texts:
I was originally using Blender 2.79, but I need to use 2.49 for import some 3d models from game. Import scripts are only works for 2.49 & Python 2.

So I installed Blender 2.49, Python 2.5.2

When I try to start Blender, it goes to black screen and crash right away.

I've tried GPU Driver update, Install OpenGL Extensions viewer, Install other Python versions (like 2.6.6, 2.6.2), set environment variables, Rebooting, Re-install blender etc.

This is the only what I got.
I've tried to google about could not determine argv[0] path, but I couldn't get a clue.

This is the script what I want to use
http://forum.xentax.com/viewtopic.php?f=16&t=13216


texts: Blender Graph editor Continuos animation

texts: How can we get a continuous progress(nonstop) rather than a cycle, for example, one has to move from one point to another.


texts: Creating lots of random cuts on a surface

texts:
Here's an image of a cube with lots of edges added. It was created using knife tool and lots of clicking:

What would be the best way to randomly generate such cuts with less effort...?


texts: Export armature animation + corrective smooth modifier?

texts:
Here I have a rat rigged and animated,And I used a corrective smooth modifier.
But I am going to export this animation into unity,SO my question here,how can I export this animation including the corrective smooth modifier effect to and external app like unity?or can we do the corrective smooth by another way?


texts: I installed packages by pip in Blender 2.83, but it is impossible to import them

texts:
I'm Japanese and sorry for my poor English.
I'm making an mathematical program which will work on Blender 2.83. Thus, I need to install 3rd party modules to my Blender 2.83 python (e.g. scipy, sympy, etc..).
So, I successfully installed them by pip, following instructions here or using terminal commands below.
C:\Windows\system32> "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\bin\python.exe" -m pip install --user -U scipy
Collecting scipy
  Downloading scipy-1.6.2-cp37-cp37m-win_amd64.whl (32.6 MB)
   |████████████████████████████████| 32.6 MB 3.3 MB/s
Requirement already satisfied: numpy<1.23.0,>=1.16.5 in c:\program files\blender foundation\blender 2.83\2.83\python\lib\site-packages (from scipy) (1.17.0)
Installing collected packages: scipy
Successfully installed scipy-1.6.2

C:\Windows\system32> "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\bin\python.exe" -m pip install --user -U sympy
Collecting sympy
  Downloading sympy-1.7.1-py3-none-any.whl (5.9 MB)
   |████████████████████████████████| 5.9 MB 3.3 MB/s
Collecting mpmath>=0.19
  Downloading mpmath-1.2.1-py3-none-any.whl (532 kB)
   |████████████████████████████████| 532 kB 6.8 MB/s
Installing collected packages: mpmath, sympy
  WARNING: The script isympy.exe is installed in 'C:\Users\UserName\AppData\Roaming\Python\Python37\Scripts' which is not on PATH.
  Consider adding this directory to PATH or, if you prefer to suppress this warning, use --no-warn-script-location.
Successfully installed mpmath-1.2.1 sympy-1.7.1

But, I can't import these modules, in neither python console nor text editor of Blender 2.83.
>>> import scipy
Traceback (most recent call last):
   2.83File "<blender_console>", line 1, in <module>
ModuleNotFoundError: No module named 'scipy'

However, I found that these modules are not installed at

C:\Program Files\Blender Foundation\Blender
2.83\2.83\python\lib\site-packages

, but

C:\Users\UserName\AppData\Roaming\Python\Python37\Scripts

by trying to reinstall these packages.
C:\Windows\system32> "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\bin\python.exe" -m pip install scipy
Defaulting to user installation because normal site-packages is not writeable
Requirement already satisfied: scipy in c:\users\UserName\appdata\roaming\python\python37\site-packages (1.6.2)
Requirement already satisfied: numpy<1.23.0,>=1.16.5 in c:\program files\blender foundation\blender 2.83\2.83\python\lib\site-packages (from scipy) (1.17.0)

How do I fix this problem ?


texts: Particle System ignoring my vertex group density

texts:
I've seen similar questions like mine, but I couldn't get their answers to work for me. Basically, I'm making a glass and I want a particle system to generate condensation on a specific area of the glass. I created a vertex group, but when I add the particle system, it doesn't seem to take the vertex group into account at all. However, it does seem to acknowledge my vertex group, but only when I negate it (so the particles spawn everywhere, BUT the vertex group. I don't know how to go about fixing this.

Here is where I get lost:

I know my little collection of droplets isn't perfect, but that's a separate issue. I'm just trying to get them to emit from the faces in my vertex group. Any help is appreciated! I'll upload my .blend file shortly.

Thanks!


texts: WHY is eevee not supported ? A few days ago new versions of Blender supported it. But suddenly it disappeared (under eevee or viewport shading)


texts: viewport only shows a small area of my scene

texts:
I have some issues with my viewport. It only shows a small area of my scene with solid shading. Also only vertices within this area can be selected. In object mode a pyramid shows up. It limits the viewable area. I added two screenshots, one with viewport shading, to show you, that only a view vertices are selectable, and one with solid shading in object mode to show you the pyramid.

Has anyone an idea how this could be fixes?

Thank you! Janek


texts: About merging vertex edges of different materials namely plane and cylinder

texts:
I wonder if anyone could help me with one issue I have run into while using Blender and modelling my character.
Actually Blender is not merging vertices of hand of my character with wrist properly under subdivision modifier applied at 2 subdivisions in the viewport. when I merge them vertex at merging points distorts and when I merge vertex of plane everything goes fine but when I try to model the hand with a cylinder and merge the hand with the character (a plane), vertices at the merging points distort. I don't know because of what kind of tension or something. editing.
I would be grateful if you could tell me how to solve this problem.


texts: how to set x position to selected vertices

texts:
I want to make sure vertices of an entire edge loop have the same x position.

I've selected the vertices, set pivot center to individual origins and typed 0 in the x position transform in properties.

They don't move to 0.

What am I missing here?

Thank you.


texts: particles sit above collision object when "size deflect" is active

texts:
I have a basic particle system with a cube emitter, uv sphere particles, and a plane as the ground with "collision" on. when running the sim, particles sit half way in the floor. If "size deflect" is active the particles stop far above the ground plane.
please help
Edit: picture is particles "at rest on" the ground plane
blender versions 2.90 + 2.90.1
macOS 10.15.4


texts: Smoothing in sculpt mode but not by Smooth tool

texts:
Can anybody tell me how the guy from the video is smoothing out the nose in his sculpture?
https://youtu.be/TLb_CCoWn5o?t=261
I know that he is using one of those: Draw, Clay, Clay Strips or Layer, but I'm trying to achieve this I think 4th hour and failing. I have similar poly to smooth, but Smooth tool destroys my object.


texts: can you have two brushes in dynamic painting?

texts: Not getting the other brush to function , my question is that can you have two brushes in dynamicpainting painting the same canvas. ?


texts: How can I subdivide this plane into even squares?

texts:
I have a plane that has a scale of x: 100, y: 5, z: 1, and I want to split it into squares that have a scale of x: 5, z: 5, but when I do subdivide, I get a result like this:

When in reality, I'd rather have something like this:

How can I do this? (Sorry for the badly sketched pictures.)


texts: Array modifier makes wrong offset - rotation (it has parent)

texts: i made apply transforms on the object and parent has 0 0 0 position


texts:
This is my preview render in the 3D Viewport.

When I hit F12, I get this  render result:

I achieved the render result in the compositor before I changed some things in Layer 1.

This is the compositor node setup. Of course I reconnected to the composite node,
twice at least

Does anyone know what is going on here? Thanks in advance.

As for the question if I changed anything in 3DView or render layer. Both. First
in 3DView, of course, than I deleted all render layers - still same render result.


texts: I am rendering a video as png's, because I need transparency, but even though each frame in the folder is called "file001, file002, file003," etc, it orders it as "file358, file 359, file356, file 357, file354"etc, but it only does this in the blender file view and in the video editor. In windows file explorer, it is fine, but when I put it into blender, the frames are not in order.


texts: Render in Eevee with default skyboxes? ("Scene World' ticked off in Viewport Shading)

texts:
How can I render using these skyboxes?

Thanks!


texts: Catapult hinge using rigid body constraints

texts:
I'm fairly new to blender, however, I have done a lot of reading, watching youtube videos and searching here before deciding to ask this question.

I am building a simple game that uses a catapult to hurl objects. I've built the catapult but I cannot for the life of me figure out how to get the hinge on the catapult to work.

I have tried connecting the arm and the hinge bar of the catapult via the Tools -> Physics -> connect (works, but only in blender render, not in blender game), I've tried rigid body constraints (which is where I believe this is supposed to work), I've tried key frames which seemed to work but I couldn't connect the animation to the logic board in Blender Game.

I've attached my blend file if anyone wants to take a look, I would appreciate any help!

https://drive.google.com/file/d/0BxB2pKMjGzzqZjUtSnh1Uks1NDA/view?usp=sharing


texts: I am trying to build a pool on top of a plane, the pool goes below the plane, How can  I remove the part of the plane that is in the pool?


texts: How to assign a specific weight to vertices? (instead of painting it)

texts: I was wondering that in the weight painting mode, how can I set a specific weight for a certain group of vertices instead of painting it over them?


texts: How would I procedurally texture a marble tile floor without the texture spreading across every tile?

texts:
Basically I have a tile which I duplicated using an array modifier to make the floor:

Then in the node editor I created a procedural marble texture using nodes and got this:

The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?

Here is the blend file:


texts: I use blender as a network client. I'm able to know when objects are updated (via handlers). But I would like to notify the server when a object (or mesh, animation, etc.) are removed, how can I do this? (Should I keep a list of all objects, and compare with existing?)


texts:
I'm using Blender 2.76, with Cycles renderer.

I'd like to build a model of a thin opaque plate with glass beads embedded in it, with light shining through the glass. I know how to create the plate, the light, and the glass pieces. What functions should I look into as a way to put the glass in the plate so the hole exactly fits the glass?

