texts: Why do gaps appear in my mesh when I animate it?

texts: As I attempt to complete a "Walk cycle" with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?


texts:
I have a 4-layer lattice (.STL file) that I like to edit to a gradient lattice, changing the gaps between lines from low to high or addition of other layers. Could you help me by utilising which tools I can do it? I tried Loop cut, vertex and extrusion so far, although still struggling.
Thanks a bunch!


texts: Can you make Three-Dimensional games in Blender?

texts: I know how to make models and objects within Blender, and I was wondering if it is possible to make games using the models I have made? Is this possible within Blender or do I need to use Third-Party software? Also, If I must use a Third-Party software, which would be the best to use?


texts: Is there a way to turn Duplifaces (Instansing in version 2.8) into a mesh?

texts: I have a mesh that has duplifaces (https://youtu.be/diI8xJ9oo_8) on it and I want to know if there’s a way to make all the duplifaces one mesh so I can edit each part that’s duplicated individually in Belender 2.8 (in previous version solution was shift ctrl-A on the parent object, but now it doesn't work). Thanks


texts: Using / making text into a procedural shader material in nodes

texts:
I know I can wrap text around a curve but is it possible to use / make text into a procedural shader material using nodes?

I would like to have the text as a procedural shader material to place it exactly where I want it on an object and this would allow me to mix it with another shader using nodes.

PS:  I'm using Blender 2.8


texts: Easiest process for me to apply textures, created externally, to my models

texts:
For the first time I'm working with an artist who is going to be creating the textures for the models I create in Blender.  Up till now I had been building the models and the texturing them myself using pre-built textures from websites.

My question is:
What is the easiest process for me to apply the textures our artist creates to my model?  Should I give the artist the UV Map from my model, or should I just get textures from the artist and fit them to the UV Map?  Basically I have no idea how this process works in a professional environment.


texts: How could I save/export this animation that I made in edit mode?

texts: I made an animation in edit mode but I can't figure how I can save and export the animation. I'm making this for a videogame and I need a way to track the vertices for collision, whenever I export it I can't find the animation.


texts: How does one align an object to trackers in 3d view?

texts: There must be a way to align an object to trackers, but I don’t know how or where to find this feature. Basically, I want to snap an object to a single, or collection of trackers in the 3d view after a solve. Specifically, an object solve, but at this point, it doesn’t matter. I get the feeling that it’s even possible to align and orient a 3d object to a group of trackers. I’m at a loss.  Any help would be appreciated.


texts: Why does undo select all channels in graph editor?

texts:
I select any channel (with only show selected option or\and with show only selected curve keyframes option on) then modify keyframes on f-curve, then press CtrlZ for undo and all channels become selected again.

Which settings have influence on that? All versions of blender on my PC have same behavior.

Here is a gif of the problem.


texts:
I want the color of my object look like the photo above. I have tried many ways i saw in youtube but none of them worked can anyone show me how?

i made texture here but i don't know how to assign it
It actually worked in blender cycles thanks
But why when I shift to blender render I see white ??


texts: Using Blender Game Engine for VR 360 tour on Mobile, is it doable?

texts:
I'm sorry if my question sounds clumsy, I'm not a seasoned BGE user.

I'd like to make a virtual tour for Gear VR and/or Google Cardboard in the BGE that works on Mobile.

Is this doable in a user friendly way using the BGE? Can I export to Mobile (android, IOS, Windows Phone)? I know this is possible using Unity, but I find Unity difficult to use. I've tried UE4, but the process is a big mess, it requires a buggy multi-level hack that only results in wasting my time.


texts:
I'm kinda new to blender and I need some help. So I need to create a shot where the camera flies over the mountain range and then zooms in on a small mountain house

What would be the best FREE way to create big scale realistic mountains (I was messing around with the ANT landscape but I found it hard to get the forms of the mountains right and the quality wasn't that good)

Thanks for your time!


texts: Bevel keeps making a triangle instead of bevelling

texts:
I'm making a rowboat with two seats. To make the supports for the seats, I made a loop in the middle and am trying to use the bevel to make that edge into a rectangle. But on the second seat, the tool splits only one end, while the other stays as a single vertex (the bevel does create another vertex on the Z axis of that vertex). Am I doing something wrong? Is there a way to fix it?

This should link to the file: Drive


texts: How to copy settings from previous using command line

texts:
When i downloaded the latest version of blender, this option show up in splash screen "Copy settings from previous".

So how to do it in command line? because I have 50 pc and I want to simplify the process using ssh and run blender from command line.

Thanks for your help.


texts: VSE: No proper Alpha Over for keyed video scene in front of background

texts:
I'm trying to insert a keyed video in front of a background in the Video Sequence Editor. The video is keyed in the compositor in a separate scene. Then I try to alpha over the scene in front of a background but it won't blend over properly.

It somehow can't handle the areas which aren't completely transparent. How can I fix that?

Here is the blender project: keying.zip
It's just an example though and I would like to use the same technique in projects without static background as well.

Thank you very much ;)


texts: Can I make tubular hole at the edge of the face without bool operations?

texts:
I wonder if this process could be done some other way.

Lets say I want to get this result, but without boolean.

I could think of only one way and it is beveling. I make loopcut, then push one edge inside the cube and bevel it, also I used 2 more loopcuts to  limit the beveling, but it does not look circular. Do you have any trick for that?


texts: What causes the output of this noise texture to be different from the example?

texts:
So, I have a noise texture.  However (and I have just the output of the noise texture painted on the mesh) I seem to have a much different pattern from the example:

His is a lot more.. "roundy" while mine is a lot more "wavy."
Don't get me wrong, I'm pretty sure I can come up with other ways of generating the texture that he has (for example, an image input) but I would be grateful if someone could help me understand WHY there is a difference here, because it might help me increase the predictability of the shader stuff.
By the way: this tutorial is nine months old, I believe he is using 2.81 and I am using 2.83.


texts: Mirror Modifier Texturing Painting Problem

texts:
I was Modeling a Low Poly Car using mirror Modifier. Sides of the car shares the same UV's. After texturing, a line appears to be in the middle of the model.

Question:
How to remove that line ?


texts:
I wish to remove the background of these videos: https://skydrive.live.com/redir?resid=117AB4E465BB25B0!25610&authkey=!AFwzaPNg8TirZQ8

However, sometimes the camera moves up and other things can be seen. How can I remove that too?


texts: How would you curve the edges of a 3D shape?

texts:
I have a basic shape that at one end is wider than the other, the object gets thinner basically but the edges of the shape are straight, instead i want them to bow inwards.

