--1 unit--[]

If we move the box on the right up or down, it will retain same distance as the following;

    []
    /
   1 unit
  /
[]

This is not for Blender Game Engine, I simply want to set up constraints, but can't see of how to get it done in Blender.


texts: Blender 2.8 Moving Vertices With G + X, Y, or Z Generates Odd Angles

texts: I started working on a low poly model today and have run into trouble with the move tool. Normally, I press g + x, y, or z, and then the vertices snap to the axis I chose. However, for some reason now whenever I press g and one of the three axes, it no longer snaps to the axis I chose but rather some odd diagonal. I'm extremely new to blender so any help is much appreciated.


texts:
I made a simulation of a concave mirror for my physics class. A strange circle appears in the center of the mirror, and going outwards "lines" appers. Does it really happen this way in real life? Is it an error or is it misconfigured?

Thanks.


texts: When working with generated texture coordinates I see sometimes the Texture Coordinate (generated) and sometimes the Geometry (Position) node used. What is exactly the difference ?


texts:
I need to vary the vertex colors of a mesh using simulation data (generated using a tool named Paraview).

I imported the mesh and vertex colors in an X3D file, but the vertex colors correspond to one instant in the simulation only.

I'd like to load the vertex colors for the other simulation instants as well (e.g., 3 s, 6 s, 9 s, etc), assign them to the mesh at different keyframes, and animate the result.

I've tried importing an X3D file for each instant (obviously very cumbersome), but even then I struggle to transfer the vertex colors from one imported mesh to another. I did this just to get some results, but ultimately I'd like to have just one object with different vertex color sets that I can assign at different times in the Blender animation.

Does anyone know how I can do this (preferably without loading extra meshes, like I've tried)?

Thanks!


texts: Re-linking mesh data while adjusting object transform to undo minor edit-mode tweaks

texts:
Let's say I have a set of meshes that I duplicated with Shift-D and then distributed around the scene. And then for some reason I accidentally manipulated some of them in edit mode rather than object mode.

I then decide I'd like to go back and relink the object data and woogh, I have to figure out how the heck to match a new object transform to where the old mesh was.

Considering that the mesh still has 99%+ of it's bounding box / median point / vertex distribution type stuff in the same shape, if not the same place, is there any means, method, script, or other facility to compare these and correct the receiving object's object-space parameters to apply the other mesh to it but remain in the same physical space?

Update ~

So, I ended up solving my original problems, which were all translation based, by setting all of the object's origins to geometry / center of mass with CtrlAltShiftC, and then doing the dirty CtrlL business.

I'm still curious if it's feasable to fix rotations, given that the objects all have basically identical meshes. Say, I have this case, where the objects were shift-D duplicated and then for some reason had their rotation applied. Say, in this example:

Relinking the objects to one mesh does this:

It seems like it should be possible to automatically recreate the rotations during relinking, given that the meshes and centers are identical, but I wouldn't even know where to begin with doing that.

(Also, if anyone's wondering what they're looking at, that's what happens when I give myself 60 seconds to make 'something vaguely like a spanner')


texts: Smoke and particle system with interpolated children

texts:
I'm using a particle system as a smoke emitter (see here Creating Inky-looking characters in Blender ). Everything is fine but with simple particles, i don't have enough control on the movement of the smoke, so i need children. As simple children are really too ugly, i need interpolated children. But as soon as I activate them, all particles disapear from viewport and the simulation seems to use only parents (same as children deactivated).

no children:

Simple children:

Interpolated children:

My question is : is this a bug? can you use interpolated children in smoke sim?


texts: RayCast seems to sometimes hit mesh in Blender 2.69

texts:
I would like to check if my camera has line-of-sight of an Empty, and I need to use Blender 2.69 although I only have 2.78 on my own system. I'm using ray_cast to determine line of sight, and it appears to work in 2.78 but not 2.69! Here's my process.

For Blender 2.78 I open up my .ply file and import the mesh, and then load in both where I'll put my camera (camera_location) and where I'll put the empty (empty_location). I don't actually create any objects just yet. Then, I use the following code to detect line-of-sight.

direction = empty_location - Vector(camera_location)
(ray_hit, location, normal, index, obj, matrix) = scene.ray_cast( camera_location, direction )

And it will hit the mesh and return the expected values.

Now in Blender 2.69, I use a the same process, but invoke ray_cast differently because it is parametrized differently:

(ray_hit, obj, matrix, location, normal) = scene.ray_cast( camera_location, empty_location )

And sometimes it returns the expected values. Other times it seems to miss the mesh altogether and just returns ray_hit=False, location=<Vector (0.0000, 0.0000, 0.0000)>

Does anyone know why this could be and ideally, a solution?


texts: How can I UV unwrap a mesh based on its 3D perspective in the viewport?

texts:
I am currently working on a mesh made up of many puzzle pieces. My end goal is to place a picture on the puzzle mesh. To do this, I have combined all puzzle pieces into a single mesh, with the intention being to then unwrap it based on a top-down perspective.

Here is my mesh:

Here is a top-down view, which is what I would like my mesh to look like when unwrapped:

I have tried a cube unwrap and smart UV project, but, neither one produces a mesh that allows me to easily place a picture on the puzzle by setting that picture to to be the texture.

I realize that the sides and bottom of the puzzle mesh may be problematic to unwrap, but, I don't care what is on those because they will not be visible in the final render. As such, any sort of errored out texture is fine provided I can render the rest of the mesh without, ie. crashing.

I am using Blender 2.77.


texts: Whenever I start up a new project, my objects arent filled

texts: I have just started using Blender 2.8 and whenever i start up the cube (and any objects I add) are the same colour as the sky box (the dark grey). I figured this isnt right because whenever I watch a tutorial and they open a new project, the cube is filled in with the grayish white stuff. I'm not sure if there is a way to set it up so that when an object is added it starts filled in, and if there is can someone please tell me how?


texts: My cycles view port render is unbelievably broken. Crazy noise patterns

texts:
So I just updated all windows and graphics drivers and I am still experiencing strange renders within the cycles engine. This noise only appears within the cycles engine either in viewport mode or within the final render (f12). When I first installed blender I was using the gpu render and made sure my card was enabled and I had no problems. Only within the last 3 weeks havve I seen constant problems. After I exported a render I tried moving the entire blender window by clicking and dragging, I noticed once this happened most of the screen went black. When saving the file it started dropping letters.
Intel i5-8600k
Radeon RX 580 (4Gb Vram)
16 GB RAM


texts: How can i make a proper light inside a circle with objects so their surface is illuminated?

texts:
I'm trying to do a Solar System representation with Cycles, i already have the planets in order, the orbits, and i'm basing my file on a picture, and i'm trying to achieve the same illumination, but it seems pretty hard, so maybe or i'm using the wrong options, or even position of lighting.
The thing is, i do not want to put the Sun on the image because later i'll add it in another software, but what i want to achieve is the same kind of lighting effect.
Here's my reference (plus, my image will not have any kind of background image)

And this is what happens if i add a Point light inside the circles, i think the lighting is too weak for the objects and also if i add more Strenght to it, probably the planets would end up being totally white (or the color of the light)

Also, i tried putting an Emission object (a simple sphere, on this case) and again, the lighting seems too weak compared to the reference, and if i add more Strenght..this happens:

Please if someone have a method to add this kind of lighting, or maybe even a trick, please tell me, i'm really in trouble right now with this one..


texts: How to obtain a sharp corner on smooth surface

texts:
Hellow everyone,
How can i obtain a sharp corner on the smooth surface of this model?
I am using a subdivision modifier.
Adding a loop edge creates a "break" on the curve (red arrow).
What's the best workflow?
Thanx.


texts: Light Source to Affect One Single Object in a Scene

texts: I have an object in a scene that uses multiple light sources, however, I only need the lights to hit the object and nothing else in the scene. Is there any way to fix this problem in Blender currently? Eevee is being used to render.


texts: Spot light looks fine in the viewport, but when I render the result is different

texts:
In my viewport, I see my spot light shows fine.