Here's an image of the pieces. I duplicated the glass piece and simply moved it to coincide with the opaque plate.


texts: Blender 2.81, Why are my Light and other settings GONE?

texts:
I have literally no light settings available.  I have the same problem with material settings.  Almost all of my material settings are gone also. It works fine on an older saved file.  Also works fine if I create a new file.  All light sources in this scene display ZERO settings such as color, power, radius. :(

What did I do to make them disappear? I have tried everything and searched to no avail.  Unfortunately, none of the suggestions has fixed it so far.

I have also downloaded and reinstalled 2.81 with no difference.


texts: Rigify human meta rig causes objects to float off the model when posed

texts:
I'm struggling with the rigify human meta-rig, no matter what I do the nose and mouth ends up floating off when using the generated rig. I did some tests with moving the head with just the bones and it worked perfectly fine. I've never had this issue with the quadruped metarig, so this is very confusing to me. (i even tried testing out the quadruped rig on this character, and the head worked perfectly fine and nothing floated off, but of course i couldn't use that rig to animate a two-legged character.) Also the eyes and eyebrows are seperate objects as well but they work completely fine with the rig. I tried editing the weights of the head rig but nothing changed.
I've tried reparenting the rig multiple different times in multiple different ways and changing the bone locations and sizes but still nothing. I even tried rigging the same character in a different project but still ran into the same issue. I'm really hoping to get some useful advice for this. I'm using blender 2.9, is there a chance this might just be a bug?


texts: How create Action strip for more objects in NLA

texts:
how can I do one clip for many animated objects? I can add objects to Keying sets and key together, but clips are created separately for every object, but I want create only one clip. Thanks

EDIT
For example: I will create robot with custom rig. Two legs, one body, two hands. I dont want use armature. And if I will make walkcycle I will have many clips for one walkcycle? It has not sense for reusing, because I will have many clips for one walkcycle. I can use Armature, but often it is not character animation. Last project what I done was house which was rotated, open roof and open windows. This action was repeated. So in Softimage I made clip and used it again. Without armatures or any bones. Maybe it is not possible in Blender.


texts: Why can I see the camera gizmo in the 3D View but not the actual camera itself?

texts: I am new to Blender. The camera widget in my viewport only displays as a dot and yellow rectangle, while in the tutorials it has a pyramid shaped bounding box and arrow indicating which way is up. How do I correct this?


texts: Unlink lights animation data - does not work

texts:
It seems to be not possible to unlink animation (power) for 2 or more lights (point lights) previously linked with Ctrl-L > Link Animation Data
Selecting the light and choosing Make Single User - Object Animation makes just nothing, when I try to move a handle in dope sheet, it affects all the lights.
I've tried it in 2.91 (official) and in the latest alpha 2.93

Is it a bug or am I doing something wrong?


texts:
I would like to 'draw' a basic 2D mesh of any shape using my mouse. I've read advice on using grease pencil, but if I use grease pencil and convert to a mesh it seems to have lots of different properties and the mesh doesn't behave normally at all. I feel like this would be a straightforward feature that a lot of people would want as it would save a lot of time, so maybe i'm missing something?

For example I want to create the outline of a beer bottle (or any shape using a reference photo), and have as simple a mesh as possible? Instead of creating a basic object and manipulating it.


texts: How do I extrude out a base on this model?

texts:
I have this .obj file in which the model is made from pictures taken from the front (in a semicircle). This results is the model not being an enclosed item, but rather more like a folded sheet of paper:

I wish to print this model out in 3D but to do that I of course need it to stand on its own, which is why I want to "build" a base for it. I looked it up and the way to go seems to be extrusion, but whenever I tried to extrude every single detail proportionally which results in a big mess of half-enclosed spheres, stretched out and attached to a jagged paper.

Can anyone tell me what I'm doing wrong and point me in the right direction? If you need my .obj .mtl or texture .png file to look more closely, say so!
And, if there's someone with too much time to spare, would maybe that certain someone be interested in doing this for me? Any help is welcome!


texts: What is the easiest way to create a planar grid of vertices?

texts:
This must be very easy, but can't find it anywhere. I am trying to create a planar grid of vertices to specification (i.e. I want to say the size of the plane and how many vertices in X direction and how many in Y or Z direction). It would also be okay to start with a quad face.

I found very clunky ways of doing it, including subdividing faces or edges followed by grid fill, but they are very inconvenient in the sense that you can only do easily grids that have a power of two number of vertices. I want to be able to specify non-power of two dimensions (i.e. 1440 x 500), which is extremely tedious to achieve by subdivision.

Is there an easier way to achieve this without having to create the geometry by hand? Ideally I would like to avoid scripting.


texts: Is there a way to change default values of properties of operator?

texts:
I tried this to change, but no success

Any ideas?


texts:
Working on this animation and the colors look correct in the 3d viewport:

but when I render the PNGs:

and then render to AVI RAW:

in the VSE it becomes super desaturated.  I have the "Display Device" at sRGB, "View Transform" is standard, "Look" is none, and "Sequencer" is sRGB.

Does anyone have an idea what is going on?

Blend file here (2.80).

Thanks!


texts: What are the reasons why automatic normal recalculation might fail

texts:
I see this question pop up repeatedly, and people trying to remedy it without discussing and understanding why it happens in the first place. If ctrl+N doesn't work as hoped, what are the possible causes? Are there quick ways to highlight problem areas?

(This question is intended to provoke a canonical set of answers - or community wiki)


texts: Exporting as fbx is not including meterials if it is includes Color Ramp

texts: When I export as fbx. Meterials are not applying when I have used Color ramp. On the contrary, if I used normal meterials, they are applying completly fine. It wasn't an issue in 2.90 but with 2.91 I have been having this issue. I tried in 2.90 again but nothing has changed.


texts:
I'm trying to make a flag, and I read online that to add an image to something all you have to do is drag it from your computer onto the block, which I did. I then checked to see if the image rendered onto the block by checking the picture render and there is no image. Why is it not working?

Right now this is just a plane with an image on it.

Thanks

This is not blender cycles. This is blender render. So the case is different. You cannot drag an image from your pc onto the plane in blender cycles, whereas this is the method I used in blender render

EDIT: the object is a plane


texts:
Hey guys I'm writing a Quizlet flashcard pack to help people learn and memorize how the various blending modes work within the mixRGB node.

My question is, does mixRGB always handle color inputs as RGB values and not as HSV? What I mean is, blue values in Color1 are only affected by blue values in Color2, correct? Then, when each color channel has been mixed with it's correspondent, the final resulting RGB is outputed. I know that is the way it works for most of the blending types, but are there any loopholes or exceptions that I need to be aware of?


texts: Remove doubles isn't removing overlapping vertices

texts: As you can see, I have vertices on top of vertices, I'm trying to delete them using delete doubles but it says there are 0. But they're clearly overlapping perfectly. I set my merge distance to 0 but they still wont delete. I'd rather not manually delete all of them so if you guys could point out what I've done wrong please help.


texts:
I have a complex (i.e. irregular, concave) shape obtained by photogrammetry. Now, I'd like to put it flat on a table. How to achieve this? (It ridiculously balances one point now. )

Is there a smart way (method, heuristic, approach) of manipulating it using Blenders' transform tools?
Can it be done using physics?

(I tried using physics. It works when I choose a 'box' for collision bounds, but when I choose 'triangle mesh', it wobbles on the table and then falls throug :D )


texts: Arduino cannot receive serial data from blender

texts:
I'm trying to send data from blender to arduino(Arduino mega 2560) using pyserial 2.7. But blender cannot send data to Arduino.I'm using COM3 as my serial port and there is no problem with sending data from Arduino to blender.When I'm trying to send data from blender to arduino it print out this error

My blender code

import serial

ser = serial.Serial("COM3", 115200)
var = 10
out = ser.write(var)

arduino code

int led = 40;
void setup() {
Serial.begin(115200);
pinMode(led, OUTPUT);
}

void loop() {
if (Serial.available())

{

int t= Serial.read();

digitalWrite(led,HIGH);

}

Does anyone knows where I'm doing wrong??


texts: How to access a follow path constrained object's location from a command line render

texts:
In Blender 2.82a, using Eevee as the render engine, I can access the following matrix_world attributes successfully to obtain the location of a Cube move in an animation using the "follow path" constraint:

   bpy.context.scene.objects['Cube'].matrix_world[0][3]
   bpy.context.scene.objects['Cube'].matrix_world[1][3]
   bpy.context.scene.objects['Cube'].matrix_world[2][3]

However, when the same animation is rendered from the command line and the same python code executed:

obj = bpy.context.scene.objects['Cube'];
print (obj.matrix_world[0][3]);
print (obj.matrix_world[1][3]);
print (obj.matrix_world[2][3]);

The render completes, however, the location information is not updated as the Cube moves along the path.  Is there a way with Eevee to access the location information of an object moving along a "follow path" constraint while rendering from the command line?  The renderer obviously knows the location of the object in order to render it... it's not clear how I can access that data via the API when rendering from the command line.

Thanks very much


texts: I want an arrayed object to be upright throughout a tapered spiral

texts:
I want all of the objects to stay upright and un-distorted throughout the whole structure.

Also if you notice anything fucky with what I'm doing and have suggestions I'm all ears. I am new to this and need to learn the proper workflow the first time as to not spend a lot of time unlearning bad habits.

Thanks!

I have followed what you said and now I'm getting 180 degree rotation on the y axis.