Picture to demonstrate what i have and the red lines show what i am aiming for:

Is there some modifier for me to do this? Not sure i can see an easy way to do it manually.


texts: how do I make an object bend or break if hit with sufficient force?

texts:
How can I make a Ridged body simulation mesh so that it's solid under normal conditions, but if a heavy object collides with it, it bends as the force is transferred?
(i.e. like a ball through glass or a bullet through steel)


texts: Dynamic proportional edit connected to an object?

texts: Is there a method or modifier that would allow me to dynamically create an effect on a mesh similar to the proportional edit, that would accept a magnitude, position and directional vector by using empty arrow object? I want to have multiple arrows on and around the object and animate them, then bake that into key-framed animation.


texts: how can I control undewater sunbeams in Blender Cycles?

texts:
I'm trying to make an underwater render in Cycles and I was wondering if there's a way to control the sun rays, like the position, direction and quantity without affecting the overall lighting too much (the underwater objects need to be clear and not in dark spots).
I'm using a volumetric cube and a plane with the ocean modifier for the surface.
For lighting I want to use an hdri, and a light if it's necessary for the sun rays.


texts:
I remember being able to animate layers using keyframes in some previous Blender release.

Now if I try to add a keyframe to an object layer I get the following error message :

"layers" property cannot be animated

I have the following code which can change the layer, but it's not really useful, I would like to have it in an animation, so I can reuse it.

bpy.data.objects['Cube'].layers = [False, True, False, False, False, False, False,False,False,False,False,False,False,False,False,False,False,False,False,False]


texts: pointing linked objects to a different file in 2.8+

texts:
I've got individual files for each asst in my scene, and one file for the master scene with everything in it. In the master scene I'm linking in objects from the individual files by doing "file > Link..." and selecting a file and which object to import from it.

Questions:

selecting on object in my master scene, how can I see which file path it is being linked from?
having an object linked from e.g. 'myAsset_v002.blend', how can I make it link to 'myAsset_v004.blend' once I've worked on and detailed that asset?

Note:

this is not a question about broken relative links
I've found the 'Edit Linked Library' Add-On, which is pretty much the workflow I'm after. It even show's the path of the linked file. Only thing is it's editing the linked file in place without the ability to version up / link to a different file.

Thanks for your help!


texts: Change emission without affecting material color though glass

texts:
I know that I can change the emission value of a material without increase the brightness of the object using "Is Camera Ray" socket of Light Path node, but how do I change it when the light is coming to camera through a glass?

This above is the result I get when both emission values are the same.

But then, when I increase the emission to 100, the area where there's no glass it's fine, but through glass the Light Path node doesn't work.

How can I make the glass doesn't interfere on the brightness of the material?


texts: Creating realistic small flames artifacts

texts:
I would like to reproduce this kind of artifacts on a flame simulation (see picture)
I am able to come up with some nice flame simulations but I haven't found a way to reproduce the little waves of fire that propagate at the surface of the emitter.

Any idea where to start from ?


texts: I created an object but i would like to put a wood texture on it, how apply with blender 2.9?


texts: How do I set the Vertex color from a loop?

texts:
I'm trying to instantiate multiple objects and set their Vertex Color from a predefined Color List. For some reason it always applies the last color to all of the objects.

What am I missing here?


texts:
So, I've been messing around with skin subsurface scattering shaders for about a day now. I'm roughly following this tutorial, by CGBlender, (links to both .blend files at the bottom) with elements from Andrew's PBR Dielectric Tutorial.

I've almost entirely gone my own way with the material, the main difference being that instead of giving the subsurface scattering nodes different colors, I gave them all the same color, but each has a radius that only scattering certain colors.

Now, for my question: what is the most physically accurate way to mix "layers" of SSS. In other words: I want to know how to mix the different layers in order to create the appearance of layers of skin, fat, and blood. Sidenote: I haven't yet added a third SSS node, so I only have representations for blood and fat, with diffuse acting as the skin. The fat and blood layers are being controlled by a simple factor slider.

P.S. don't hesitate to tell me if I'm doing all of this entirely wrong, and please lead me in the right direction; I'm pretty much winging this.

Any help is appreciated :)

Files:

CGBlender tutorial file (from the guy's website)

My file (google drive) and the textures are the same as the first file


texts: Is it possible to change power of zoom in /out in viewport with respect to distance from active object

texts:
I have a problem with zooming in while modeling small details on my meshes as blender decreases my zooming power when I am close to my mesh this also happens sometimes when I decrease scale of a large object
I am unable to go further closer to the mesh from particular distance from the mesh


texts: How calc value of translate with constraint_orientation="VIEW"?

texts:
I want to translate some vertices in X axis with constraint_orientation="VIEW" but I dont' know how calc the values??...

next code should work but  I don´t know how calc the value in this parameters
    values = (??????)(as vector)

bpy.ops.transform.translate(value=values, constraint_axis=(True, False, False), constraint_orientation="VIEW")

also I tried with bmesh but then I have a lot of parameters with less values

thanks


texts: Animation Nodes: How to snow in the text?

texts:
I have two examples below and I wish to make text drop in like snowflakes. How do I do that with Animation Nodes? This is for future projects with motion graphics.
Any assistance is greatly appreciated. Thanks in advance.

In second example below, how do I make random letters drop, again with Animation Nodes.


texts: rotation driven by vertex z value - ocean modifier

texts:
I would like to be able to drive the rotation of a boat by the z value of a surface vertex of a plane with ocean modifier on it.

Is there a way to access to this data without Python?


texts: Map array modified objects to underlaying surface

texts:
I create a big grid of objects using 2 array modifier on my original mesh. The resulting objects shall be placed (snap) to another underlaying mesh which is bumpy.

Following the description of shrinkwrap it sounds like the tool to go to, but sadly half of the objects are either to far away from the surface or the meshes get unrecognizably stretched. Is there a way to place those objects without needing to do everything by hand? Preferably with the normals aligning correctly.

"The Shrinkwrap Modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the three methods available)."


texts: I have a fluid domain that I might need to use again. As a result I wish not to delete it from the scene but I need to make another simulation. Is there a way to disable a fluid simulation - besides applying it to a mesh? So I can keep scrolling between the frames on it?


texts: Blender 2.8: how to cut non visible edges?

texts:
I'm using the knife tool (shift + spacebar + K)  to cut a cube.

I would like to reach the edges that are behind my current view also.

What is the procedure?


texts: How do i remove the the default HDRI in Blender 2.8 eevee?

texts:
I'd like to get a studio type of reflections. Seems that the HDRI default is reflecting on my model. I'd like to have the basic lighting setup for my model. Is there a way to disable the HDRI?