But when I hit render, the spot light doesn't work.


texts: Problem importing the blender model into unity

texts:
I followed a tutorial in youtube into creating the rig and animations of a humanoid model. I successfully finished the tutorial but when I import it in unity, and make the rig humanoid I get this error.

Causing the whole rig to malfunction. I don't understand because the bones are complete. Tried renaming the foot bones but it does not fix the problem.

Here's the blend file: model


texts:
I would like to know how I can do an ik / fk switch or snap system as some call it, so when I switch from fk to ik, ik is in the same position as fk.

Sample:https://youtu.be/SVwVAK6hj_8


texts: Does Blender 2.8 work with Nvidia 1050 Ti graphics?

texts:
Having tried for weeks to get 2.8 to render on a Nvidia 1050 Ti, I'm stumped.
I have used many different versions of Nvidia driver, several builds of Blender 2.8.
I don't see where anyone else has got this card to be recognized either. It is supported in the documantation, & the card works great on other software.
But every time in 2.8 I get  "No CUDA compatible card recognized.
Is this card supported really? - It is recognized & works on Blender 7.9.

Yes, that's what I get - no card shows in preferences. But, on exactly the same machine, The 1050 shows for Blender 2.79, & renders very well. I tried the latest drivers, & several others, but it does not show.

Windows 7 (Home) 64 bit. All Windows updates. Device manager shows everything working.


texts: There is no Film color management in blender 2.8. Why?

texts: It's a pity but there is no Film (not Filmic) color management in blender 2.8. I wonder why it was removed? Also all camera presets also were removed. If anybody knows the reason why it was removed and will it be in final 2.8 release, please explain. Thanks.


texts: Edges between flat faces and smooth faces are weird

texts: I have a problem where the edges between flat faces and smooth faces are weird, but I can't figure out how to solve this. It shows up in render and makes the model look pretty bad. Any help would be appreciated. Thanks in advance!


texts: I'm encountering this issue where my liquid bunches up and clips through my bottle no matter how I have the normals or the thickness of the collider. I've fiddled with all the settings for ages now but can't find a solution. I want the bottle to overflow. Let me know if anyone needs a view of any more of the particle settings. Cheers, Tom.


texts: When to use Conformal vs Angle Based when UV unwrapping?

texts: When should you use the conformal method verses the defualt angle based method when UV unwrapping? What difference do they make?


texts: Older Version of Blender for ARM processors?

texts:
I have been going at this for some time now,  I cant seem to compile blender from source due to some deprecated directives in cmake and jpeg_library, although there may be a way to do this that I am just unaware, following the guides on making from source did not work.  I am trying to simply install version 2.79, the newest version that will run, (for ARM) on Ubuntu Mate...the apt-get install seems to be set to the 2.82 package which cannot run on my hardware due to 2.8 and up using OpenGL 3.3 (Running Raspberry Pi 4b).. Does anyone know where I can download a prebuilt version for ARM processors?  Unfortunately it is not included in the repository...If anyone knows how I can install the older package via apt-get or some other way I would be appreciative?
Tried Stuff like:
sudo apt-get install blender= 2.79.b+dfsg0-7
to no avail, just
apt-cache policy blender
blender:
Installed: (none)
Candidate: 2.82.a+dfsg-1
Version table:
2.82.a+dfsg-1 500
500 http://ports.ubuntu.com/ubuntu-ports focal/universe arm64 Packages


texts: How can I control the sharpness of corners using Subsurf?

texts:
I'm trying to make these corners sharper after SubSurf.

The solution that comes to my mind is adding edge loops to limit its space, but when I try to add edge loops they also affect the intake shape in front of the object in the same loop, deforming it in the way I don't want (I want sharper edges, but not round as I've done)

Any ideas besides boolean?


texts: Can't change Preview, Sculpt, Render in Multires modifier while in object mode?

texts:
I have the same exact issue as this question but I am in object mode not in edit mode so how can I fix this?

Multiresolution modifier not working

I'm new to this, first time messing with this panel following cgcookie tutorial so please go easy on me.


texts: Smoothness between (Dup)Mirror and Orginal?

texts:
Hi I am modeling a truck, I modeled its half part and dup + mirrored it for other half. I have a problem and both parts haven't smoothness between them ?

How can I make them smooth ??

Thanks


texts: Python api - Rotate selected around vertex using bpy operator

texts:
I want to rotate a selected item around a specific vertex like this:
 vertex.select=true
 bpy.ops.transform.rotate(value=1)

This code basically rotates at the bounding box center.
I have tried setting the pivot point cursor and manually setting the cursor but this does not work.
bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR'
bpy.context.scene.cursor.location = (1,1,1)

bpy.ops.transform.rotate(value=1)

The result is still a rotation with axis at the objects center point.
I'm looking for a simple, scripting level solution to this problem.


texts: How to export an animation from Blender and load it in Unity?

texts: My FBX file from Blender (as well as the .blend file) comes into Unity with no animation - none of the other forum posts have helped. The animation is very simple - made with keyframes in the dopesheet. What could I be doing wrong?


texts: Import materials from another blend file: how to deal with name issues?

texts:
I want to append a material from another blend file, but I have problems to get the appended materail:
#This works fine
with bpy.data.libraries.load(self.blendpath, link=False) as (data_from, data_to):
            data_to.materials = ["myTestMaterial"]
#This is the problem maker
mat = bpy.data.materials.get("myTestMaterial")

The problem is that the new material is named "myTestMaterial001" after I run the script for the secound time, is there a way to get the material object directly?


texts: In Blender 2.79 there is a new option that allow you to copy all the transform values (x, y, z) at once in the N-menu with CTRL + ALT + C for copy and CTRL + ALT + V for paste. But this seems only to work with objects in object mode, not if I want change the position of a vertex in edit mode. What could be the reason for that?!


texts: Blender 2.8 - where is Multiple Importance Sampling?

texts: I am working on  my render and I have an hdr word background, I am trying to activate Multiple Importance Sampling like in previous Blender and I can't find it. Anyone knows where is it or what changed? thanks alot in advance.


texts: How to evenly cover one object with instances of another?

texts:
I am trying to cover a simple, but angled shape with jewels.

I need the jewels to evenly cover the shape, but I also need them to rotate with the normals/face angles of the base object.