Also there is only one object at the very top that has a random amount of rotation.


texts: How do I distribute objects along an edge loop?

texts:
I am modeling a leather chair with a curved back. It is like a chaise lounge.  I hame modeled the wooden frame and the curved leather cushion.  I modeled the cushion and on the back side created an edge loop then extruded the leather band for the tacks and created another edge loop on this bad extrusion for the tacks to align.  I have modeled the tack as an object and need to distribute them along the edge loop.
I am moving from 3DS MAX to Blender 2.8. And can not figure out a way to get this to work.  Any suggestions would be appreciated.
I thought about converting the edge-loop to a curve, but I cant find any way to convert it.  I trued painting on a path but the tacks end up way offset from the surface. It seems there should be a simple way to do this.
I seldom find myself completely stumped but this is one of those times.


texts: Pose Position & Rest Position are Different Though Character Not Posing

texts:
I'm having a problem trying to understand why my characters eye bones are moving to a different position in pose mode when the character isn't posing? Where the bones are in rest mode is where they should be in pose mode and object mode too. I tried to apply as rest pose but I get an error saying "Actions on this armature will be destroyed by the new rest pose..." and it doesn't let me do it. I tried applying the armature modifer and adding a new armature modifer, I also tried applying location, rotation and scale in object mode and I cannot figure out why these bones in pose mode don't stay in the same place when my character isn't posing. I tried going to blender forums and I found multiple people with this problem and I've already tried all the things recommended and I still don't know what to do.  If anyone has any ideas I'd really appreciate it, Thanks in advance

Here's a video of the problem
https://mega.nz/#!elF2UIKA!y7-iqlRqAHWo12IcPFXyAR1SMa6F-doeNLvABYb_jkw


texts: Advice on dividing and unwrapping this mesh

texts:
I'm working on a project with several objects like this and they are causing me a lot of frustration.  I'd like some advice on the best way to divide faces and unwrap an object like this.  I've tried dozens of versions and I can't get away from mesh artifacts.  I believe the primary challenge is getting the mesh divided into relatively consistent quads. Shading smooth cleans up the faceting but introduces the stretch marks. Shading flat eliminates the stretch marks but the arches are faceted again.  I've run into this in the past and it is an area that I'm obviously lacking some basic information and experience.

This object is architectural and will have a smooth concrete texture applied in Unity.  It has a bevel modifier:

Smooth shading:

Flat shading:

Undivided mesh:

An attempt at manually creating quads:

Basic triangulation that results in long tri's"

Again, I've done many versions.  These are just representative of the basic attempts. I'd love some "best practices" workflow advice on this.
It may be worth noting that the basic shape was created in Sketchup since I can draw consistent arches in 3 clicks.  It was then imported as an .obj and the face was extruded to the current shape.


texts: Why can't I do a loop cut after Merging these vertices?

texts:
So, I have this geometry:

It was created from this geometry:

by simple scaling to zero about the 3D cursor, which had been moved to selection, but selecting the topmost and bottom-most vertices.  Now, as you may already know, this isn't nearly as connected as it looks; the fact all these edges are intersecting doesn't mean there is a vertex there to unite them. Let's try to fix that with:

But no dice, it becomes impossible to do loop cuts.  This:

becomes impossible after the merge.  Could someone be so kind as to tell me why?  Is there a way around this problem, or should I just do my loop cuts first?

Doing the loop cuts first seems to work, but I'd like to understand the nature of the problem.


texts: I am trying to learn some procedural basics. Could you tell me what the fraction math node does? Is the result similar to modulo?


texts:
I created a cube and I added  a simple texture to it. On some faces of the cube, the texture is skewed and this produces some strange lines on some of the faces of the cube.
And I don't think it's about how I unwrapped the cube because even if I set the Texture Cordinate Node to Generate, those lines still persist.
Can anyone help me solve it?


texts: How to achieve this effect? Does it need a custom shader?

texts: I would love to replicate this effect in Blender, but have no idea how to approach the problem. Does it need a custom shader? and if yes, can you link me to references/guides on how to achieve a similar effect?


texts: How to model and blend same like the image

texts: Hi I tried to model the below plug. But can't able to blend the back with the smaller front as the original. Is there a way?


texts:
I am new to all 3D graphics and I am not sure If this is the correct place for this question. Kindly refer me to the correct place if I am wrong.

I want to automate a reverse action to photogrametry, that is, take a 3D '.obj'\'.ply' file and produce multiple images of it covering many directions. I need to take ~200 images per ~10 objects so I would much like not to manually capture the images. Is there a solution?

Again sorry if this is not the correct forum.


texts: What is "Read Render Layer" actually for?

texts: I'm in a huge rendering (like over 24 hours into it). And I've accidental click on "Read Render Layer" in the image menu. Then it's like if I lost all of what i was rendering but the computer is still rendering from that point... How can I get the rest back?


texts: How to make tiles with mirroring/gloss effect?

texts:
I am trying something that should be trivial, without success.
I've done a search and found a similar question, but I don't want to change the shader, I want to keep it simple and I think that what I want to achieve should be reachable with the simple PRINCIPLED BSDF node.
Yet, for some reason I can't make it work.
I have tried raising the specular factor, it had nearly no effect. I still don't understand what that parameter does, as I would expect an increase in... specularity factor. It doesn't happen.
I tried to play between metallic and specular, but of course this completely changes the way the tiles look.
Here you can see the shader and the result:

I just want to increase the amount of reflectivity of the tiles, so that the WC and bidet and the sink will reflect a bit on the tiles.
I also want to point out the huge difference with the viewport render, which shows reflection, vs the Cycles engine, which ate it all away:


texts: I have a problem in my split-screen game

texts: I have made my one scene single player and the other split-screen, the are both fps. For the single player scene I set a parent of cube to my character and made it look like the sky . In my split-screen I can't do that as one camera can see the other box when they enter. If I just add a box and not partner it, it looks like the sky is more of a wall with a sky on it and not a sky. i know you can stop objects from being rendered, but is there a way to set one of two cameras from seeing an object while the other can


texts: Hair look different between the viewport and the rendering, why?

texts:
The hair of my character is completely buggy when I render it (while normal in the viewport).
-it's a hair particle system rather simple
-I use the same display amount / render amount (100)
-The rendering picture is made with EEVEE and it does the same in Cycles.
It feels like the weight painting is replaced with random bugs.
Anyone has an idea about that?
thanks


texts:
I am working with 2.79.5 and a Bevel node from this version.

I use the bevel node to bake fake bevels on a normal map, bu the baking didn't turn out as expected, I ended up with a messed up normal map that doesn't even have bevels on the edges

Here is my result :

Here is a normal map made with another Object
and the same method that turned out well :

and Here is my node setup (images textures being other shading maps) :

I still don't know why my normal map turned out so bad.
I also tried baking with high poly object and "Selected to Active" checked in the baking panel, but the result was the exact same. This kind of error happened only with a particular object that's on my model. Also made a quick try with 2.8, same result.


texts: copy the size and scale a texture is mapped by, from one object to another

texts:
I have two objects, of different size. For simplicity, we'll call them object A and object B. Both have their own unique UV maps, but the same material(with a texture assigned to it)

I would like to make the texture mapping of object B the same as object A(so they look the same). Ive tried "Transfer UV maps" but that doesn't work as their geometries are different: each object has a different number of faces.

I don't want to transfer the UV maps. I just want transfer the size and scale at which the texture is mapped by; rather than do it manually, which would be painstakingly slow (I have 20 models to process)

Any help would be greatly appreciated. If what I'm proposing is unachievable, an alternative would be be welcome. Ive tried using the extension Copy and Paste UV, but off course that is no different to what i've been doing. Ideally I don't want to be uploading textures into the UV editor; I need to take them from the textures assigned to the materials.

Thanks in advance


texts:
I wish to create some dust particles but my particles are not showing up.
I used some generated objects for the matter, put them in a group and use the group for the particles. The size is scaled up to 1.0 but still nothing. You see the particles in wireframe and the objects themselves shaded. I did set the particles to rendered but to no avail. I have them in a box that has a volume scatter material. The particles have a translucent shader and the scene is lit using a sun light.
The two images of the issue:

link to the file:


texts:
I find the remesh modifier very useful when placed above a displacement modifier in the modifier stack.  It saves the trouble of having to add loop cuts all over the place to get square faces.  And then I can also edit the mesh fluidly without having to dissolve and replace zillions of loop cuts.

But the only problem is that the remesh modifier eliminates all UV mapping I have done on the model.  I can use object mapping coordinates for boxy models but for non-squarish models, or when using a strongly patterned texture this does not work at all.  This especially does not work on cylindrical objects (most often wood logs or trees), which is where the remesh modifier is the most valuable.  With remesh I can lengthen/shorten the cylinder by simply moving its end face without having to dissolve all the loop cuts and add them again.

Here are some examples on a simple building-like model:

With no modifiers:

With remesh (desired result):

With subsurf, notice quads are not evenly sized or squares:

Any suggestions for other mapping techniques that work with remesh would be great.  I am also open to alternatives to remesh that accomplish a similar goal of creating even square faces as I use this technique a lot.


texts: Refraction quality is lower in rendered image than in the viewport preview

texts:
I was playing around with Glass BSDF shader to see what it look like and how it interacts with its environment. Bellow, you can see a test scene.

Preview

Final
  The preview render on the sphere looks fine but when a final render was done the refraction of the checker-board was pixelated and distorted. The final render was done with 400 samples. Is that too little or am I missing something.
Is there a way to improve render quality of the refraction in the glass sphere?

File here :


texts: How to change inflow velocity attributes randomly while animation

texts: Hey I'm new at blender physics. I want to make a fluid animation,  made some tutorials about fluid but need to change velocity attribute randomly during the animation. Thanks for you helps


texts: 2D Cutout Animation workflo in Blender 2.8

texts:
I'm trying to adapt cutout animaton workflow that I learned using Toon Boom software into blender. Most of it can be easily done, but I can't figure out how to handle substitution drawings. For example - it's a set of different hand drawings, that share same pivot point and can be switched on timeline. https://www.youtube.com/watch?v=l0E4akLWpGM - Here's how it works in Toon Boom.

I've seen that someone handled it with drivers, but maybe there is better way to solve it?


texts: Is there a fast way to make lamp brighter?

texts:
I found it too long to go into the lamp's object data every time I want to make it brighter.
Light sources have the empty property "scale". If usual "scaling" hotkey ("S") could make the lamp a bit lighter, tons of my time would be saved.


texts: How do I reconnect a linked .blend file?

texts:
Is there a way to reconnect a linked .blend file that has been moved from its original location?

I have all my files linked together, but I now need them in separate folders, is there a way I can move them without them becoming disconnected, or is there a way I can reconnect them once they are moved?

Thanks!


texts:
How do I make an the emitter object of smoke collide with the smoke/fire itself?

For example, I want to simulate the plasmaflow of a capsule reentering the atmosphere. How do I get the fire to curve around the capsule and not go through it?