Thanks


texts: How can I change the resting position of a rig from T-pose to A-pose

texts: The avatar is in a T-Pose and the weighing etc. works, but I want to put it in an A, standing position so that I can more easily create clothing for it. But whenever I reposition the rig, the weights break and nothing wants to work. I wanted to try making a new resting position to see if it works, but I do not understand how to do it. I've read multiple logs and don't understand any of them.


texts: Grease Pencil Fill On Surface Disappears At Distance

texts:
I’m using the Grease Pencil for the first time and the only issue that I have is that the fill color disappears when at a distance when I’m drawing on the surface of a mesh. However, I don’t get this problem if I hide the mesh I drew on.

The distance at which the fill disappears changes depending on the distance between the fill to the mesh behind it (demonstrated by the yellow plane).

This is problematic if I want to do any animations with this.

Any ideas?

https://imgur.com/a/sB1aFRC

https://imgur.com/a/F6EZU0C


texts: Load images with substring in filename from a given path

texts:
i try to load image by part of name, for example image_dir  is a variable folder,
in some different folder i have single image with name "Cat smile.png" or "cat go crazy.jpeg" (note uppercase lowercase Cat , cat) i find glob.glob() but not sure if is right way

image_dir = ###string variable
my_image = "Cat" or "cat"or "caT" or "CAT"

###want to find photo with that part of name if exist

image = os.path.join(bpy.path.abspath("//"),image_dir + os.sep + my_image)

edit: i think is not good way because i think best way to make that is use append image from directory with :

image_dir = ###string variable
directory = os.path.join(bpy.path.abspath("//"),image_dir)
images = []
for fn in os.listdir(directory):
    images.append(fn)

now i can find image name from images because is a list... but I'm not able


texts: Why can't I see the render layers in the Scene panel?

texts:
I want to render an animation revealing only specific objects.
I have moved an object to the second layer.
All the tutorials I can find suggest using the Layers settings in the Scene panel.
Any idea why I can't see the Layers setting here?


texts: Why doesn't the boolean modifier work for me?

texts:
I want to use the top half of the circle to make a cut but whenever I apply the boolean modifier, the circle just stays there and becomes attached to my other object.

I've managed to make the cut in a standard cube but not sure why it's not working for this...?


texts:
I'm writing an exporter and have some problems with my normals. Relevant Code:

def mesh_triangulate(me):
    import bmesh
    bm = bmesh.new()
    bm.from_mesh(me)
    bmesh.ops.triangulate(bm, faces=bm.faces)
    bm.to_mesh(me)
    bm.free()

meshes = [m for m in context.scene.objects if m.type=='MESH']
for obj in meshes:
    # create a new mesh with all modifiers applied
    mesh = obj.to_mesh(scene, True, 'RENDER', calc_tessface=False)

    mesh_triangulate(mesh)
    indices = list()
    for poly in mesh.polygons:
        for i in poly.loop_indices:
            indices.append(mesh.loops[i].vertex_index)

    positions = list()
    for v in mesh.vertices:
        positions.extend((v.co.x, v.co.y, v.co.z))

    normals = list()
    for n in mesh.vertices:
        normals.extend((n.normal.x, n.normal.y, n.normal.z))
    bpy.data.meshes.remove(mesh)

With this I always get flat shading. When I export the same object, once with smooth and once with flat shading, the indices, positions and normals are completely the same. I would expect to have each vertex multiple times for flat shading, to that I can have different normals at the same position, but this does not happen in my approach. I also need to have all modifiers applied and a triangulated mesh.

How can this be fixed?


texts: When I Merge 2 Spheres together How do Get it to smooth all the combined edges?

texts: So I combined these 3 shapes together and you can see the edges are still there. how can I fix this? How can I smoothen all the edges in that one shape?


texts:
I am new to 3D software, trying to get this result by using material nodes. As you can see the result black glossy background, and gold metallic embossed text as the the image show. I am using Blender 2.83.
My Node material Setup like this, as you can see my sample, the black background doesn't have glossy as much as the gold metallic text, how could i separate control those, and as u know the my image text is reversed, i don't know why that happens.


texts:
Should reloading scripts with F8 cause issues with the UI, and Blender all together? It has been doing such to me (factory defaults), but I don't know much about the feature.

A common issue arising is:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons_contrib\
space_view3d_quickPrefs.py", line 939, in setup
    gllightpreset_chooseLoadLocation(1)
  File "C:\Program Files\Blender Foundation\Blender\2.75\scripts\addons_contrib\
space_view3d_quickPrefs.py", line 604, in gllightpreset_chooseLoadLocation
    filepath=bpy.context.scene.quickprefs.gllightpreset_importdirectory
AttributeError: 'Scene' object has no attribute 'quickprefs'

This is with factory defaults, but after reloading scripts. I have not changed the scripts folder either. Vanilla settings. This error will pop up every 100ms, until I enable the QuickPrefs addon from the Testing branch.

I'm really not worried about the issue of quickprefs, more than I'm really trying to find answers to the following questions:

1. Is the reload scripts command (default F8), only reloading the base script folder built-in with the Blender install, or does it reload all scripts referenced in the instance?

2. Does the "Scripts" Folder setting effect what folder is reloaded when executing "Reload Scripts".

3. Is it common for a brand new install, without any changes, or enabled addons to error when reloading scripts after it's very first startup?

The point of these questions is so that I may understand that portion of Blender quite a bit better, as well as know what is considered "normal behavior" before reporting bugs. My apologies for not being more clear.


texts: (2.81 Evee) Volumetric spotlight shows through solid object

texts:
I'm trying to add "real" spotlights to my scene, as in stage lighting. Naturally I want spotlight-looking objects present. Problem is, when I place the light inside the object, it still shows through. (see picture)

The reason I placed it inside , is if placed outside, it's very obvious the cone of light doesn't adhere to the diameter of the spotlight object. This way the diameters coincide. Meaning, it should obviously start from a circle, not a point. (once again, see picture for how the spotlight looks)

But how do I make it now show through? Or some other way of adding realistic spot light that doesn't start from a point (Evee)?


texts: Selecting object with smallest dimensions/bounding box

texts: OK, I have multiple objects selected and I need to get the smallest object out of those. How do I get the smallest object out of the selected objects? This is prolly simple and I just can't figure out how.


texts: Object “Grouping” - delete children with parent

texts:
I'm writing a Blender (2.81) Python Addon which needs to display one mesh in the Viewport (low res) and one for Rendering (high res) (these are plants/trees). I currently create two objects and use the low-res object as the parent of the high-res object. While this is configurable, by default the high-res object is not visible in the viewport and is not selectable. This presents the low-res object to user in the viewport where they can move, rotate, and scale it and have those changes affect the high-res child at render time (and the user doesn't have to think about the high-res object at all).