As you can see from the picture the grid setting in Particle emitter lays the jewels out perfectly, but I can't rotate them with the faces normals - and the hair emitter rotates them perfectly but I can't align them evenly enough???

I have tried the tesselate addon, various array set ups... Is there a way to combine the rotation ability of the hair with the grid layout of the emitter?


texts:
Hey guys im new to blender, and for some reason my roughness map shows up like this strippy sort of image....

(i tried to change the cordinates but still cant get it to work properly....

The map its a puddle texture !!


texts: Colors/Lights drastically different in render (2.8 Eevee)

texts:
Trying to get back into Blender after a bit of a hiatus. I am not sure what is going wrong. When I am in my rendered viewport the colors look perfect and then as soon as I go to render the animation/image the colors get blown out like crazy.

I have messed with color management settings (filmic, standard, none, etc) and they all look like garbage. If anyone has a suggestion that would be greatly appreciated.

Thanks!


texts:
I searched that image sequence is a faster way to make the video. But does it come out smooth? How do you make the image sequence at the first place? I only found tutorials of the conversion into avi file but not on how to make the images. Thanks for the help.

Edit: So, I already did the image sequence before but I couldn't find the image file. It only gives me a .Blend1 file.And I tried to convert it into .png file but it only changes the name rather than changing the format.

Help me.Thx.


texts: Displaying information in 3D window text object if ray .positive own.text = (object_one)

texts:
I have two object in a scene and a text object. I want the reading object to gather information from objects object_one and object_two on scene and have text object to display info from those objects.

Something like own.text = (reading_object).

I am using a ray sensor to detect object_one and object_two information.I need this information to be displayed as a text object.
Something like

object_one = scene.object["object_one"]
object_two = scene.object["object_two"]

Scene = bge.logic.getCurrentScene()

ray = cont.sensors["ray"]

if ray.positive:
    own.text = own.target
    target = str(["text"])


texts: Blender not responding when I try to export fbx with baked auto rig pro armature with animations

texts:
I've been using Auto Rig Pro for rigging, animating and exporting my character(humanoid for Unity), and it worked fine so far. I have made a copy of already existing character(that I previously made and exported actions from) and created multiple actions for it. Now, I can't export any type of fbx with baked animations. Exporting without animations works fine.
I've tried to export ten different iterations of my character, from Blenders 2.8, 2.82 and 2.82a, to no avail.

Update 1:
Even when I tried to append the action to different blender file(the one from witch I've previously exported fbx with animations), it still doesn't work. Same problem, Blender becomes unresponsive. This means that problem is probably within action itself. I just need to find out what it is.


texts: Materializing and De-Materializing from 4D Space via the W Axis and Quaternions

texts:
I have some scenes in my Blender project, where the main character's vehicle will jump through SpaceTime, materialize and de-materialize...
I am wondering how it might work to use the w axis and Quaternions to really materialize the object from 4D space, similar to 4D Toys on Steam.
The creator of the game made a video about how he did this in the following video, but I wasn't sure how to: "Extrude the Dodecahedron into the 4th Dimension".
Originally, I was trying to animate the vehicle's opacity in my project:  but that would give the appearance of teleportation.
From the videos I've seen, the w axis has a slider and is used for rotation. How can I use it or something like it to move my object into and out of 4D space? I see some references to 4D space in the Blender manual.


texts: Rendering stack of 2D images as a 3D object?

texts:
I have a stack of 2D images that I would like to render as a 3D object.  Essentially, each image is a slice of a 3D object such that, if stacked along the z-axis, would make a 3D object.

EDIT

I want to maintain the color of the image while making black transparent, like in the model below.  I have a stack of images that (when stacked) look like that model.

EDIT 2

I would like an actual 3D model.  I couldn't get the voxel texturing to work.  Blender didn't seem to like the fact that there was color.  Below is an example of one of the slices:

Things I've tried/ruled out:

Voxel texturing of an object (I'd like it to be a 3D model, I also couldn't figure out how to color this)
Surface modeling (this doesn't preserve internal structure (duh) but also doesn't preserve color)
Import images as planes (this was suggested to me and I couldn't get it to work, although it seemed like this was not the result I'm looking for either)

The help is appreciated.  I'm open to doing any and all scripting; I'm comfortable with Python and image processing but not so much with Blender.


texts: How to create a procedural volume and use it with the new Volume to Mesh Modifier?

texts:
I would like to create a procedural volume, and use it with the new Volume to Mesh Modifier in Blender 2.91.
All the examples I found use the Mesh to Volume, or the import a VDB, or some smoke simulation.
I would like to use the procedural nodes to generate a procedural volume, and convert that volume to a Mesh using new Volume to Mesh Modifier.
Is it possible to do that?


texts: How can I send blend file data with Python Pickle?

texts:
I want to send objects across the interwebs,starting with the default cube.
Python pickle can send binary packets across connections, so this shouldn't be too hard, just a read in that seems the most confusing.

How does one grab binary data from a .blend file?
How does one grab binary data from memory? Is there a python binding for this?
If I can do read, chances are write is similar.

Potential uses: send your best friend your default cube, colored , textured, with images and cool stuff attached to it,with all the modifiers too.


texts: What do the 'Custom shape' options on the Sapling Tree Gen add-on do?

texts:
I downloaded Sapling Tree Gen 2.78 and I can't find any help.

What do the 4 lines of Custom Shape mean?


texts:
I banged my head yesterday, thinking my modeling was sloppy, but now I see the problem is somewhere else.

Take a look at the picture:

What I did: simply extrude the top-left vertex to the bottom-right vertex of the cube, using the Snap during transform option, set to snap to vertexes.

In every case, there is a deviation of sorts and will happen on one axis (always the third axis, which should always stay at 0, but it deviates instead).

Does anybody know what's causing this issue and how to fix it?

EDIT: If I wanted to simply connect those verts, I could have done it just as easily by selecting them both and press "F" to create an edge. That is not what I wanted to do.

What I want to do: basically, by extruding vertices to other ones using the Snap feature, I was measuring if there were deviations in my mesh geometry, removing those extrusions after (with Ctrl-Z). The Extrude feature can easily be used as a measurement tool like that - even extrude a face toward a desired edge or vertex, to check how it sits in correlation to the face being extruded.

But with those deviations that happen even on the basic starting cube, how in the world can I use the Snap-to feature when it produces such deviations?


texts: why does my explosion look like minecraft?

texts: I've reached my stress limit. Can anyone please tell me what I need to tweek to stop my explosion looking weird and blocky PLEASE?


texts:
How would i curve panels on a surface like this?
I am making a lobby for a building and i am trying to model this in a cleaner way.


texts:
i would like to move my character by clicking on the ground ,and my character will move towards that direction instead of using keyboards. And how can i set to use my mouse to zoom in and out in the game using the mouse wheel  and rotate the view screen by pressing the middle mouse button and move .Something similiar to the game called runescape. And when i rotate my screen , how can i see through house , so that it wont block my view of the character.
Tyvm and pls help if you is able to.


texts:
I am trying to apply a custom shader (OpenGL, but if that's not possible I can learn OSL) to a STL. I will not use any lights, cameras, I'm not going to render it eventually. I would like to have the preview in realtime only to see how mesh modifications affect the colors (coming from the shader only) on its surface.