Here the capsule is hollow on the inside but has thickness. Only the bottom faces emit fire and there is a wind force applied from the bottom. On the left picture there is still fire on the inside of the capsule.


texts: How should I handle a split in a retopology?

texts:
What's the best way to handle a "split" in retopology? Consider the case of a torso splitting into legs:

In this case, each leg ring is made up of 16 vertices, as is the torso ring. What is the best way to attach these together with clean topology to create a good retopo?

This also applies to standard mesh modeling: what's the best way to create such a split with polygon manipulation?


texts: How can I make a material that is transparent at the center and emission at the corners of a plane

texts:
I want to get this material that works similar to the Layer weight shader, but I can't get the effect I want.
I want to have a plane that is largely transparent with emission boundaries.  I have attached a diagram that shows the basic idea, along with a basic idea of what shader basis I have going.  This material needs to work well with a non-square plane.  The sphere needs to be able to be stretched/manipulated to fit any shape, even if that means one side of the ellipse is wider than the other side.
PS I'm using EVEE.


texts:
My English is nad. I am sorry. Blender dont snap in edit mode selected mesh. But snap other objects. Please help me.

https://streamable.com/q98hp


texts: Transparent BG MOV not working in Premiere

texts: I have a blender file that someone sent me with text and streaking graphics, similar to the opening credits of Superman The Movie.  When I export this animation as an MOV animation video (RLE codec; all the appropriate boxes are checked for transparent alpha), the videos play in standalone video player, but not in Premiere.  If I attempt to export to PNG, I get only the transparent background, not the text.  In Premiere, the only way to see the video is if I disregard or invert the alpha channel, which defeats the purpose since it removes the transparency.  I know it's not a Premiere issue because I have other transparent MOV files (that I did not create) which work when imported.  Any help?


texts: My object which throw flame does not appearing during rendering?

texts:
Dear experts my object which project flames on wall does not appearing during rendering I do not know why
things I have done
*all layers are in  unrestrict mode

thanks in advance :)
file is attached      Here is the link for file

https://drive.google.com/file/d/0B6EziauliLnTQ3hGWGlLcUJQSms/view?usp=sharing


texts:
blender people, please, does exist a solution to make a clean render pass for ID colors - materials? I want to achieve a same solution like in VRAY - material ID. After that, I want to import it in photoshop for postproduction. But the output in Blender-Cycles- Cryptomatte is very pixelized and not desired quality at all. I read another similar question in this forum and tried do my best. Exactly it was this article: Cryptomatte doesnt output nice clean edges

I tried to change the film Options - but it also destroys the render quality, so you have to render twice and the solution is still not antianalized, so it can´t be comparable with vray.material.id_output at all?!

Is there a way how to make it ?

I also read this article How to achieve a flat colored render pass from material id/index for masking
And for me It does not matter, If I have to use a python script. I just need to get a perfect material Id Image. I tried Cryptommate for object or material picking and exporting. Results with exports are horrible.  It works great only internal. If you export to EXR from blender and import with  EXR_IO, you get lot of layers with alpha masks. Not the one easy colored layer like in VRAY?! This way of work is not possible in the scene with 300 objects.

Last thing could be making any materials emissive and change ID´s. I hope that blender is far away from solutions like this.

I would be happy happy for any advice. Thanks!


texts:
I am wondering if anyone knows how to record your entire project instead of one shot scene. Example below
https://www.youtube.com/watch?v=6B8Rh9c2DMs

I would appreciate if you can share the steps or if you have any video where I can learn this.

Really appreciate it.


texts:
I am new to blender. I wanted to import de_train from CS 1.6 to an game engine, but there is too much textures and the engine only support one per mesh. Could anyone help me, or link me a tutorial on how to keep only one, because the engine does not support more then 1 texture.

Map download OBJ / DE_TRAIN

Also, please try your solution if posible before posting here. Thank you in advance :)


texts: Python: How to Save UV Layout With Specific Background Color?

texts:
select_obj(some_obj)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.select_all(action='TOGGLE')
# how to set background color of this image?
bpy.ops.uv.export_layout(filepath='uv_layout.png', size=(1024, 1024), opacity=1)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action='TOGGLE')

The image looks like this (it has a transparent background):

However, I want to achieve a colored background like this:

I've tried to import PIL and do the image manipulation with this module, but it seems as if it isn't included in Blender.


texts:
I have a python based importer and I can successfully import meshes with uv's and normals. Now I am trying the vertex colors, but I ran into an issue.
I use this to create the the vertex color:
vertex_color_layer0 = mesh.vertex_colors.new(name='layer0')

but then when I try to set a vertex color, I get this error
vertex_color_layer0.data[i].color = (c[0],c[1],c[2],c[3])
RuntimeError: bpy_prop_collection[index]: internal error, valid index
0 given in 172178 sized collection, but value not found

When I try the same thing in an interactive session, it works fine, it's just in the import code it fails.
I am able to make it work by looping for times:

    # not sure why we cant do this in one loop....
    vertex_color_layer0 = mesh.vertex_colors.new(name='layer0',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer0.data[i].color = (c[3],c[3],c[3],c[3])

    vertex_color_layer1 = mesh.vertex_colors.new(name='layer1',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer1.data[i].color = (c[0],c[0],c[0],c[0])

    vertex_color_layer2 = mesh.vertex_colors.new(name='layer2',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer2.data[i].color = (c[1],c[1],c[1],c[1])

    vertex_color_layer3 = mesh.vertex_colors.new(name='layer3',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer3.data[i].color = (c[2],c[2],c[2],c[2])

but not in a single loop, that gives me the error above:
    vertex_color_layer0 = mesh.vertex_colors.new(name='layer0',do_init=False)
    vertex_color_layer1 = mesh.vertex_colors.new(name='layer1',do_init=False)
    vertex_color_layer2 = mesh.vertex_colors.new(name='layer2',do_init=False)
    vertex_color_layer3 = mesh.vertex_colors.new(name='layer3',do_init=False)

    for i, c in enumerate(data.colors):
        vertex_color_layer0.data[i].color = (c[3],c[3],c[3],c[3])
        vertex_color_layer1.data[i].color = (c[0],c[0],c[0],c[0])
        vertex_color_layer2.data[i].color = (c[1],c[1],c[1],c[1])
        vertex_color_layer3.data[i].color = (c[2],c[2],c[2],c[2])

But ideally I would want to loop over the colors only once.
Any thoughts on how I could make this work?
Thanks,
Koen


texts:
I am using the 2D Animation function of blender. I have Grease Pencil lines drawn on a number of layers and I am trying to fill the area inside these lines using the Fill Tool on a new layer. However the fill tool seems to ignore the lines and fills the whole visible screen. What is strange is if I zoom out the window the fill tool will work sometimes, and other times it fills the whole screen again. This is seemingly at random.
For the life of me I can't figure this out. I have tried "construction" lines, drawing on the same layer as the grease pencil lines, using shift-click with the fill tool, changing the Leak size, the material thickness, watched tutorials. The strangest thing is the tool worked completely fine in another project, but this is the second project I have created that has this problem. I even updated from 2.9.01 to 2.91.
I am sure I am messing something up in the settings. I am still new to blender. But this is driving me crazy! Please help!
https://streamable.com/zqixi5


texts: How to use flat colors to determine how a scene looks? I want no shadows just colored shapes

texts:
Is it possible for blender to just use colors to determine how a scene looks? I want no shadows, just the colors, like in after effects but 3D.
I´m trying to replicate the following:


texts: I have version 2.74. Is there a way to put the colors in the UV/Image Editor I'm not using a texture?

texts: Is there a way to make the colors into the UV/image editor I'm not using a texture But I want to be able to export the image with the colors because I can't change them where I'm exporting it.


texts:
What is the quickest / best way of duplicating an object with children, so that the children are also duplicated?

I am able to grab the parent object and move it around in the 3D View and the child follows fine, but unless I go into the Outliner and RMB click on the parent and choose "Select Hierarchy" to select the parent AND the children before I duplicate, only the parent gets duplicated. I would like to know the quickest and best way to grab the parent object and all children in the 3D View and duplicate it without too much hassle.

In other words, is there a way to Select Hierarchy in the 3D View instead of having to use the Outliner?


texts:
I'm trying to create a nightstand that has these inset circular handles. See below:

However on the bottom drawer handle, the edge loop of the circle is broken in two halves so I can't use the extrude/inset face tool to create the same look as the top one. See what I mean here:

I've tried to Merge Vertices, I've tried to Connect Vertices, I've tried Make Edge/Face. Usually I can just bungle my way through something stupid like this but I'm stuck and can't seem to google it either everyone's situation seems different. Which makes me think I'm missing something really dumb and simple. My brain doesn't seem to work with simple I over complicate. Anyway any ideas? Much appreciated in advance thanks.

Editing to add my .blend file.


texts: Glycon joints not supported in Blender--I'm trying to fix it.

texts:
The FBX file my mocap system generates is not compatible with Blender, and I'm trying to figure out why. Any advice or pointers would be greatly appreciated.

This is what it looks like in Blender, which is wrong:

And this is what it looks like in LightWave, which is correct:

The files themselves, and a description of the problem can be found here:
http://chiltonwebb.com/GlyconBlender.zip

I really want to make sure Glycon supports Blender without a bunch of hoops to jump through, but I can't wrap my head around what's going wrong. So any help or suggestions here would be greatly appreciated!!

More on Glycon:
https://www.youtube.com/watch?v=jgoc-0e-PCg

Thank you,
-Chilton Webb


texts:
I'm trying to setup a rig that allows IK/FK (via influence property), where the forearm twist joint automatically alleviates part of the twist of the hand. Not necessarily as part of the IK - just something that makes the wrist help the hand twist, automatically.

So I have this setup:

Shoulder -> Elbow -> Wrist -> Hand
..where Elbow & Wrist are the same forearm bone, with a single twist rotation in between them.

So when the hand twists along its length axis (for either FK or IK), I would like to make the wrist automatically twist along that same axis. I would be fine if the wrist assumes 100% of that rotation, but would rather be able to customize the amount it rotates.

Has anyone setup something like this? Or do you typically just manually alleviate the twisting of the wrist by adjusting the bones on each frame of animation?