The challenge I currently have is deleting the parent in the viewport leaves the child in the scene, where I would expect to be able to delete “the tree” by clicking on it in the viewport and pressing X.

Am I thinking about object composition the right way here, or is my brain still stuck in SketchUp land and I need to adjust to think in Blender terms?

Is the Parent/Child mechanism the right approach for this kind of composing?

Should I be using a custom collection to contain the two objects instead? (still can’t delete with X in the 3D viewport).

For example, in the image below the viewport looks like the upper-left by default. It can be configured to show the high-res in the viewport as in the lower-left, but only the low-res is selectable (in wireframe if the high-res is visible). Either way, only the high-res is rendered as in the lower right:


texts: How to retrieve the groups of an object?

texts:
How to get all of the groups an object is assigned to in Blender Python?

for obj in bpy.data.objects: # All objects
    # TODO: Retrieve the groups of obj.


texts:
Note the following image:

I am trying to align the object on the left and the one on the right, so that they are EXACTLY flush to each other and there is not flickering overlap.

What is the best way to do this? I tried zooming way in orthographically and moving the left one slowly, but it still overlapped slightly.

Is there an easy way to do this? Alternatively, is there a way to make the right object impassable, so that the left object simply stops at the edge of the mess?

Thanks!


texts: How to use a custom tangent for anisotropic shading in BI/Blend4Web?

texts:
I'd like to create a material such as this in Blend4Web (and if it can be done in BI, chances seem good the same approach can be adapted for Blend4Web):

I've rendered the above image in cycles via a tiled tangent texture plugged into into the Tangent input of an Anisotropic shader:

Unfortunately, while BI does have a tangent shading option, I can't find a way to control the tangent direction quite so easily in BI. Is this sort of thing possible? How can it be done?

Here's the .blend with the shader for reference:


texts: Why is the string property added to f-curve read-only

texts:
When I create a string property for the object type, I can modify that property in the active object. But when I create another string property for the f-curve type, it said it is read-only.

The script:

import bpy
bpy.types.Object.objprop = bpy.props.StringProperty(name = "objString")
bpy.context.object.objprop = "mod_objString"

bpy.types.FCurve.fprop = bpy.props.StringProperty(name = "fString")
bpy.context.object.animation_data.action.fcurves[0].fprop = "mod_fString" # error occured on this line

error:

some testing in the built in python interpreter:

Edit:
The blend file (although it is almost empty but just in case):


texts:
Im trying to bake in cycles but result is unfinished, little new to blender and modeling ,
Here is screenshot:

And blend file :

(note the download link is not working, probably due to a hashtag character, but this works: https://blend-exchange.giantcowfilms.com/d/4129/2House.blend)

Note : used smart UV project.


texts: Create Transform (pie menu and temporary)

texts:
I can create a custom transform although I do not see how to add it to my pie menu (shortcut key ,)

Also, is it possible with shortcut keys to set a temporary custom transform without having to add one as above.

thank you


texts: I don't know how to bring my model back after clicking a mesh data link on the object data tab

texts: I am not even sure what to call it. The model was not created by me, but I wanted to mess with it. It came in OBJ and I went through and combined it all together. After messing in the menus I discovered this under object data. I clicked this, and now the rest of the mesh is gone, and I don't know how to bring it back.


texts: How to achieve a realistic display with bright colours?

texts: I would like to model an iPhone wich shows a display with bright colors. When I am using dark color palette, there is no problem but when I use the light color palette, then it appears too brigh.


texts: How to restrict proportional editing of vertices to an edge loop?

texts: I am trying to model a fat guy and need to adjust an edge loop to better fit around his gut. I want to use proportional editing but only have it affect vertices on the edge loop. How can this be done? This is not the most pressing example but I will require smoother adjustments soon.


texts:
Please find the blend file attached.  I've been looking at tutorials for making cloud explosions (regular explosions are something I'm also using in the project, but I want the specific look of the explosive cloud).  No matter what I do it renders white rather than the "gray with sullen red glow" look that the tutorials say the Explosion option for the Cloud Generator is supposed to produce.  There is a light in the scene.  What am I doing wrong?

Later edit:

thanks for your response!

So it's just not possible to get this:

https://www.youtube.com/watch?v=jsjGIDsRqRM

Or is that a result of directional lighting plus a change in scatter color? Doing what he did definitely didn't give me his result.  His looks like there's only light coming from deep inside the cloud, not all over it.

If anyone else ends up having the same question, I never did get the effect I wanted with this, so I ended up instead going with a more complex three-mesh setup using quick smoke: a domain, a smoke mesh, a flames mesh, and a flame particles mesh, where the flames and particles meshes fit inside the smoke cloud mesh and were slightly different in shape to get that irregular flames-inside-smoke look I wanted.  This is reliable enough when the meshes are hires enough to sculpt, which also adds a look of more detail to the billows of smoke. It means the cloud shape is more artificial than generated, but it does give the level of control I wanted for the specific application I needed it for.

I'll attach that blend file too, in case anyone searches the question and is equally confused/frustrated with their attempts.


texts: Object in edit mode moves with giant step, can't make precise adjustments

texts: I'm trying to edit a mesh in blender, but when I try to move a vertex it moves by a set amount that is ridiculously far from the original position, and there's no ability to place it at any point in between. This happens regardless of whether or not proportional editing is being used.


texts: GPU rendering no light penetration in large scene

texts:
When i am rendering in cycles large scene (not really, 470k verts) in GPU mode there is no light penetration through holes and glass, even if i render with 10 samples. In small scene (<80k verts) all is ok. In CPU rendering also all is ok, but it's not funny when you render one frame for 2 hours.
Radeon 7970 (OpenCL).
Is there any solution for this problem ?


texts: I can't see any faces of any object at all. Can someone explain why?

texts:
I've just started learning blender about an hour ago, so go easy on me.
I'm opening up blender like this:

I'm trying to follow a beginner tutorial, but the first thing I notice is that I can't get my monkey to look like the one on the youtube-guy's screen; with faces.
Can anyone explain why?
Thanks in advance.


texts: Textured object becomes black in Texture Paint mode?

texts: I've unlinked all object data, materials and textures. The texture is assigned and visible when I'm in Object mode and Edit mode. But when I switch over to Texture paint mode, I can't see the texture that I want and I have to start from scratch. Thanks for any help you can give me!


texts: rendering without light only texture as they are

texts:
I am new to blender and I only want to take pictures of 3d model from the side. I have everthing set up. Camera is looking exactly from the side and set to orthographic.