So in practice I want to be able to compute final color value for each and every place on the surface using the shader. Something like this, where you are given coordinates, and the shader computes colors.

The issue I'm having is the multitude of sources: they refer to different Blender versions with different hardware specs, multiple renderers (which apparently changed in Blender 2.8*), BI/BGE, Nodes, Circles, Eeevee, etc. This causes online tutorials to be incompatible with each other.

Without having much experience with it I am trying to find out whether Blender can be used as a inspection/modification tool in such a way as I described above.

Is this doable? How?


texts: Is there a good tutorial to understand how the different material windows work?

texts:
I'm getting mad at realizing how the material instances are assigned in Blender.
Coming from Max, it's driving me crazy to not understand WHERE the material library for the scene is.
I am branching here and there but without really a clue WHERE the material library is, and I can't have a concrete output with my materials, it doesn't work as I expect to.
Is there any decent tutorial to understand how to manage the materials in the scene and assign them to objects like instances instead than like copies and copies and copies of the same material?
Just to conclude: I am writing this question because I have an object that, no matter what, it doesn't want to show me one material.
I tried to move up and down the materials in the material panel, change it, etc.: no way.
And I don't know why.
Here is a video: https://photos.app.goo.gl/1T4hJL3fb2J6JgHz9
What am I doing wrong?


texts: How can I use multimedia keys for keyboard shortcuts in Linux?

texts:
I would like to be able to use keys like XF86AudioMute, XF86WWW, etc. for keyboard shortcuts in Blender. Apparently Blender has a few multimedia keys set up by default:

However, when I try to assign, for example, XF86AudioMute to an action in Blender, it sticks at "Press a key" just as if I had pressed nothing at all:

Why does it do this?

Some background information:

I have a Logitech G600, which is a mouse with a lot of buttons (22). I'd like to use these buttons in Blender, but I haven't figured out a particularly good way to do this.

The way the mouse presents the buttons to the computer is a little weird. As I have it set up, the left/right click, MMB, scroll up/down, and back/forward buttons are all normal mouse buttons, and Blender agrees with me; to set the back button on the mouse to undo in Blender, all I had to to was this:

The rest of the mouse is actually a keyboard! Using Logitech's configuration software, I can make the other buttons type whatever letters I want, and that works fine in Blender. It's really no different from having two keyboards plugged into the same computer. However, I don't like this because it doesn't allow assigning an action only to the mouse.

It is possible to then remap the keys on this mousy keyboard to other random keys that aren't on my (actual) keyboard. This works fine. The only problem is that, apart from those four in the screenshot above, I have found no keys that aren't already on my actual keyboard that Blender will recognize. How can I use these other keys with Blender?


texts: Converting GUI operations to Python code?

texts:
If I start building my scene from scratch using GUI (read: clicking buttons), will I be able to automatically obtain the equivalent Python code that achieves the same end results?

This is a really cool feature that sounds definitely doable, but not sure how to do it.


texts: Is there any way to import a .json model into Blender?

texts: I need to find a way to import some .json models into Blender, and it seems I can't just import them the same way I can import a .obj model. So is there some way to convert a .json model to a .obj model, or another file type Blender can import? I've tried using Blockbench for this, but I think it only works with Minecraft recourse pack .json models, as those are the only models that will ever actually load in it. Thank you to anyone who can help me figure this out.


texts:
I have two models one low poly and one high poly. The high poly is one that I have been sculpting on and I used that one to bake a normal, but for some reason when I use the normal on the low poly model it looks pixely.Any idea why?
This is the low poly model with the normal applied

This is the high poly


texts:
I've just started trying out the sculpting tools in blender. I first followed this sculpting basics tutorial: https://www.youtube.com/watch?v=uVpwivEl_6o
and am now trying to sculpt a leaf shape.

I started out with a bezier curve for the leaf outline, which I then converted to a mesh, then extruded to give it a bit of depth and then cut out some holes, this got me an object which looks like this:

Now the problem is that when I try to follow the tutorial and use the multiresolution modifier, I get something which looks like this:

Or if I try to directly use one of the sculpting tools on the leaf objects, for example to make a crease down the middle, it looks like this:

Obviously this isn't what I'm going for at all.

Now I'm thinking it might be that the faces on the top side of the leaf might be too few / not at all in the shape that I want to modify, my question is, how do I change that? Shouldn't the multiresolution modifier add more faces?
Or should I have created the basic shape in a different way?

Any help is appreciated!


texts: Somehow I do something that I don't want then when I press . it writes /. Because of this problem I cant scale my objects at the way I want.


texts:
Sometimes I see great materials, but they are not spheres, so I can't use it directly as a matcap. However, in some instances, the shape is simply enough (cylinder) that I could probably recreate the mesh and project the image onto it.

With the textured mesh, is there a way to generate a matcap?


texts: Print a timer in Python to see how long to run a script

texts: I want to print a timer in the console to optimize my script and see how long it takes to run the script.


texts:
I'm using bpy, and while i running script, returns this words:
Unable to initialise audio
Segmentation fault

How fix this?
Script code:
import bpy

render = bpy.context.scene.render

scale = render.resolution_percentage / 100

WIDTH = int(render.resolution_x * scale)
HEIGHT = int(render.resolution_y * scale)

FILE_NAME = 'monkey_render.png'
FILE_PATH = '//{}'.format(FILE_NAME)
FILE_PATH_MODIFIED = '//monkey_render_mod.png'

def render_and_modify():
   render()

def render():
    previous_path = bpy.context.scene.render.filepath
    bpy.context.scene.render.filepath = FILE_PATH

    bpy.ops.render.render(write_still=True)

    bpy.context.scene.render.filepath = previous_path

render_and_modify()


texts:
This time, I wish to replicate another Blender Internal process involving the RGB tab.

Here is a few examples of what I am trying to achieve in the node editor.

In this image, the UV map is using alpha transparency, but as indicated by the arrow and circle the RGB to Intensity tab is unchecked.

In this image, the tab is checked, and allows the color outline above to appear the selected color, which is pink, while leaving the black portions to disappear.

Is there a way to replicate this process using nodes in EEVEE rendering? I've tried and could not figure out the same results. If this question is already answered or is similar to another one, please direct me to it.


texts:
why is it that 50% grey is at 0.5 instead of 0.18 in the color selection panels?
That doesn't feel consistent with a linear workflow I am used from other apps.

thx


texts: "No valid formats found" creating a video

texts:
I am using blender 2.76 on openSuse.

I have created individual frames in png format and I try to create a video from frames.

Any output different from "AVI jpeg" will show a "No valid formats found" error when clicking on "Animation" to create the video. I would like to compress the video somehow and "AVI jpeg" creates huge files.

For instance, I read in Blender Stack Exchange: As of Blender 2.76 you can correctly select Output as "H.264" and Encoding as Format: MPEG-4 and Codec: H.264. This generates the correct container and encoding AFAIK

For some reason in my case this will show "No valid formats found".