My character will be exported for the Unreal engine, so I am limited in the types of bones and solutions I can use. I'm pretty sure bendy bones won't work for me. I've tried simply adding a driver to the wrist bone to make it assume some of the rotation of the hand in the appropriate axis. But I also have the IK constraint applied to that same (wrist) bone, which apparently causes very bad transform issues. The mesh ends up stretching and exploding in that area.

I'm trying to find a solution and will post it on here if I do before anyone can help.

Thanks!


texts: Scale changes when applying curve modifier

texts: very annoying as sometimes it happen and sometime it doesn't (first curve is fine) i just want the cube to stay the same exact scale it has originally... i also apply both scale + rotation on both ... what can be done to fix it ?


texts:
After I make a cross effect strip, this new strip is now referenced in:
bpy.context.scene.sequence_editor.active_strip
Then I try to make a new cross fade transition elsewhere by first setting .select as False in all sequences and then selecting two strips and adding the cross effect strip. Now I get the wrong results apparently because of the active strip. How do I inactivate the active strip?


texts: Where is the "Project Paint" and "Layer" option in Blender 2.77a?

texts:
I am now following a YouTube video that teaches texture painting in Blender 2.61. But I cannot find the Project Paint and the Layer option in my version of Blender (2.77a). Where are they in Blender 2.7x?

The left-hand side is a shot from the YouTube video. The right-hand side is the menu in my blender 2.77a.


texts: How to engrave text without boolean modifier?

texts: As the boolean modifier messes up my image texture and cannot re unwrap. I need to find another way of engraving my text.


texts: 2.8 Add multiple image texture nodes simultaneously

texts:
I stopped using Blender for a while right when 2.8 rolled out. Trying to get back into it, I'm noticing that it seems to have removed the "import multiple image textures" option in the shader editor, which was useful for just batch dumping PBR textures (Diffuse, spec, rough, norm, disp, etc.) all at once. Now it seems I have to do it one at a time.

Am I missing something, or is there a node plugin I can get to streamline this? Something that just has all the image types you'd need built into one node? I've tried making a "PBR Texture" group node, but it's less than a perfect solution for multiple reasons.

As an additional aside, when I copy this node group and change the textures they link to, it also resets the color space to RGB from non-color data, which is rather annoying. Is there a way to stop that as well?


texts: So I am looking for a way to extrude many similar windows in a wall. They should be exact size and stay on same distance from each other. How would you do that? Thanks.


texts:
Is this a good idea? Is this going to cause trouble when animating the hand bending and twisting?
If it's incorrect, please could you help and advise where would be the best place to reduce edge loops from arm to hand?


texts: Light ignoring a solid object to illuminate object hidden behind the solid object

texts:
I have a scene where it would be great if the following would be possible either through Cycles or Render Layers.

I want to have a light source behind a solid object (no transparency or glass shader). Is it possible that this light source illuminates an object in FRONT of the solid object: Thereby it is important that the light is not influenced in any way. It should completely ignore the solid object.

Does anybody know a solution to this issue?


texts:
Is there any way to animate face and lip sync with audio input using machine learning algorithms in Blender ? I mean how can I controll the rigs and give them a value provided by python script for. The idea is to do a dynamic lip synchronization.
I appreciate any help ! thank you


texts:
So, I'm working creating a lamp... yes, newbie here.

After modeling for a bit, I noticed that my point of origin was no longer the center of my object:

How to I reset an object origin point to the center of it's geometry?


texts:
I am having a mesh. Every face has a ID. There is also a python dictionary where the IDs are mapped to a RGB value (or something else, which can map ID -> RGB. I am just thinking theoretically).

Now I want to have a node setup which colors the surface of the mesh dependent of the RGB value (I am also using these node groups (https://jtheninja.wordpress.com/2015/02/08/simple-pbr-v2/) because I want to see it with pbr values. Later I also want to have values for roughess and metallic for each face).

I am unsure which of the following node-types I should use for that:

Attribute Node (has output for color)
value Node (has output for floats, so I would need three value nodes and make a color-vector out of it?)
Script Node (Only for Open-Shading-Language scripts, am I right? Shouldn't help)

I need a node type which could access the ID Properties of the current object. I also need a node which also "knows" the face it is currently working and gets the face-id.

Any advice? Thanks!


texts: I need help . when I try to insert a square face, the top and bottom side do not move like the ones on the side. what settings should i make? https://imgur.com/bDReEOk?fbclid=IwAR2ogdJfE6yuatLIS9O9xMC4CSHvTl5evV_2bsV0ZcOD7VQOtwoGW7-zlS4


texts:
I tried to apply a Subdivision Surface on a part of my object. I can't keep the angles sharp, they all turn into rounded angles.

The angle before applying the Subdivision surface...

...And after


texts: Unlinking particle system datablocks from python

texts:
I have a problem which has been solved on this site before, right here:

Duplicate particle system (not linked)

Except for the fact that I am setting up my whole scene from python, and having to manually go to every object with a particle effect, click on the users icon, and set the start and end frames by hand, is becoming very tedious, when everything else in the scene has been accomplished by script.

My situation: I have a helicopter from which I am shooting rockets. I am creating the scene by reading an xml file output from another application. I start with a blend file that has one helicopter and one rocket, and then make a duplicate of the helicopter and as many duplicates of the rocket as are called for in the xml file.

The problem: I have a particle system attached to my sample rocket. I need to set the start and end frames of each rocket's particle system according to the time it was fired and the time it hit something and exploded. When I make a duplicate of the rocket, it makes a linked copy of the same particle system, so when I set the start and end frames, all the rockets end up with the same start and end frame.

I have tried every permutation of make_single_user that I can think of, but actually it doesn't even do what I want when I call it through the interface, so I'm not sure if it affects particle systems. In any event it does nothing for me in python.

Anybody know how to do this?


texts:
Im pretty new to blender and am in a bit of a bind here. I have this distorted water simulation that i am attempting to make look like snow (not the best but it works for what i need it for) and i am having troubles getting the shadows to render properly. if you know how to either bake to texture, or adjust settings for these shadows, any help would be appreciated.

here's a screenshot, the rendered part is just the 10 sample preview. but i personally don't think more samples will help

you can see how in the non rendered portions, the shadows on the ridges are much more visible than in the actual render, it could be my lighting as I'm using a single plane with an emission material set to 30. however if it is the lighting, would anybody know a better way to do it for this.

additionally i can also confirm that the area is just as ridgey as the rest of the plane, when viewing the entire scene rendered it all looks very shadowless. also the material for the plane is the default material. (when you just add a material to an object and don't modify it)

almost forgot! im using cycles renderer by the way.
thanks to anybody who can help!!!


texts: Motion blur is working only in the moving object of image 1 but it's not working for the object from the second image? I'm stuck I don't know why is this happening? Both belong to the same scene.


texts: How to use transmissive voxels with color gradients?

texts:
I'm still learning blender, and I had some idea to implement, but I'm unsure whether this is possible at all: Visualizing 3D colorspaces.
I did some Internet searches for examples, but could not find one, so here it goes:

Assuming I want to model the standard RGB cube, I could use a plain cube and generate the surface texture with some external program, and then apply the texture.
That would look OK from the outside, but actually I want to "slice" the color-space to find colored voxels inside.
Obviously the cube created that way will be "empty" inside.

So the questions are:

Is it possible to generate colored voxels in Blender as some gradient, interpolating colors (similar to PostScript's L3 Shading)?
If it's not possible to create in Blender, what is a preferable simple import format to create the colored voxels in Blender?
How can a "slice through" the color-space with an animation?
Did someone create typical color-spaces models in Blender already? If you have no idea what I mean, you might look at Example of a cut through a color-space

While waiting for an answer I created a template surface texture for an RGB-Cube for illustration.  Feel free to print, cut an glue ;-)

I want a "solid" cube with colored voxels inside, however, however.


texts: How to create a circular shaped grid, similar to a manhole cover

texts:
I’m trying to create a circular shaped grid, similar to the one in the pic. That’s my first attempt, created by arranging several cylinders with an Array modifier and then cutting the holes via the Boolean modifier.

Now you will probably notice that it looks not elegant in any way. I’d like to have the holes perfectly arranged and in a correct order, so that there are no half holes at the border of the mesh, for example.

How would you do this?

I tried working with Dupliverts but that didn’t work out well.


texts: Is it possible to make a change that affects the whole animation but keeps the original animation relative to the change? (like 3ds Max)

texts:
[Sorry for the long post, I tried to keep it short but that's the best I was able to do]
I tried to make the question as simple as I could but I think it will be clearer with an exemple (animators familiar with 3ds Max might find it easier to undersand because that's something Max does by default):
Imagine you have an object, a cube, and you animated the position (location) of that cube. So you have, for exemple, 4 keyframes:

Frame zero: 0,0,0
Frame five: 0,5,5
Frame ten: 5,10,5
Frame fifteen: 5,10,10

After you set the keyframes you realized you needed the cube to start not at 0,0,0, but some other location (like 100,100,100). But you still want the animation to play the same relative to the initial location, regardless of where that initial location is.
In 3ds Max, you just turn off auto-keyframing, and then you can simply move the cube to the new starting location and the animation will update relative to the change you made, without setting any new keyframes. So, with auto-keyframing turned off, you go to frame zero and move your cube to the desired starting location, for exemple 100,100,100.
Then the animation will be:

Frame zero: 100,100,100
Frame five: 100,105,105
Frame ten: 105,110,105
Frame fifteen: 105,110,110

The animation keeps exactly the same, but offset by the change you made when auto-keyframing was off.
As you all know, Blender doesn't work that way: if you try to move an animated object with auto-keyframing turned off and you don't set the keyframe, the change just doesn't 'take' and the object's location reverts back to where it was in the animation. If you set the keyframe, the location will be update only in that keyframe, but other keyframes won't be updated relative to this new location.
I know I can parent the cube to an empty and move the empty, and that works for a simple animation such as the one I described, but now imagine the cube is actually a bone in a complex bone chain, and you are animating the rotation instead of the location. It's already parented to other bones, and parenting it to something else will break the armature.
So that's the question: is there a way to make a single change that 'offsets' the values of all the keyframes in the animation?


texts: Glow effect persists in an object even with a new material

texts:
I've encountered a problem where I have an unwanted glow in the object material - namely, the bubbles in the bathtub.