But either I have a light which leads to surfaces being differently illuminated as they would in reality or I don't have a light and everything is black.

All what I want to have is the texture (jpeg) on my model as they are in the jpeg.

How can I achieve this?

Thank you:)


texts: Blender 2.82 - can't pack .blend "cannot pack absolute file" error

texts:
Hello I have a problem with Blender and packing into .blend file (for render farm).
While packing I have no errors, but then when I'm trying to upload file into render farm I have a message about missing files. For the first time I rendered whole scene and problematic objects lacks of textures (white), but then after adding next files I have absolutelly nothing even mesh.

When I'm using F3 > "Pack Blender Libraries" command I have error "cannot pack absolute file".
Which is funny, when I save scene with camera in lighting within problematic .blend file it's render just fine. Only when I'm trying to add this .blend file to my other scene I can't (look above).


texts: Cannot combine results from different renderlayers?

texts:
I am trying to very simply use the compositor, but keep running into the same problems over and over.

I have tried both in Cycles and Blender Internal, but to no avail.
When I move a sphere to a new layer, split the render layers into two, one with everything but the ball, and one with the ball, this happens:

Just a black and flat circle with the blur in compositing.
In cycles I cannot even combine the two:

I have tried following every tutorial out there, but it's still the same, leading me to think it's something to do with my blender setup.


texts: Python performance without Blender operators

texts:
After reading some posts here, i try to avoid using operators in order to avoid useless scene.update slowdown.

Unfortunatly i still have a slowdown when creating multiple objects in blender, here is the 'test code' showing performance hit (seems to be linear and not exponential).

import bpy
from datetime import datetime

iter = 0
startTime = datetime.now()

def duplicate_object(scene, name, copyOb):
    global startTime
    global index

    mesh = bpy.data.meshes.new("tmp")
    ob_new = bpy.data.objects.new(name, mesh)

    ob_new.data = copyOb.data.copy()
    ob_new.data.name = name
    bpy.data.meshes.remove(mesh)
    scene.objects.link(ob_new)

    print(iter, datetime.now()-startTime)
    iter+=1
    startTime = datetime.now()

    return ob_new

for i in range(0,5000):
    duplicate_object(bpy.context.scene, "toto", bpy.data.objects['Cube'])

Not sure why script slowdown with object number, it doesn't seem to check for every object in scene to create a new one.. Is it only blender having bad time handling more and more objects (even before any scene.update()?)

Any help welcome ! :)


texts: Problem of 3D object rotation using manipulators

texts: Some time ago I began to study Blender. I did not have problems. Recently, after the break, I downloaded version 2.79 and I immediately had a problem. I can not rotate a 3D object using the manipulator. Regardless of the choice of the arc, the blender rotates the object around the vertical axis Z. Attempts to mark another axis in the group of check boxes "Constraint Axis" do not help. Can someone help me? Thanks in advance.


texts: How can I save/load the state of Blender games?

texts:
Is there a way to allow a running game (made with Blender) to save its current state?

E.g. when the player wants to shut down the game and, later, restart from that point.

I read in the documentation there are Quit/Restart Game Actuators (restarting the game from the beginning...), but what about "Save/Load"?
If I well understand, "Save bge.logic.globalDict" is used to save only some game properties.

Thanks and kind regards.


texts: Why does the texture within the shader viewport look more distorted than the actual texture image?

texts: Oviously, the texture image(in red rectangle) hasn't scratches. But why do the textures in the Shader Viewport appear scratches? I only used, Bump Node.


texts: Blender 2.79 How to make an animation of a moving trembling hand?

texts:
I want to create a trembling arm.
But while it trembles, I want to move it up/down/rigt/left.
How to achive this?


texts: Why is object.ray_cast() always returning the index of the face it was cast from?

texts: I am trying to cast a ray from a center of a polygon in an object using object.ray_cast(). However, for some reason ray_cast always returns result with the face_index of the polygon I cast it from (cast from polygon.center). What can be the reason for this weird issue and is there a way to prevent it?


texts: How to render small object, as pixel art, without losing any of the pixels (Cycles render)?

texts: I am creating pre-rendered sprites like in those classic pixel art games such as Commandos or Desperados. I use low render resolution 60x60 but the render results were blurry. And I found a nodes tutorial for render layer that makes the rendered image have sharp edges. This all works fine for bigger objects but when rendering the smaller ones as gun or knife it sometimes just crop all the pixels and the result is that the object is not visible in the end. I also use freestyle line set for my character though the gun is in a group that's not have apllied freestyle on it. And I am wondering if it is possible to keep the blurred pixels but give them color and not look transparent?


texts: Finding closest distance from point to mesh in BGE

texts:
In BGE, I have a simple mesh, say, a cube that has been subdivided a few times to give it more than 8 vertices, like so:

What I'd like to do, generically speaking, is find the shortest distance from the surface, or alternately the bounding box, of that mesh a given location.

To be more specific, I want to find the distance from the camera (player) to the mesh. I would then pass that information into a text field on a HUD (which I already know how to do). Think of it like a range-finder, where the player always sees the distance from him/herself to the target object. I've found a few methods that work using the object's origin, but that doesn't work for me. I need the distance to the closest vertex on the object's mesh. Or alternately, at least the closest point on the object's bounding box.

I know how to get the camera's current location with object.worldPosition. I've tested that successfully.

Here's what else I've found so far, none of which works for me:

closest_point_on_mesh, an object property in BPY. This seems like it would work perfectly - I'd find the closest point, and find the distance from that point to the camera's location. Except that it's only for BPY, which doesn't help me for BGE.
Ray casting in BGE, from this similar object property list for BGE. I'm not quite understanding how ray casting works here or how I would use it to find the nearest point to my origin point (the camera location). Note, I already know what mesh I want to "hit" (the cube), I just need to find the closest vertex or closest point on its surface.
This StackExchange answer that relates to BPY. Again, I need a BGE-workable solution.
This other StackExchange answer that is in BGE, but it is only for the distance between two objects' origins. I need the distance from one point, to the closest point on the object. Not the origin-to-origin distance.

Finally, here's what I've tried to implement. Since object.closest_point_on_mesh from the first bullet above seems to be the closest to what I want, I decided why not try it in BGE and see if it works after all. It didn't.

import bge
from math import sqrt

#There's a bunch of other code in here that I won't repeat,
#but one of them is getHUDfield(), which retrieves the text
#objects in the HUD scene so that their text can be updated

def RangeUpdate():
    #Have this actuated by "Always" and reside on the camera
    #Find camera location
    cam_loc = bge.logic.getCurrentController().owner.worldPosition
    print(cam_loc) #for debugging - this works, successfully gives me the cam's location in the console
    #Find the cube object and find the closest point on its mesh
    objects = bge.logic.getCurrentScene().objects
    bounding_cube = objects["Cube_00"]
    loc, norm, idx = bounding_cube.closest_point_on_mesh(cam_loc)
    #^^^Right now the problem is here: closest_point_on_mesh might not work in BGE?