Any suggestion is welcome, thanks.


texts: Makeclothes: singular matrix in corner weight

texts:
We're using the Makeclothes module in Blender to create clothes and we face a problem: while exporting, we get a small box with the error message: "singular matrix in corner weight".
After looking at the Python code, I find that the full error message was printed in the console. I get it, get the number of the vertex producing the error and we're able to select it.
Right, but what does this error means and how can we correct that?

Note: we delete the vertex, create it again and now that's OK. But the question remains: what does it means??


texts: about Grow along the path animation to unity!

texts:
I have an Grow along the path animation
My question is How do I export this animation to Unity via FBX?
I tried the bake animation but the result was wrong。
I do not want to use Amelbic

thank you !!!!


texts: How do I create a radial fade out emission / neon light tube

texts: I would like to turn a cylinder into a neon light tube with emission. My problem is, for the sake of realism I would like to be the inner part of the cylinder brighter than the outside. (like a neon tube light in rela life). So far I have tried to connect a gradient with a color ramp before the emission shader, but I can't get it right. I am working in Cylces btw.


texts: Is there a way to add a specific modifier to more than one object?

texts:
I know you can copy the modifiers after adding it to one object, but is it possible to add one specific modifier to many objects at once?

For instance, I have many objects with different modifiers and I want to make them all collision objects. If I use CtrlL it copies all the modifiers on the active object to the selected objects. I only want to add a collision modifier to the existing modifiers.

Is this possible?


texts:
I am currently trying to make a rollercoaster in OpenGL. To do this, I prepared the track in Blender (following a Bezier curve) and exported it along with the curve as .obj files in OpenGL.

My problem is that I can't find a way to export the normals (or TILT values) from Blender. What I have already done works fine but I also need to export some information concerning the orientation if I want the camera to point in the right direction in the final animation.

I know that a few questions concerning this issue have already been posted but I couldn't find an answer in any of these.

Could anyone help me with this? Thanks in advance!


texts: Create surface between irregular borders

texts:
Is it possible to automatically create geometry to cap a very irregular large hole like the one in the pic below? There are overhangs and curves that are hard to see in this picture. Obviously the surface would have to consist of many different quads/tris because of the irregular and curved edge.
When I use F (fill tool), Blender creates just one weird face that connects to all the edges.

Thank you.


texts: How can I make the bending smoother on my rigged arm?

texts:
I'm creating a minecraft rig, and I'm a bit unique, and want some smoother bends on the arm as shown:

Now, I'm not fond of the look of the inner part of the bend. I'd like to make the curve look better, so it's closer to the red line as shown. What ways can I accomplish this?
If not possible, I'd like it to be a sharp bend on the inner part. I'd highly prefer the smoother bend on the arm though.


texts: How can I make an object use it's animation action at a specific frame in Blender Python script?

texts:
I have a python script that runs through Blender and I use it to procedurally animate two figures. I gave the models animation actions which work in Blender, but in the python script how do I tell the objects to add their action to the animation at specific frames?
scene = bpy.context.scene
scene.frame_set(10) #go to frame 10

#assign animation action to object
bpy.data.objects[0].animation_data.action = bpy.data.actions[0]

#play that animation Action on frame 10
help meeeee!

#render the video
bpy.ops.render.render(animation=True, write_still=True)

After help from Sighthound here is the final part of the script that now works, commented to explain why the other stuff needed to be added
#define starting frame
frame = bpy.data.scenes[0].frame_start = 1

#loop through arrays that hold information for which frame to play the action strips on
for data in Datas:
    frame = data['FRAME']

    #set current frame in blender to the frame called for in data array
    bpy.context.scene.frame_set(frame)

    #loop through keys that are nested in data array
    for key in data['KEYS']:

        #if data calls for action_01 to play on this frame...
        if(key == "action_01"):
            #add a new track
            track = bpy.context.active_object.animation_data.nla_tracks.new()

            #name the upcoming new strip with frame appended to keep it unique
            newStripName = 'action_01_' + str(frame)

            #add new strip to the new track with the correct action
            newStrip = track.strips.new(newStripName, frame, bpy.data.actions['action_01'])

            #must set the new strips extrapolation property to none so that all the strips will play in the animation instead of just the top one
            bpy.context.object.animation_data.nla_tracks[track.name].strips[newStrip.name].extrapolation = 'NOTHING'


texts: Every time I remove doubles, I go space bar, remove doubles, and press enter. What is the "legit" way of doing this? Is there a faster short cut key? If not its fine.


texts: Select whole hierarchy from different parents at the same time

texts:
I have a script that runs ok as long as there is only one parent (Empty object) selected since I need to select the whole hierarchy, but if I have many parents (Empties) I'm unable to do the same, it always work for the first parent (Empty object) leaving the others untouched. Is there a way to acomplish it?
This is not the prettiest code ever but it works until that point I'm facing.
This is how the hierarchy looks after running this piece of code, but as you can see, after that I would need to perform a Clear Parent and keep Transform and this is what I cannot accomplish.

import bpy

collectionFound = False

for myCol in bpy.data.collections:
    #print(myCol.name)
    if myCol.name == "FBX REVIT Scene":
        collectionFound = True
        #print ("Collection found in scene")
        break

# Creates a new collection
if collectionFound == False:
    myCol = bpy.data.collections.new("FBX REVIT Scene")
    bpy.context.scene.collection.children.link(myCol)

# Set the new collection as active
def recurLayerCollection(layerColl, collName):
    found = None
    if (layerColl.name == collName):
        return layerColl
    for layer in layerColl.children:
        found = recurLayerCollection(layer, collName)
        if found:
            return found

layer_collection = bpy.context.view_layer.layer_collection
layerColl = recurLayerCollection(layer_collection, 'FBX REVIT Scene')
bpy.context.view_layer.active_layer_collection = layerColl

# Selects whole hierarchy
myObj = bpy.context.view_layer.objects.active
bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE')
myObj.select_set(True)

# Move selected objects to another collection
# List of object references
objs = bpy.context.selected_objects

# Set target collection to a known collection
coll_target = bpy.context.scene.collection.children.get("FBX REVIT Scene")

# If target found and object list not empty
if coll_target and objs:

    # Loop through all objects
    for ob in objs:
        # Loop through all collections the obj is linked to
        for coll in ob.users_collection:
            # Unlink the object
            coll.objects.unlink(ob)

        # Link each object to the target collection
        coll_target.objects.link(ob)

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

structures = [
    {
        'name': 'CURTAINS',
        'items': [
            "Curtain Wall Mullions[!A-Z]*",
            "Curtain Wall Mullions",
            "Curtain Panels[!A-Z]*",
            "Curtain Panels",
        ],
    },
]
for structure in structures:

    selection_pattern = bpy.ops.object.select_pattern

    for item in structure['items']:
        selection_pattern(pattern = item)

    # Pattern Selection which search only inside a custom Collection
    all_in_list = bpy.context.selected_objects.copy()
    collection = bpy.data.collections['FBX REVIT Scene']

    bpy.ops.object.select_all(action="DESELECT")
    for object in collection.objects:
        if object.type == 'EMPTY':
            if object in all_in_list:
                object.select_set(True)


texts: I have made a keyframe animation ,through timeline the animation gets played , while rendering animation is not playing. Can anyone please help me out with python script?


texts: How can I create a checkbox that will execute my code when checked?

texts:
First of all, I am a total beginner in terms of Blender API. I have been working with Python and the Blender API for about 3 days now.