The current material I have on them is a simple diffuse with specular, and emit is set on zero. The material doesn't have any other effects. I've tried to remove all materials from the object and make a new one with the settings above, but the glow persists.

I've made the bubbles using the particles system and a custom object. I don't remember what was the material on the object used to create the particles, but it has already been deleted by this point, and the generated particles were converted to a single mesh.

Could it be that the glow was a part of the material on the particle object, and now persists even when a new material is created and assigned? Would I have to make another mesh for the bubbles to get rid of the glow, or is there some other way?

and here's the link to the blender file - https://drive.google.com/open?id=0B0-rq_WBzqM2SHZTUnRTRDJ1ZUE


texts: Question about verticles!(new on blender)

texts:
Hello guys anyone knows what is actually the difference between verticles when you build an object-->modifier subdivisional surface and--> smooth shading?
Also can i change the object verticles if i already created? thanks!


texts: Starting with Adobe line of products, actions gave me life-saving automation functionality, is there any similar thing like this packed inside blender? or are there anyone who's developed an addon?   cheers! :)


texts: when working in the viewing mode "editing materials" instead of material everything is black

texts:
Windows 7. Video Card - GtxForce 9500 GT (OpnGl 3.3) .blender version 2.81
when working in the mode of viewing materials instead of material, solid black .
but in mod rendered all ok .
I use diffuse BSDF

but in this mode it works . maybe something with the settings


texts: Active window regardless of mouse position?

texts:
I'm scripting so I have several windows open, and there is a feature that is quite bothering. I'll explain it with an example: say I want to copy a  line of code. I use the mouse to select it but in doing so, the cursor ends slightly outside the window in use. I hit ctrl+C but as the mouse was in another window, nothing gets copied. After I try to paste it elsewhere and nothing happens, I have to go back and make sure the cursor stays in the first window while copying.
Is there a way to have an active window that does not depend on the position of the cursor? Maybe activating a window with a click?


texts:
I have a makehuman model that I want to use for animating. However, with the current forward kinematics, it's very difficult to animate each bone one by one. So after messing around, I figured out how to use inverse kinematics. However I'm having trouble making the legs calculate their rotation realistically.

The legs when I did the IK looked like this:

The problem is the legs aren't turning on the Z axis so that the foot faces the direction it is at. It only really utilises the X and Y axis. How am I able to make it so that it can only move on its own local Y axis (which is based on its own rotation) with that rotation controlled by the Z axis?

The end result should look something like this.

This is what it currently looks like:

Note how from the top-down view, the foot is not facing in the same direction from the leg bone. Its angle is very off.


texts: why everytime I convert to curve when I change shape from 3D to 2D I got weird result?

texts:
why everytime I convert to curve when I change shape from 2D->3D or 3D->2D I got weird result?

become like this: (straight line)

it moved into origin point with weird shape and not change even I change it back into 3D

NOTE: the curve is from edge (extrude vertices), and I convert it into curve.


texts:
I have a student who is working on a project, but is using other source to complete it. I am not an expert when it comes to blender so I am not sure how to answer his questions. I was wondering if anyone would know some of these answers. I copied his email to me with the images he attached.

"Alright, so here's the screen shot

The things are tinted blue (fence and roof are odd exceptions) from the blue sunlight. I don't know how to un-tint it. The sun is blue because a blender video said it would make shadows more realistic. That random white line is a plane that somehow got in there and I deleted it after I took the screen shot. I don't know why the house is green-- I'm pretty sure I made it yellow so that's a problem. I think it's green because it's reflecting the grass.

I downloaded a bunch of textures for the wood, garage door, metal, and roof. I also followed a youtube video on how to make grass that was awesome so I think I learned a bunch from that.

My questions are:
How to make the textures apply properly, edit them, and not be diagonal?
How to prevent structures from reflecting so much of the light around them?

I have a third question as well: Anyway I can connect the gaps between these two planes? I want one of them to be the road."


texts: World Space in transformation constraint not working as expected

texts:
Relatively new to constraints and trying to make it so that moving the cube along the X axis makes the monkey rotate along the world's X axis.

No matter what kind of combination I choose for the target and owner spaces the head keeps rotating along the local X axis.

The only solution I've found is applying the rotation but what if I don't want to?


texts: Can I add a horizontal marker to the Graph Editor?

texts:
I would like to add a horizontal marker to the Graph Editor. I'm going to animate an integer value which represents an index into an array of meshes. I want to have a visual reference of the size of the array so that I can quickly position keyframes based on it. I imagine that the horizontal marker would look something like this:

It looks like vertical markers are already supported? Is there a built-in solution for adding a horizontal marker? Or can I use Python to add one?


texts: Why are anti-aliased normals so rough on polygon faces?

texts: Smoothed the mesh normals. Put Auto Smooth normals at 30 degrees. But these stripes - I don't understand why they appear. Maybe someone knows how to smooth them out and why are they so rough? ?


texts: How disable/enable an Output File Node from python?

texts:
I have the next composition that I render from Python. How can I disable/enable the rendering of a specific node?

Thank you.


texts:
I`m working on a model for 3d printing. I wanted to make it hollow, so i made a duplicate with Shift+D and wanted to scale it inwards with Alt+S...
I expected something like in this question explained:
Alt+S and S scaling

scaling with S I get something like that

but with Alt+S I get this and cannot scale :(

scaling only with S I don't get an evenly thick frame... so I don't know how to solve this.

Thank you in advance and happy modeling :)


texts:
Just learning Blender this week and Immediately I'm stuck at some point. I cannot add COLOR because under MATERIAL, there is no choice for SURFACE > COLOR.

I'm so stuck. Help :)


texts:
I need to code a function that basically traces the path a sphere would roll when placed on a triangulated terrain. The image below shows the problem, but I haven't got a clue how to work with vectors in order to find a solution.

Pseudocode-wise, I'm looking for:

def gravity_trace(face_ABC, point_D):
    ...
    return X

I honestly don't know how difficult it will be to fill in the ... above. I'd appreciate any and all help I can get. My math skills are terribly rusty and I have never worked with vector math before.

Thanks!


texts:
So i've found out, that you get this error when opening a blend file through the "last opened" part.
When I open the blend file directly, the error does not appear.
Is there a reason behind it? The folder and file are readable and writeable and i am logged as admin.
Open Blender -> select .blend file from last sessions -> run script -> error
Open .blend file from folder -> run script -> no error


texts: Rookie Question : Is the body mesh the parent of the Rig?

texts: Is the body mesh the parent of the Rig ? I recently was making a new character and I ctrl P and ctrl J the model , it appears that it made the armature the parent of the mesh as they did not join correctly and the rig will not join to the mesh now.


texts:
I am trying to sculpt a human head with dynamic topology. It worked so far but now I am getting artifacts when I use the smooth brush.

And when I use the smooth brush

But other brushes like the clay brush are still working without causing those weird artifacts.

Any idea why this is happening?

.blend file


texts:
The outliner has three object show / hide buttons as shown in the image below.

I learned about hide_select and hide_viewport on / off status as follows. But I don't know how to look at the eye icon.

import bpy
obj = bpy.data.objects['Cube.002']
print(obj.hide_select)
print(obj.hide_viewport)

How to know the ON / OFF state of eyes in outliner?


texts: Trouble selecting correct object in viewport

texts:
After switching from Maya to Blender I noticed that I can't select meshes as precisely as in Maya.

In Maya you select exactly what you clicked on, it doesn't matter how far the object is from the camera, you always get what you clicked on. In Blender it's fairly hard to select a specific mesh among other meshes, it seems Blender is trying to "help" me and correct my selection (like auto-aim in FPS games on console). I spend too much time trying to select the right mesh. Its not only time consuming, but also very annoying. I have to switch between shaded and wireframe modes, sometimes use strong zoom and hide functions to select the right mesh.

Is there a way to switch this "auto-aim" selection off? I would like to be able to select meshes just like in any other 3D program, by clicking exactly on them.


texts: turn on Cycles GPU render on non CUDA computers

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Is there a way to turn on GPU rendering without an installed CUDA driver and without a CUDA enabled graphic card?

I want to send the blend file on my render farm, all the slaves have NVidia CUDA cards, but I don't want to turn on my big computer just to set the blend file to GPU compute and then send it into my farm.

I'm modelling on my Surface Pro 3 [windows 8, i5-processor] on the go [works fine by the way :3], and when I am home I dispatch the jobs to the far, but this way they only work with the GPU when I turn on my greater Computer to change it there.

There doesn't have to be a way, but it would be nice if there were.


texts: Aligning a grouped object on the global axes

texts:
A similar question like this one exists already, but this one is much more specific.

I have uploaded a model here.

This model consists of 2 meshes.
I have used an Empty to group them.

I want to bring this object over to Unity.
This works fine, but in Unity, I have noticed that there's a slightly wrong rotation.

While I want the object to be perfectly rotated along the global axis (so that it appears not rotated in Unity), I can see that it is slightly rotated.

I have spent really much time trying to fix this manually.

I have found a way to automatically align a single object, but I have not found a way to automatically align a grouped object to the global axes.

Can somebody have a look at my grouped object (Blender 2.8 file) and tell me how I could solve this problem?