    #Find the distance between cam's location and this location
    dist = sqrt((loc[0]-cam_loc[0])**2 + (loc[1]-cam_loc[1])**2 + (loc[2]-cam_loc[2])**2)

    #Display it on the HUDfield called RangeLabel
    allhudfields = getHUDfield()
    hudfield = allhudfields["RangeLabel"]
    hudfield["Text"] = str(dist) + " blender units"

The code fails at bounding_cube.closest_point_on_mesh(cam_loc). The console output says AttributeError: 'KX_GameObject' object has no attribute 'closest_point_on_mesh' For the curious or skeptical, the part where it updates the hud field's text DOES work (if I feed it a dummy value). Clearly the failure is in finding the point on the mesh closest to the given location.

So does anyone know either how I can do something similar to calling the property closest_point_on_mesh, but in BGE instead of BPY? Or, is there a totally different method or a work-around that works in BGE? To reiterate, my objective is to find the shortest possible distance from an arbitrary point (the camera's location), to the surface of a specified object/mesh (or at least the nearest vertex on the mesh, or the closest point on its bounding box).


texts: Presence of a strip on another NLA track prevents execution of original track

texts:
Using the default cube, create a keyframe at frame 1 where y=-4 and a keyframe at frame 40 where y=4.

Change the action just created to an NLA strip on a new NLA track.

With the current frame=20, Use the NLA editor to split the NLA strip in half via Edit>Split Strips. Drag the 2nd half to frames 40-60.

At this point, playing the animation will result in the cube moving from y=-4 to y=0, remaining stationary between frames 20 & 40 and then from frame 40 onward continuing from y=0 to y=4.
I now add a new action between frames 20 & 40 that rotates by 90 degrees and add it as an NLA strip.
If all 3 NLA strips reside on the same NLA track, the animation now plays as expected. Translation, rotation, translation.

However, if the rotation strip is moved to it's own NLA track, this changes.

In this situation, there is
translation from frames 0-20,
rotation from frames 20-40 but
nothing from frames 40-60
The presence of the rotation strip between 20-40 prevents the 2nd part of the translation from occuring.
In the NLA right panel, I've tried all the various Extrapolation combinations for all 3 NLA strips.
What am I doing wrong here here?
Blender v2.83.3 on Linux


texts: Why arent all of my glass windows reflecting the same?

texts:
I'm wondering why my windows dont all reflect the same. In the image you'll see the right 3 windows are much darker than those on the left. As i pan around the scene the left windows reflect the white background, bu the right windows dont appear to, though they do reflect. The left window set are duplicates of the right so left and right should be the same. They certainly have the same materials.

Any clues?


texts:
I'm trying to animate a cross section for a complicated object. I'm doing this by using a difference boolean modifier on the object and then sliding a cube into the object. The results look very nice, but blender basically grinds to a halt when trying to calculate the boolean.

This is easily reproducible: just create a cube, add a subdivision surface, increase to 6 subdivisions (makes a sphere), add another cube, and add a boolean modifier to the first cube. Try to move one of the objects across the other one and observe the incredible slowness.

I've tried to decrease the number of vertices and faces in my scene, but it's a complicated object, so I cannot get much below 100k vertices.

There are some other methods of generating a cross section (using nodes, or camera clipping plane), but I like the look of the boolean which produces nice, closed objects instead of open ones.

Is there any way to speed up the boolean?

EDIT: to be more specific, I'm not really looking for a cross section, but more of a "cutaway view", as described in this post.


texts: Making Property sliders act similar to Operators

texts: When you use an Operator button there is an execute method that allows you to add custom functionality to the button.  I want to be able to do the same thing with a custom slider.  What I am trying to do is adjust the length of a sequencer strip that is in between other strips and have those other strips automatically move over to fit the new frame length.  I thought that perhaps I can do something with col.prop(strip ,"frame_final_duration") by catching the values from that object first and using that info to move over the other strips before the length gets adjusted but doesn't seem possible.  So I am thinking of making a custom 'frame_final_duration slider' instead but there is no execute method associated with Property sliders.  Is there a solution to this or am I going to have to use buttons?


texts: Adding selected objects to active keying set

texts:
I'm trying to add selected objects to active keying set but it doesn't work (no error). This is my script:

import bpy

scene = bpy.context.scene

ks = scene.keying_sets.active

for obj in bpy.context.selected_objects:
    ksp = ks.paths.add(obj.id_data, obj.id_data.name+'.location', index=-1)

Where am I wrong ?
Thanks


texts: Save rendered images in different formats

texts: When I try to save the rendered image, all I get is a *.png picture format. Can I save in other formats (.jpeg .bmp .gif) straight from Blender? How ?


texts: Set viewport perspective using walkthrough?

texts:
Sometimes, I find it easiest to position my 3D viewport perspective using either the walk or fly through mode.  I find it less clunky than the usual 3D port navigation tools.  This is especially true if I'm trying to match my perspective to a photograph.
But when I exit walk/fly navigation after positioning everything how I want it, it snaps back to the position the viewport was in before I started navigation.  I want it to just stay put.
I'm not talking about moving cameras, I'm just talking about the 3D viewport perspective.
I'm essentially asking the same thing as in this question, but that one has no working answers.


texts:
I'm curious if a shader can be made for a flat square that can act as an optical lens.
In the shader  be able to set a f factor, to set focus strength distance.


texts: Batch Generate Previews are too dark – how to adjust (Blender 2.82)?

texts:
Batch Generate Previews are too dark . I tried to adjust lightning (types, power) but it  didn’t work.

How is it to adjust (render engine / setting, light parameters)?

I assume for Batch Generate Previews the settings inside the blend file with objects I want to preview are relevent and not the setting of the current open file where I start the batch operation, or?


texts: Object A make Object B expand on ingoing and then shrink on outgoing

texts:
I like to create a animation where a "bullet-like-objekt" hits an object ("cube") and then the object shall expand from the bullet. And when the bullet goes through the object shall enter the normal state again.
Here is some prints of how i like to have it:
Normalstate:

Inside 1:

Inside 2:

On the other side:

I just trying to understand how the object can interact with eachother so I then can make an animation.
Thanks!


texts: How to texturize a circle mesh with a horizontal/vertical texture?

texts:
I'm using this node scheme (screenshot below) to create a brushed steel in my object, but I need this brush show horizontally on my object.
As my object has a circle mesh, the texure is shown circled following the mesh.