I already found out how to hide unwanted objects. Here is my code:

bpy.ops.object.select_pattern(pattern="*Collision")
original_type = bpy.context.area.type
bpy.context.area.type = "VIEW_3D"
bpy.ops.object.hide_view_set(unselected=False)
bpy.context.area.type = original_type

My goal here is to implement a checkbox so that when it's checked it will execute the code above. If it's unchecked it will reverse the code.

Can anybody help me?


texts: I'm pretty new to blender, and am having trouble getting snapping to function properly. In object mode the snap to grid function works fine, but all the others fail to snap unless I get the origin of the selected object close to my target (i.e., if I have snap to vertex selected I can move vertices directly on top of each other with no snap, but if I move the object to the origin is close to the target vertex, it will suddenly snap vertex to vertex. same with face, edge, etc.). I have tried starting from a new file, restarting blender, and I made sure proportional editing was off. Am I missing something obvious? Thanks!


texts:
How can I increase the amount of keyframes on the dope sheet? I'm animating the rigify add-on and it won't let the green line go past 250(it just restarts). Also the keyframes after 250 are light grey as opposed to the ones before 250 that are darker.

thanks


texts: Cycles Renderer: ColorRamp ignores previous Set Alpha node

texts:
In Cycles, I would like to separate out an element from an image, and apply a color ramp to it before merging it back. After separating out the element however, the color ramp still operates on the original (unseparated) image. Why is it doing this?

Done so far:
I separated out an element of the scene via ID mask, and then applied the mask to the original image with Set Alpha. When I apply a color ramp to the second image, not only does it apply to the cropped out image, but it seems to retain information from the very first input image, as you can see from the Viewers in the image below.

Tried the same setup in Blender Internal but the result is roughly the same.

Is this a bug or am I missing something about how nodes/cycles works?


texts: I'm creating side skirts for a truck and I am duplicating the frames I want. The problem is it's making the duplicated object into another object. How do I put it into the same one?


texts:
I made a manatee object and took a picture of the toy's fabric.
I try to add the jpg file as image texture but it seems doesn't work.

could anyone help me with this problem?? (T-T)
Thank you very much.


texts:
i like modeling in blender, but always there is an problem.

As you can see here, i want to fill the hole, but in hole is an circle, so when i press F... this happens

My question is, how to fill it without making it fill the circle too? Since i have to use more and more faces which complicates texturing the model.

Any help is apprecitiable.
+
Sorry for my English, if needed, i'll try to explain my problem better :)


texts: Blender Masking/Rotoscoping shows on some frames just the border and on other is a closed surface

texts: I've created a mask over a simple footage and on some frames the mask is clipping. It only shows the border and is not a full surface. Therefore the object I wanted to integrate is not shown. What could be the problem?


texts: Is Smoke Flow Force Field broken in 2.8x?

texts:
I'm experimenting with smoke flow field and it works as expected on 2.79 but when I try to apply the force field in 2.8x it doesn't work at all. Is this a known issue or am I doing something wrong?
Here are two examples, the one is in 2.79 and the other in 2.82.

blender files

thanks!


texts:
I'm pretty new to Blender but wish to use it for an animated project. Now, the animation itself will be pretty simple after I figure out how to pull off this one effect, but first I need to see if it can pan out.
What I want basically is to animate with Animated 2D Sprites that swerve about in a 3D setting, akin to something like the Nintendo video game Paper Mario or the YouTube series Petscop.
Here is an example of an animated sprite:

I would want to be able to alternate between sprites for a few characters, but really, that is the length of what I need to know. Any way to pull this off that isn't excruciating? Thanks a lot.


texts: Objects have been duplicated into immovables

texts:
I am trying to replicate Claude Monet's bridge over a pond but everything has been duplicated into immovable objects that I can't edit or even select.

Here's a screencap of it.

https://i.stack.imgur.com/4jMgW.jpg

And here's the .blend file.

https://drive.google.com/open?id=19hdlGl47T_9LfnlVbE81Izv3tyk5MsEC


texts:
I am trying to align the bottom of the model I am building by using the scale tool. When I squeeze down the Z branch of the scale tool there is an issue where instead of the selected Vertexes being compresses in the same direction (Towards each other), they tilt up or shoot in the opposite direction. Is there a way to reset the pivot tool, or delete history/freeze transformations like in MAYA.

But, when I do that some of the surfaces get pushed up or pushed down and away from one another. Is there a settings menu for the scale tool?

So I am trying to level out all the surfaces on this model, I am trying to use the vertical scale tool so they'll compress towards one another.


texts:
For simplicity I want to make a hand able to touch a head in a way that hand will stay as is, but head will be deformed. But for unknown reason it does not collide (figure is one object with armature and with softbody and collision).

Yet, when I create another standalone object and assign it a collision it works.

Do you know what can be an issue? Or how can I proceed?
Thank you


texts: I need to snap a the face of an object without changing the relationship of the origin point to that object

texts:
I have a unfolding object here I created using the Origamify add on. this add on allows me to fold and unfold this object and I need to keep that. If I move the origin point folding mechanism no longer works. So far I can snap the object to the plane but it won't snap flat it only snaps at a 90 degree angle, or the original angle the object was created at. If I'm only unfolding a cube that's not a big deal because I can manually rotate the object. But if I have a more complex model with a complicated angle from the object to the origin point, I can't get the flat series of objects to snap to the base plane.
https://youtu.be/ZLkyWGQ-_2I
this videos show the intended result. basically I need a way to snap one plane to another where the entire object rotates according to moving planes movement.


texts: Why does inserting a second keyframe make blender overwrite the first keyframe?

texts:
I'm kinda new to blender and also English is not my native language, so sorry for that. The main goal is to animate "Transform Randomization" of multiple objects.
So I'm trying to setup two keyframes of animation, where for the first keyframe the cubes are already randomized and positioned right, and for the second keyframe the cubes go on their native places and make a flat surface.

But when I'm trying to add second keyframe where all the cubes make flat surface - blender kinda ignores everything it memorised and works with new coordinates, so the first keyframe is ruined, and both keyframes are flat surface. It just kinda unavailable to register the action right when I randomize transform.

As you can see both of keyframes now have the cubes making flat surface, instead of animation of randomized cubes falling into their native places making a flat surface.


texts: Is there a way to make the Displace modifier still?

texts: When i add the Displace Modifier to a 3D model, the animation of it continues endessly, how can i make it being still without having to press 'Apply' on the modifier bar?


texts: Is there any way to "apply" Vertex Group blend restriction on Shape keys?

texts:
I've got a model with driven Shape keys, many of which are restricted by vertex group blend (mostly left and right). They're modelled mirrored, duplicated and bound to vertex group.

Inside Blender it works fine, but borks out during export.

I'd like to "apply" the vertex group blend effect, so the final shape key is just data that is actually transformed.

Yes, I could manually make a "new shape from mix" for every key one by one, but they're already driven and it'd be extreme pain, as I have many models like this.