Thank you!


texts: Assign multiple objects one to a frame inside one track of a geometry cache?

texts:
So, i'm pretty new to this, so please excuse me if this is wrong place, or there is a better way to do what i am doing.
Overview: Lets say I have 20 objects that together make up my fire animation (lets assume fire1,fire2,etc).  My end goal is to export out a geometry cache containing one track with one object in each frame of the track (ie... fire1 is in frame 1 of track, fire2 is in frame 2 of track, so on and so forth).
Currently I have this kind of working by placing all my objects in blender, selecting them in the order I want, and then running this script:
import bpy
import random

#define how long the smoke clouds stay for
duration = 1

def allOffAt(objs,index):
    for cube in objs:
        cube.hide_viewport = True
        cube.hide_render = True
        cube.keyframe_insert(data_path="hide_viewport", index=-1, frame=index)
        cube.keyframe_insert(data_path="hide_render", index=-1, frame=index)

selected_objects = bpy.context.selected_objects
total_frames = len(selected_objects)
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = total_frames
bpy.context.scene.frame_current = bpy.context.scene.frame_start

allOffAt(selected_objects,0)

frame_nums = []
for x in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end +1):
    frame_nums.append(x)
#random.shuffle(frame_nums)

frm_cnt = 0
for cube in selected_objects:
    #unhide it
    cube.hide_viewport = False
    cube.keyframe_insert(data_path="hide_viewport", index=-1, frame=frame_nums[frm_cnt])
    cube.hide_render = False
    cube.keyframe_insert(data_path="hide_render", index=-1, frame=frame_nums[frm_cnt])
    cube.hide_viewport = True
    cube.keyframe_insert(data_path="hide_viewport", index=-1, frame=frame_nums[frm_cnt]+duration)
    cube.hide_render = True
    cube.keyframe_insert(data_path="hide_render", index=-1, frame=frame_nums[frm_cnt]+duration)
    frm_cnt += 1

I then export this as a alembic file via blender export, and I can drop it in unreal engine and it mostly works.  Except that instead of being 20 objects in 1 track of the geometry cache.  There is 20 different tracks one for each object.  This mostly work because UE compresses it for me during import.  But my goal is to actually have, lets say 3 tracks in the geometry cache (fire start sequence, fire going sequence, fire ending sequence). So that I can have the actions happen at the end of different parts of the track  So i'd like to somehow have my code also set what track of the geometry cache the items are stored in...
Is this possible?  Is there a better way to go about getting 1 object per frame then using renderability and visibility?
Thanks for any insight... As I said, total noob here, so even if its just to point me in a direction, I appreciate it.


texts: How can I add remove and create a callback/event for a custom property using bpy. I have a scene, called scene, and I want to add a custom property named x, defulat value 2 (as intereger), and a callback foo, to run when it is changed. I also need to be able to read the value from it, and delete it. How do I do this?


texts: Object moves but the location doesn't change

texts:
I have an object with an animation.
Everything works fine but at one point the object does a "jump" but the position is not changing. (only one frame)
I mean it moves in the 3D space but the location of the object doesn't change.
I really don't know why.

I tried to change the position in this frame so that the object is on its right position again.
But if I do so then all the other movement of the object is changing even if I put the keyframe only in the one frame.

Before:

After:

In both pictures the location (red square) is the same (exactly).

Why did the object move, and how can I prevent it from moving?

EDIT:
Here is the Blend-file


texts: BGE: How to set the Constraint Axis to an object coordinate

texts:
I need to constrain an object using the axis of another object (my problem is related to the axis direction: there is no "distance between objects" constraint; you have to use the local or global axis to check). So, I made this parented object that tracks the whole time to another one, and from it I want the Y axis.

Using this tutorial for reference, I did the following:

#CONSTRAINT
direction = cont.actuators['Direction'] #the constraint actuator
face = sce.objects['Facer'] #the facing object
faco = face.localOrientation[1] #here we are (this gives me a 3x3 matrix)
                                #but i only want to use the Y value
                                #I’ve tried out even 0, and 2 but wont work

def constra():
    direction.direction = faco #this isn't running as it should
    cont.activate(direction)

There are no errors in the terminal. It's just not doing what it should do. I think I'm wrong, and he didn't want the orientation of the object, but some other stuff maybe...


texts: Why are there weird specks of a different material on my 3D model?

texts:
I was happily setting up my next shot In blender when I noticed these weird specks of something on the back of my 3d Model I got from Sketchfab. In my animation my model rotates, and as it spins, specks of a different material appear for about one frame and are gone on the next. It almost looks as if paint chipped off. I went into edit mode and deleted some unnecessary vertices which helped but didn't entirely remove the specks. I assume it has something to do with the mesh. I rendered out a test frame to see if it was just something from the viewport but it showed up in the render as well. I am rendering using Eevee. I have also have had this problem with some other models I imported. I have no clue what this is or how to get rid of it.
I have attached some frames in which this "chipping" is visible. Once again, it strangely does not appear in all frames.


texts: Render View Lighting/Colors and Shadows are Different from Compositor/Render

texts:
Compositor/final Render are identical, as they should be. I'll post a big screenshot so you can see every panel that seems relevant to this:
pic
(I blurred the mug 'cause there's a swear word on it)
The Viewport background image is a Camera BG image. Without it obv it's just the grey default background, but deleting it does not alter the look in either Viewport or Composite, so I kept it to show my intention with this.
As you can see, the two look quite different. The reflections, shadows, color, and lighting all seem different. You can really notice the shadow difference underneath the mug. The Viewport Render is the look I would like to have, not the Compositor/final Render.
I can add color corrections to the compositor, but that seems like a bandaid type solution and doesn't help me understand the real issue.
Please let me know if I should post any more information.
Thank you!
edit: this is all in Cycles btw


texts: Is there an efficient way to scale UVs on many objects at once?

texts:
I've got a single texture that a couple dozen mesh objects are mapped to different bits of. I'd like to say, double the height of the texture so I have room to add some more things, which would require scaling the UVs on all these objects by 0.5y from the top. Is there some straightforward way to manage this automatically?

I don't want to just add an extra texture for what I'm doing since it's a relativly minor detail, and since I'm exporting this for a game I don't want the extra draw calls and two .dds files that that would involve.


texts: Blender Cycles: uniform position-based colors?

texts:
I am trying to create an effect where I have several objects (say, cubes) which draw their color from an underlying texture.

Imagine, for example, if I had a rectangular region consisting of side-by-side cubes (or alternatively one large object with many joined cubes). I also have a texture of, say, a rainbow in front of a blue sky.

The effect I desire is that each object draws its color from the texture (i.e., a cube in the top-right corner gets the color of the top-right corner of the texture). Ideally, I would like that each object/cube is colored uniformly, say by extracting the color of the pixel closest to its position. The result would be a very grainy representation of the texture (depending on the resolution of my cubes).

Do you know if such an effect is possible in Blender Cycles?


texts:
I have a 10 x 10 Grid that I have deleted all faces and edges:

I then used proportional editing to make it arched.

I am wondering, is there a way to take another grid (one that has more points, i.e. 100 x 100) and make it fit to this set of vertices?

I have tried the shrinkwrap modifier, but I couldn't get it to work on vertices. Any help would be appreciated (I am not afraid of using a python solution either, just figured there was an easy way I am missing).


texts: As the image shown I did a cut inside a cylinder, then I want to smooth cylinder but keep the cut sharp. When I did smooth the shape distort around the circular hole :(


texts:
Hi guys! A newbie here. I don't know what's causing this (I was doing a lighthouse project before this). Then when I wanted to add a base color, this happened. I loaded my old project which was tables and chairs(it was finished with wood textures and stuff), same thing happened. Tried with a new default cube and still the same result. Answers are greatly appreciated!
PS. Sorry for my bad grammar.


texts: Are 3d assets purchased from assets website, say turbosquid editable?

texts: I want to save my time in modelling and sculpturing 3d model. I found some assets in turbosquid close to what I want. If I buy it, can it be edited in all aspect? How to know a 3d model in turosquid is editable? If there is no editable 3d model in turbosquid, any other sources to find editable 3d assets?


texts: How can I access the measurements displayed with the Measure Tool in Blender 2.80 from Python?  I'm not seeing it anywhere in the documentation, hoping I'm just blind.  Thanks.


texts: Can't import more then one blend shape into Unity using Blender

texts:
I save the object with many blend shape keys. They work in blender, but I can't see them in Unity on the Skinned Mesh Renderer

I see only if I had only one key on blend shape in Blender.


texts: Create glowing Stars with emitting Light Rays (Blender 2.8)

texts:
I am an absolute beginner in blender and I am using 2.8 beta.
I want to create some glowing stars who look like they emit light rays.

Something like this

Can anyone point me in the right direction?


texts:
I'm trying to make some custom clothes using the MakeClothes plugin, and everything is going well until I try to export the mesh.  I'll usually get an error message indicating it's got both tris and quads.  Using the remesh modifier usually results in a loss of detail, and creates millions of vertices.  As such, I'll apply a triangulate modifier.

After this, the MakeClothes plugin will make the clothes and export without throwing up any errors.  However, when I then go to use these clothes in MakeHuman, I get an error message saying:
"Failed to index faces of mesh human.001.obj, you are probably loading a mesh with mixed nb of verts per face (do not mix tris and quads). Or your mesh has too many faces attached to one vertex (the maximum is 8-poles). In the second case, either increase MAX_FACES for this mesh, or improve the mesh topology. Original error message: () could not broadcast input array from shape (9) into shape (8)".

I've previously had this error from the MakeClothes exporter as well, and so I know it should pick up both of these cases.  It isn't picking this up, yet MakeHuman is failing on it.  Can anyone please clarify what's going on and how I can fix it?


texts: Boolean Hole Difference causes messy subdivsion

texts:
I am trying to make a boolean cylinder cut into a mesh, but no matter what I try, the results are messy when I try to add a subdivision modifier.
Here is a screenshot. I tried to make loopcuts to prevent wacko subdivision, but failed.
Thx so much!


texts: How to perfectly position these faces into this slot / area? (no gaps)

texts:
I am trying to fit and join (connect with the rest of the vertices, so no holes) this selection of faces into an empty area.

The slot / empty area is the exact same size as this selection of faces, meaning it should "fit in" perfectly.