How can I make this texture appear horizontally or vertically in my object?

My mesh is like this (screenshot below), and the Unwrap is like this (screenshot below).

This is a piece of my render result, showing the circled texture.

And this is how I need it to be.

How can I make this?

Thanks in advance.


texts: How to make evenly spaced pillars for a roller coaster track?

texts:
I am a beginner in Blender. I am making a roller coaster and I want to put an array of stands under my roller coaster tracks. To do that, I used DupliFrame on my pillars, parented them to my NURBs curve, and then limited their rotation using Limit Rotation. This gave me the scene below. However, this causes the pillars to be evenly spaced with respect to the curve and not with respect to the ground. Is there an easy way to do this ?

The file is attached as well

[https://drive.google.com/open?id=1g-UzOInMW0pRw8jEQBtX2N-L75uJDFSA]


texts: How do I rotate an object with a custom button and panel using python scripting?

texts:
Im making a Boeing 787 model and I just finished rigging it however I thought that maybe I would go deeper and try make a custom panel to control the rig. I've got the panel itself done using one of the default templates but I'm a complete noob at scripting new text.
Basically what I want to do is use a code to create a button in the panel, and when pressed, it will rotate one of the bones used for rigging, say for example the rudder. I really need help with this. By the way, Ive never seen it done but what would be even better would be a slider. This would mean I have more control over the rotation.


texts:
I am traying to add node color and other material property to my pop up panel, but i was only able to add the Material Viewpor Properties so far.
Also, how do one go about finding out this? I was able to figure out the viewport properties, but this one my trial and errors didn't work, the source code seems to be quite more complex.


texts: 3D Medical implant designing and Printing - Perfect Adaptation to Surface with Complex Geometry

texts:
I want to make a patient specific implant for 3D Printing. I have the stl model of the patients mandible and i have designed the basic shape of the implant.

I need the Implant thickness to be 1 mm even thickness.

First and Second picture is the mandible from the CT data made from the 3D Slicer stl model.

Third Photo is the concept implant which needs to be 1 mm thickness.

Fourth photo is the implant adapted to the mandible. I need the inner surface of the implant to adapt perfectly for to the contours of the mandible surface and have 1 mm even thickness after adapting perfectly for 3D printing.

How do i make this implant inner surface adapt perfectly to the surface of the mandible. Then have 1 mm even thickness for 3D Printing. I tried boolean with difference but the thickness become uneven when i use it.

Edited.

the shrinkwarap does the trick. But i only want one part of the implant to adapt to the surface.


texts: Anti-Aliasing in GPU shader Module(OpenGL)

texts:
How to smooth the bound of the shape?
If you run the following script in blender,
you can see the Jagged Edge in that shape.
import bpy, gpu, bgl
from gpu_extras.batch import batch_for_shader

vertices = [[150, 41.52], [150, 71.52], [56, 234.39],
    [30.0, 249.4], [270, 249.4], [244.02, 234.39]]
indices = ((0, 1, 2), (0, 2, 3), (2, 3, 4), (2, 4, 5), (0, 1, 4), (1, 5, 4))

shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)

def draw():
    # bgl.glHint(bgl.GL_POLYGON_SMOOTH_HINT, bgl.GL_NICEST)
    # bgl.glEnable(bgl.GL_BLEND)
    # bgl.glEnable(bgl.GL_POLYGON_SMOOTH)

    shader.bind()
    shader.uniform_float("color", (0, 0.5, 0.5, 1.0))
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')

So, I try some code to smooth the bound.
bgl.glHint(bgl.GL_POLYGON_SMOOTH_HINT, bgl.GL_NICEST)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_POLYGON_SMOOTH)

But it has some gap inside. I am no idea how to fix it.


texts:
I've been working on a ruby material and I think is pretty good so far but it has a major error that I don't know how to fix. Every reflection on the faces of the ruby are colored and this is unrealistic as the reflections should be white.

Any help to fix this is deeply appreciated.


texts: Animation of proportional editing deformation (cylinder to figure eight)

texts:
I want to create simple animation where cylinder gets deformed into figure eight. I can do this by proportional editing turned on and moving both edges to the center, but animation keyframes won't "capture" that. Moreover, it would be better if parts of the shape were more "circle-shaped" - imagine 2 invisible cylinders and our cylinder wrapping them around when deforming. Maybe I could really simulate that with some physics modifiers?
Thanks in advance!


texts: can not assign any weights at the vertex group

texts:
The shoe string didn't work(First image), but The shoe worked(Second image)
What should I do fix the error?


texts: Was Y-Axis IK Stretching removed in 2.79 RC2?

texts:
The stretching I'm referring to is the slider seen here in the IK Constraints settings for individual bones, not the "Stretch To" constraint:

A while back (a little under a year ago now I think), I heard that the this stretch function got updated so that it will only stretch on the Y-Axis. Back in the day it didn't do that. So the Y-Axis stretching managed to stick around up until 2.79 RC2 rolled around. It seems that the feature has been reverted back to how it functioned back in the day, where stretching would enlarge the bones on all axis instead of the Y-Axis as shown in this video:

https://www.youtube.com/watch?v=oGdM33ln9Sw

I suppose this could debatably be a bug, but it seems like this is an intentional reversion of a feature. All I want to figure out now is if (and how) I can get the 2.78 functionality of the stretchiness back into 2.79rc2 if it's at all possible, because my rig benefited greatly with this much simpler way to apply stretchy limbs to a rig.


texts:
I was working on a project and I don't know how but the viewport started hiding things out of a camera range... I tried deleting the camera but it did not work.. here is how it looks like:

the archive:
https://1drv.ms/u/s!ApEztyCWw8odqnpUJSYRx8dbr_ni

EDIT: So, I think this is probably a glitch. I tried to open it with blender 2.8 and the problem just disappeared.. I cannot save it in 2.8 tho because I Still want to use it in 2.79b.


texts:
I'm trying to model a Bar top and it has an indentation on its underside, I have tried to set loop-cuts and extrude all relevant pieces but it keeps coming out less than stellar. What are some faster ways to remove an area from a shape in blender?

Looking at the dark silvery colour under the countertop

As you can see below, I tried using loop cuts but it hasn't lead to any success for me.


texts:
2.78

I have the network render addon setup but it is not working as expected. I have a blend file with a simple cube with a blur composite on it. Using Blender Render it produces the blurred cube. Sending it off to the master to get rendered causes a returned image(s) back to the client that is not blurred.