Hope there is an easier solution for this.


texts: Where is the Feature output for the Voronoi texture node?

texts: Does anyone know how to find the Feature Output for the Voronoi texture in the shader editor? It didn't show any at all.


texts:
Somewhere on Internet I came across a piece of writing, where it said first sculpting is done, the retopology. Then the retopologized mesh is sent to animator.

After that it is sent back to sculptor. The new posed model is again sculpted for details.

But my question is

Is the retopologized mesh sent to animator before normal baking?
If baking can project details from sculpting to the retopologized mesh, why there is the need to sculpt it again for details after it returns from animator?
Animation is not a single pose. So how the second details is projected?


texts: I am trying to animate a skateboard doing a trick called a hardflip. The trick involves the skateboard rotating 180 degrees and flipping once.  If I animate the whole trick with two keys, it make it look weird because it involves the flip and rotation. To solve this I split it up and put two keyframes. Then on the second one, I rotated the board halfway, and flipped it over halfway. Then I put a third key and on that one I flipped and rotated the board the rest of the way. The problem is, since the animation is split into three keys instead of two, it looks like the board rotates half way, slows down a bit, then speeds up into the second half of the rotation. Is there a way I can make it look smoother? The image shows the timeline, and circles are over the main 3 keys. The other are just to adjust poses.


texts: Import 3D curves without affecting their curvature

texts:
I have created a series of curves in Rhino. I also have a joined version of them. Obviously, the curvature of each individual curve matches its corresponding section on the joined curve as shown below:

I saved the file as OBJ in Blender, then import it into Blender. But the imported curves no longer match. Here is a screenshot:

I imported the OBJ back into Rhino and everything is fine. What should I do to have the exact same curvature when I import the curves into Blender?


texts: How can i limit the script trigger to once per pulse ex. i want to  sub  1 from INT from OBJ  once when BOOL is true and RAY(sensor) is generating true pulse(with OBJ detected via RAY).It just keeps subtracting 1 from INT every tick. I tried to give RAY false pulse mode, but when RAY is detecting OBJ and after 1 sec BOOL becomes True ,it wont work.


texts:
I'm working on a project for school, where I need to make a 3D model of a castle. I have the castle's basic details pretty much complete now, but I've noticed there are weird shadowy bits/faces that are darker than others.
Here's an example of what I mean:

I've also tried recalculating the normals, the previous image above was with Normals recalculated outside, here's an example with them recalculated inside, the problem still persists:


texts: Is it possible to replicate a location constraint in the BGE?

texts: I currently am trying to set bounds for my nav mesh using the location constraint. That would have worked perfectly, but of course constraints are not available in the game engine. Is it possible to replicate this functionality easily?


texts:
When I select an object, press G ,S or R and then an axis shortcut X, Y or Z, the object does not lock to the axis.
I select an object - Works as expected.
I press a transform key, gizmo changes as expected.
I press an axis shortcut e.g. Z I get the shading radial menu.
Any ideas?


texts:
Is it possible to split a .blend file, e.g when a scene has grown and exceeded a manageable number of objects?

I would like to save some groups into a new .blend, texture the objects in the newly created file and link to the original scene. Probably I could export object to Collada and re-import them to a new .blend. Is there a native way that I've overlooked?


texts: Blender not rendering at all (EEVEE nor Cycles) and mesh with ocean modifier disappears randomly

texts:
I have an issue with Blender I can't quite figure out the reason for. I have a file for a project that I can't share the contents of right now, however there is one object that is disappearing at frame 122 only and I can't figure out why.
Also, it is not rendering at all. I've tried both EEVEE and Cycles. I've tried checking a default file and copying the render and view layer settings and still nothing. I went in the compositor and couldn't find anything wrong. I honestly don't know what to do.
I have included a copy of the project file with all of the objects except for the water removed. It's still behaving the same so I know it isn't any of the objects of the real scene. I've tried on Blender 2.90 and 2.91 beta.
Can anybody figure out how to make Blender render the scene again, and why the water is randomly disappearing at frame 122? Thanks :)
Here is the file https://blend-exchange.giantcowfilms.com/b/6RYbzv20


texts: Animation Nodes - bake sound, bake spectrum, evaluate sound

texts:
I make this node tree using "bake sound" mainly.
I hope it helps, I have been investigating the possibilities offered by this node and some possibilities of use.

The first time we need to bake a sound, with these nodes it is possible to establish the number of frequency ranges, and the values that comprise them. In this case I choose 9 intervals, configured by default and bake the spectrum data. This may take several seconds

Later, insert evaluate. If we debug this node, we can view the array data of any of the frequency intervals:

To get all the frequency data, we will need to add a node (get list element) for each interval. In my case I used this node tree to move an icosphere around the blender space, this icosphere gets a paticle system who emits metaballs to shape this movement (and I modified the damping).

This gray node uses it as a converter, the float controls the proportion of the movement. Later, we combine the data in a vector.

To interact with the metaballs particle system (to add modifiers, etc etc.), we translate the mesh to another object.

To view the node tree results go to this video
https://youtu.be/q1z6DxcDDIk
thanks!! enjoy :)


texts: Cursor to Selected not snapping precisely to 3d widget in edit mode

texts: Occasionally the Cursor to Selected does not snap precisely to 3d widget in edit mode.  I typically set Pivot Point > individual origins with success, but I've also tried all pivot point options and 3d cursor is still slightly off from widget.  Any suggestions?  Thanks


texts: I can't install CrowdRender or any other add on in Blender

texts: For some reason I can't install any add-on on Blender 2.81. I tried to install it directly from the zip file, I also unzipped it and put it on Scripts/Addon in blender program...nothing works. I tried to install the whole the thing, I tried only the py file. What's happening? Why it doesn't get installed? What am I doing wrong. Thank you for the help.


texts:
I want to scale a selection of vertices to a specific size (in mm). I have a "beam" which is 1,2mm wide and I want a certain portion to be 1mm. How can I scale it to be exactly 1mm? I can approximate it by using the measurement tools, but I was wondering if there is a way to make it exactly that amount?

Thanks in advance


texts:
Using blender on Surface Pro 4.
I've set the virtual pixel mode to "double" and it's great for the display UI. But I can't manipulate anything with the rotate tool using either the pen or a mouse.

I've tried playing with the manipulator size and handle size, but that doesn't help.

I also can't navigate/move the view using the pen.

Anyone have any setup suggestions to get me going?


texts:
I have this problem, I created a while loop in my script, my intention is to rotate my object with a decreasing over time speed

My script looks like this:

def rotar(obj, sentido):
velocity = 2
while velocity > initialVelocity:
    obj.applyRotation((0,0, sentido*velocity), True)
    velocity = velocity/1.5
    print(obj.worldOrientation.to_euler().z)

The loop isn't working as intended, as it applies the rotation after all the loop ends, how can I apply the rotation on each iteration of the while loop?

I also would love to set the limit of the rotation where the object reaches certain rotation, say 72º on the local Z axis, but for the moment it seems like a dream


texts: Mapping Generated Offset and Size equivalent in Node?

texts: I used the internal Blender renderer (version 2.79) and it was possible to change the size and offset of the texture mapping. Is there an equivalent in the Node editor?


texts: How do I shrinkwrap an object to a curved surface cleanly and efficiently?

texts:
I have a sphere and two eyes. I want to shrinkwrap the eyes onto the sphere's surface cleanly.