However, there are tiny gaps; the positioning is imperfect. Once I get it this group of faces to position perfectly so there are not even tiny gaps, then I should be able to remove vertex doubles and get what I want. But the hard part is... getting it to position perfectly. How can I preposition perfectly to ensure there are no gaps?


texts: Normal Map Baking Random Artifacts On Substance Painter

texts: I modeled high poly gas lamp,unwrapped uv map on blender then export to substance painter to bake a normal map. But when i do that i get random artifacts on mesh. I tried up to antialiasing x8,resolution to 2k and tweaked with max frontal and rear distance but these couldn't solve this problem. I have been trying to figure out what cause this for 2 days. Anyone can help me i'll be so glad.


texts: Getting a Bleach Bypass Look in the Compositor

texts:
What nodes should I add and what should I change in compositor to get a good bleach bypass film effect?
I would like to have a precise description of all nodes (for example, contrast-10).


texts: Missing the texture paint mode stencil mask overlay when in texture paint mode for an object (blender 2.8)

texts:
In the tutorial series I'm watching the object the person is painting changes to "texture paint mode" where the object is flat shaded like this:

However when I enter this mode my shading doesn't change, and instead looks like this:

Which makes it hard to see which object I am currently painting. My texture paint opacity is at 100% and sliding it doesn't seem to make any difference in the scene like it did in the tutorial.

EDIT I decided to try and get it to work with a new file and it doesn't. I took the default cube and added a black texture. The object still shows in 3D and not flat, and the texture opacity slider does nothing. I can't replicate what the person had in the video.

Here is the new file with just the cube:

And a screenshot of what it looks like for me in texture paint mode:


texts:
I have a complicated geometry with some really small (not very visible) self-intersecting faces to fix, like below:

I have tried to use the shrinkwrap modifier and wrapped a fine-meshed cube on its surface. However, even though the cube is very finely meshed, the approximation is still not good:

I can use remesh modifier to fix the self-intersecting faces, but it requires an astronomical amount of vertices (deep octree) to maintain the geometry.

Could anyone please help with some ideas? Thank you!


texts:
In this tutorial, the author says to set the view to wireframe at 10:08.

In blender 2.7, the menu looks slightly different. When I set to 'wireframe' I do not see the same results.

How can I accomplish what the author is trying to do here?


texts:
So I am currently following a mech tutorial on animating a run cycle. At about 7:27 in the video (after he posed/key framed the mech in the first frame), the guy copied the key frames in the first frame and pasted/flipped them (ctrl+shift+v) on frame 10. The pose was perfectly flipped for him.

On the other hand, when I tried to do it, my mech became distorted. Here is the first frame of my mech's run cycle.

And here's how my mech looks in frame 10 when I paste/flipped the pose in frame 10.

As you can see, the body becomes distorted and weird. I did some research and I tried to rename the control bones on my feet to indicate which ones are left and right, but that didn't work.

I tried to recalculate my roll (shift+N) for all my bones for the Global +Z Axis in edit mode, but that didn't work either.
I should note that when I did recalculate my roll, the z axis for most of my bones did recalculate properly, except for a few. Including the pole bones for my feet.

Here's a photo before of all of my bone's axises before I recalculated their rolls.

And here's the after image.

Does anyone know what I'm doing wrong??? How do I flip my pose correctly?
Here's a copy of my Blender file.


texts: Product shots - Rendering shadows only below the object, not on the whole shadow catcher

texts:
Is there a way to render the shadow and the reflections only below the object? I'm rendering product shots and I want a shadow below them that isn't on a whole shadow catcher plane below the product. I've tried to edit the falloff of the shadow catcher but I get a lot of noise this way.
Here is the node setup:

And here is the result:

It's kinda close to the result I want but it's still not it. It's supposed to look good on a purely white background.

I've also achieved the effect above but without using the shadow catcher and by brightening the background in Photoshop, the background isn't transparent though. That's how I'd like it to look but with the transparent background.
Can anyone help me with finding a proper way to do it in Blender without making the background transparent in Photoshop? I've been trying to do it for a long time.


texts: Cycles rendering not working in viewport

texts:
As you probably know, while you're working on a model, you can change the render engine, and that will be what it looks like both in the rendered image and in the viewport.  However, when I'm working on the model, the viewport always uses Eevee, even when I switch to Cycles, but the rendered image (F12) still uses Cycles.  How do I fix this?
EDIT: another thing to mention is that whenever I'm on Cycles, the "Device" select is grayed-out, but I can still click on it.


texts: Access property by argument name (dot and bracket notation not equal)

texts:
Here we see two ways to get a UI property stored in the Scene

>>> print(scn.repGroups)
<bpy_struct, RepGroup("")>

>>> print(scn['repGroups'])
<bpy id prop: owner="SCScene", name="repGroups", address=0x0000003F0CE7D278>

Typically I'm use to accessing a property like in JavaScript by passing an argument that is the string that holds the value that is the property like

def findIt(propName):
   scn = bpy.context.scene
   return scn[propName]

I would like to access the scene/scn property by name but get returned the item like you do in a normal reference (bpy_struct NOT bpy id prop).
Please advise?


texts:
How to render just one render layer?

Rerending only freestyle on previous render and Adjusting Freestyle in the Blender compositor explain how to separate the rendering into "normal render" and freestyle-only. Unfortunately they do not explain how to render only one layer.

An code method is explained in Re-render single layer without losing all the others (Blenderartist.org):

Open a Python Console
Run bpy.ops.render.render(layer="FreeStyle")

This appears to not be working:

It freezes Blender (no progress bar or view)
It takes as long as pressing the render button, so it seems to not work and just renders all layers.

I suspect there might be a non-code UI way to do it. Is there?


texts: How to change the top radius of a truncated cone with Python?

texts:
My Blender version is 2.76. I used the python command

bpy.ops.mesh.primitive_cone_add(vertices=16, radius1=R1, radius2=R2, depth=L)

to create a truncated cone. In order to animate my scene, I need to increase or decrease the top radius (radius2) of the cone. How can I set its value from within my python script?


texts: Moving armature and bones using python code

texts:
I am very new to blender and coding in python (less than 6 months). Can somebody please help me by suggesting how to select move, and manipulate armatures/bones?

I have downloaded a rigged person from blendswap and I am trying to program him into specific positions using python. This is for part of a project where the user inputs variables to define a crash scene in a CSV file. For instance they would specify in the file that the crash victim lands prone, in the fetal position etc. I have a CSV file import add-on I downloaded to handle this.

Ultimately then I would need to key frame the rig's position once it is programmed, so the person looks like they are getting hit by a car and falling into the defined position. Which I am also having trouble with...

Thank you for your help!


texts: whats the best outline for toon/anime outlines, freestyle vs inverted hull method vs some other method i dont know in 2.9?

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I'm doing anime style animations, but I'm having trouble figuring out what's the best outline method to use. Keep in mind this is full animations, not an image. I'll also be using 2d plane assets for effects and stuff. I like the detailed look of freestyle, and able to make it look hand drawn, but making it not affect 2d planes and having it outline things behind them is too much of a pain, unless I'm missing something, and I like the inverted hull method for its real time view, but I don't like that I can't be as detailed with it, like with machine like meshes, and I can't make it look hand drawn, unless there's a trick I don't know.
For freestyle, I know I can put it all in collections but do to the sheer amount of assets ill have, that will get messy real quick. You would think liking to a collection that has other collections within it would work, but it doesn't, which makes zero sense. Also, there's the fact ill have to put transparent planes/materials on another layer, which could make things difficult when animating. If its freestyle what's the best way to render/compose it. I know there's different methods like just rendering it and having it separate then combine it in compositing.
So does anyone know which is better, a trick I'm not thinking of or an outline method that I don't know?
I'm using blender 2.9 and the eevee render engine.


texts: Setting the origin for each object to geometry

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Blender 2.83
In python I can create all of the features that I want in my world, but when I go to the world, each thing has the same location data. I can click on each and click set origin to geometry, and that fixes it. The info pane says:
"bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')"
So I would think I can run, at the end of my script, something like
for object in bpy.context.scene.objects:
            bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')

but this doesn't seem to do anything. How do I set everything to have origin_geometry, so that they have reasonable position data.


texts: How can I design a gold nanoparticles and titanium dioxide core-shell structure using blender? I can easily make 2 UV sphere as core and shell, but I have no idea what to do afterwards. Please help me guys, thank you.


texts: How to view and edit OSL built in closures?

texts: I am aware that OSL has some built it closures like diffuse(N), absorption() and others. Is there any way I can edit those? I want to view them and maybe edit them.


texts: How do we move subdivided things "correctly"?

texts: Is there a nice way to move my edges, so that the active vertex' position is exactly (0,0,0) when SubsurfModifier is active?


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This object consists of 9 cubes with different diffuse colors.
The middle cube has a texture called wood that comes from blender itself.

Why are some colors noisy?

edit

Ok, I have now gotten the advice to raise the number of samples. The question then is if there is a way to have a perfect raytrace (no randomness) so that samples as concept would not apply?


texts: Passionate Blender noob (we'll, I have one SOLID year under my belt).  To this point Ive been able to find great online videos explaining the basics of Blender- Ive created a couple decent amateur videos-  Where I am absolutely struggling now is finding tutorials on how to properly lip sync.  I"ve got a great face rig working.  I've seen some okay videos outlining pose-libraries, but no videos really going soup to nuts with the lip synching process. How do you best incorporate your pose library into the lip sync process.. manually? Or is using something like Papagayo the best?  Does anyone know of any great tutorials really breaking down the lip synching prcoesss?  And hopefully one that's CUURENT (2.79,83, 2.9, etc) and in English?   Thanks for any help Blender community!!!!


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I'm putting together a music video with Blender.

I've noticed I can't move my strips higher than channel 32 in the stack.

I'm surprised, becasue there isn't any visible information that there is any limit. I tried finding some option for that in the User Preferences to no avail.

Is there a way to rise this limit?


texts: Force emissive material to not participate in volume scattering?

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I'll reproduce my question below, but for an extended description including example screenshots, please consider visiting this reddit post I've made on the same topic.  Thanks for your time,

Unticking "Volume Scatter" in an emissive object's Cycles Settings (Object Properties) doesn't appear to produce the intended result.

For the result I'm seeking, I need lights which are placed close to my subject, often in the camera frustum. For these I disable "camera" ray visibility in the aforementioned cycles properties, so only the light they emit is visible in the final render.

However, any time I set up a scene like that, I can't use "world" volume scattering, because these lights are participating in the volume scattering process, and the resulting effect is nonsensical.

There is no hookup in the Light Path shader input node to query if a ray is checking against volume, so I'm stumped. Can I get what I'm looking for through some other setting or compositing trick?

Many thanks,