The only way I know how to shrinkwrap ANYTHING is via the Shrinkwrap modifier, which crumples up the eyes when I try to stick them to the sphere, no matter how much I mess around with the settings.

What is the correct way of doing this, while staying efficient on the vertex count? I don't want to end up subdividing the objects too much for such simple geometry.

.blend file:


texts: how to modify blender to have real world particle physics?

texts:
Its been discussed in the blender community that blender physics is not entirely accurate.

My question before I go into detail is: How to modify blender to have real world particle physics? I am a computer science major, so I am assuming I will need to build blender and modify the physics.

classic example how blender physics does not match real would physics is gravity on a box with a negative force above it.

The box picks up momentum the longer its under the influences. What should happen is eventually comes to a rest between the "force" and the force of gravity.

Also, if you have + charged particles in-between two - charged planes, it will not settle down to one point, it will zig zag continuously.

another thing, is that particles between a negative and positive charge plane, will move in one direction.

but in real life, particle accelerators have to keep oscillating the charges, or else the particle will come back to the opposite charge.

This is what should have happened in blender. Where the positive particles go past the negative plane and then come back. But for some reason, when a positive plane is added it ignores the negative plane.

lastly when trying to accelerate a particle:

it does not accelerate the particle, the example above has 4 objects oscillating their charges to make the particles go in a circular motion. It does this but not the way it should.

The particle should have a acceleration to it. This is the principle of cyclotrons, a particle accelerator that alternates its charges of two plates to accelerate the charged particles. Instead whats happening in blender is its stretching out the particles in a circular motion.

my hunch with the examples given is that there is something or multiple  things missing in blender physics. So how do I fix this? has anyone already done this? Its been bugging me for years that blender's physics is off.


texts:
I've seen tutorials in sculpting/modelling famous actors (Hugh Laurie, etc). But, I suppose, those ones were created for non-commercial use. I wonder if I have rights to sell (commercial use) my blend file with famous actor model in it? Lets also say he/she says a famous movie "quote"?

I'm familiar with the question and its answer by David. But it did not include details about having right over models of real things that may already have copyright on it (famous actors, quotes [for animation], iPhones, iPad models...).

And could you please refer to scource (article or law quote), if any, to support your answer.


texts: .obj file imported on 2.82 doesn't consider separated meshes, while blender 2.79 does

texts:
as the title says, version 2.82 sees the .obj file as a merged mesh, while if i open it with blender 2.79 it divides it correctly in the different meshes that compose the object and i can select each one of them.
Is there a way, a parameter to set, in order to see the .obj divided structure also in 2.82?
Or is it a not fixed bug?
Any suggestion is appreciated,
thank you very much.


texts: Smoke simulation collision distance padding

texts:
I am simulating smoke around building rubble. I have the buildings set as smoke collision objects. However, the smoke seems to leave a huge collision padding around my objects. The buildings are to scale (1 unit = 1meter), and my smoke seems to be leaving padding of several units. It will also not flow between gaps smaller than this.

Others physics sims have options to adjust collision padding distance, but smoke does not. How do I deal with this? I see people's test videos and the like where their smoke is colliding with surfaces without any visible padding, and certainly not several units worth.


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Is it possible to display and edit the selected object/objects animation curves in the viewport like the attached image.

This would be a huge productivity boost.


texts: How to group actions for export as single animations, for Unity?

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Issue: Each object gets its own animation as a new action. So if I animate two arms, they will be imported as two different animations in Unity.
Requirement: I want to be able to combine multiple actions into one, but still be able to create multiple animations for the same model.
Example: I may have two arm models. I want both of their animations to be in a single action (for Unity), but I also want to be able to create multiple animations for them, like idle, walk, run, etc.


texts: Fix wierd lighting/shaders with color ramp material

texts: I'm having trouble figuring out why there are those weird triangle glitchy imperfections in the shaders of this low poly car. It's a fairly flat object but there are those outline triangle things near the outlines of the faces.


texts: Blender Lamp not illuminating or reflecting in viewport

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My blender spotlight is not illuminating over my shapes, It is properly placed but for some reason it does not display the proper effect.

This is what the image is supposed to look like:


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Ok, new to 3D lighting overall here and Ive gone through every Blender lighting tutorial for low poly like PigArt, etc but can't achieve this lighting/rendering - low poly so that the triangles are defined but more glossy:

https://dribbble.com/shots/3471048-Xbox-clubs-image

OR

These are different from just a basic sun light, the world set to white color and everything that is described in tutorials. Ive tried setting materials to glossy but still can't get this.

How can I do this? Any good tutorials?


texts: What is the relationship between quaternion's value w, the (x,y,z) point, and the rotation they represent?

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From what I understood, quaternion rotations could essentially be described as a vector coming from an object's location and going to (x,y,z) and W is a value that determines the object's rotation around that vector:

In this picture, the black arrow is the vector from the object's location (which I suppose would also be the origin in that object's local space?) to (1,1,1), my (x,y,z) point. The teal arrows circling the vector are essentially w, in that they represent some motion around the vector (they aren't a representation of magnitude though, since for some reason which I'm sure will be elaborated on, when w gets really high or low, it slows the rotation).

What I'm confused about is when I change (x,y,z) to (2,2,2) I have only changed the vector in magnitude, not direction. So I would think that the magnitude of the vector wouldn't effect wouldn't effect the rotation if W stays the same, but this shows otherwise:

I did some fiddling around and I found out that when (x,y,z) is (2,2,2) and w is 2, it gives the same rotation as when (x,y,z) is (1,1,1) and w is 1:

So I know, w=a and (x,y,z)=(a,a,a) gives the same rotation. I tried something else, comparing w=1 and (x,y,z)=(1,1,0.5) with w=2 and (x,y,z)=(2,2,1) and finally w=3 and (x,y,z)=(3,3,1.5) for good measure. They had the same rotation as well, so I know that as long as the four values maintain the same ratio, they will have the same rotation.

This where I've hit a bit of a standstill.


texts: how to adjust 'ToolSettings.proportional_edit_falloff' in the user interface?

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Sorry, total newbie here. Trying to follow Blender guru's make a donut tutorial.
Trying to move just a few vertices on either side by dragging a single node.But turning on smoothing affects too large an area. There is no circle of focus for smoothing regardless of zoom position. Answers given on the video page don't have an effect. F1 help gives a error msg:
No reference available 'ToolSettings.proportional_edit_falloff', Update info in 'rna_manual_reference.py' or callback to bpy.utils.manual_map()
using blender 2.83.12 on  Mac Air, using an apple mouse (virtual buttons and wheel).
Thanks for any help in advance


texts: i wantd to make a "line" around the model. The only solution i found is to select the edges for the line and press "s" to put them more into the model. But then i need to select every single edge left and right on that "line" to put them more together to get that "deep" effect. Is there an easier solution to do that? It does not only take alot of time to select and move every edge the bigger problem is that the edges arent all at the same spot to have a smove line.