The master temp exr file is blurred on the server. The tmp exr output files on the slave is blurred, and the temp output.exr file on the client is blurred. However, the final animation/image (regardless of selected format) is not blurred.

in client.py line 446 and a few lines after...

result_path = os.path.join(bpy.path.abspath(netsettings.path), "output.exr")

        folder = os.path.split(result_path)[0]
        verifyCreateDir(folder)

        f = open(result_path, "wb")

        f.write(buf)

        f.close()

        result = self.begin_result(0, 0, x, y)
        result.load_from_file(result_path)
        self.end_result(result)

This writes out (on client) the output.exr file received from the master (file appears correct[blurred]). But the final output (PNG, AVI,whatever) that the client produces from this is NOT blurred (no composting). From the code I am assuming that self.end_result() loads the output.exr file and handles the integration into whatever format the client is wanting. However, I do not see how to use the composite layer.

The output.exr file has 3 layers (Composite.RGBA,RenderLayer.RGBA, RenderLayer.z). So, again, I am assuming the client is getting the wrong layer off the exr file or only using 1, but do not see where in the code this is happening.

The stdout from blender does show a warning for each output.exr it processes:

warning, channel with no rect set Composite.Combined.A

warning, channel with no rect set Composite.Combined.B

warning, channel with no rect set Composite.Combined.G

warning, channel with no rect set Composite.Combined.R

but the exr file does have a Composite.RenderLayer. Do I need to set something in the self.begin_result call to properly handle the it? set something in the result struc? Somehow set a rect for the Composite layer?

Thanks for any help.


texts: How do you properly align refference images

texts:
Hello everyone im quite new to blender and i have been trying to model a car for quite some time now. I have looked everywhere and didnt find an answer to my question so here it is. Every time i align thing on 2 views the 3rd is WAY off. Images are all the same scale properly aligned using the blender coordinate system(i think). How can i fix this.

edit: Here is the file


texts: What could have caused these black outlines

texts:
I tried to render an animation that I've made, by rendering each frame as a picture first, and I'm getting these black outlines. I have rendered this animation before and the produce didn't have any such outline, but I have tweaked and changed some things around since... I don't necessarily hate the lines, but it would be nice to know what might have caused them. Could it be the "Freestyle" setting, by any chance?
Thanks for your help!


texts: How do I motion track a person and control an armature?

texts: I am working on an animation series with fight scenes. Animating everything by hand takes a lot of time and doesn’t always look good. I was wondering if I could motion track a person with various markers and transfer the movement to a rigged character. Then movements would be smooth and realistic. Can I do this only using Blender or do I need special equipment and software? ;)


texts:
I'm in blender cycles and my image, when rendered, looks like this.

Why is it sideways/diagonal in some places.


texts:
Currently I am making an animation with running model.
I used Mixamo to rig my human model which has clothes on it.
After I rigged, then the texture becomes white when I zoom out.
If I zoom in very close, the texture looks fine.
I thought this might be okay if I render it (EEVEE), but it still has white dots.
And I also fixed the size of the pants, because I thought its too tight for the body.But it was all the same, I don't know what the problem is.


texts: Random lines popping up with Freestile when Sketchy

texts:
When I render a simple animation with Freestyle (all default settings, except sketchy at 3 and the Bezier modifier at 50) I get this result on some frames:

There are some lines appearing out of nowhere. The model has a simple diffuse material (not rendered in passes). How can I solve this without losing the sketchy style?

Here is a succesful image:

And the blend file:

http://pasteall.org/blend/40571

Frames 21 and 24 illustrate the problem.

Thanks in advance.


texts: How to specify number of subdivide sections in Blender 2.8x?

texts:
So I know about subdividing, and was subdividing a face for a rounded TV screen. However, it only allows me to subdivide a 2^x number of faces and only allows the same number of per side (4x4, 8x8, 16x16 etc.)
Is there a way to subdivide so I could have a non-square number of new faces? Thanks in advance and sorry for a newbie question.


texts: I am trying to make a shield that will end enemies when they come in contact with the shield. The problem is getting the shield to spawn on the character while he is moving. Any ideas? Thank u!


texts: I'm trying to make a hat and every time I export it into .obj file there's no texture. any help? I'm using 3D builder to view it by the way!


texts: Problem with render layer (normal) in eevee

texts: I have a material made up of two principled BSDFs separated by a mix shader which has a mask. The render works fine but when I see the render layer (normal) it only takes the normal map of the first principled BSD, something that doesn't happen in cycles


texts: Walls aren't appearing right in game mode

texts: When I built the walls of my scene, I did it by creating many subdivides and extruding up to create an entire building using a single plane. The problem is, it looks fine in obj/and edit mode, but when I enter game mode, my walls become paper thin and I phase through them even with collision active. Any idea why this is happening?


texts: Transform a Location “Constrained” Object?

texts:
What I’m overall attempting to do here is be able to move an arrayed object with an empty which will always rest at the center of the array of objects. If the count in that object’s array is raised or lowered the empty would adjust to remain in the center of the objects in the updated count.

In the image below I’ve visually annotated how the scene would look with this concept.

^ (The Main CTRL empty would be aligned on the same Z axis as other empty’s I have in the scene, as apposed to what I have annotated here with the Z location for the empty also shown as being centered.)

The image above shows the basic concept. The cube empty would be the main control point, located in the middle (referenced with the large plain axis empty) of the start and end of the theoretical arrayed object, of which both ends are represented by the two arrow empty’s.

To summarize on the key functions of this concept:

The main control empty must remain in the center of the two points
If the array count changes the empty must adjust to remain centered
When moved the empty will also move the theoretical arrayed object

I’ve linked a detailed video below that demonstrates the basic functionality I’m aiming for, though it has issues that I'm unsure of how to get around, hence my call for assistance.

Goodle Drive - Video Link

Youtube - Video Link

For those with potential ideas for a solution to this challenge, I thank you for your efforts in advance.


texts: How can I fix the default orientation of a model?

texts: I downloaded a 3d motorbike from unity asset store. But its facing forward along -x-axis. All the parts are separate as children of a main object. I would like to fix it so that its facing along z-axis by default.  How can this be achieved in blender?


texts:
For some reason I can't mirror some poses. The arms and the legs copy the mirror pose partially, and it looks totally weird when trying to mirror a whole animation. Is there a proper way to do this?

blend.file:
http://www.pasteall.org/blend/36642


texts: Cell shading with color map to determine shadow color?

texts:
I know how to do basic cell shading, but I want do do the kind where the shadow color is determined by it's own map. Where the object has one texture that you see, and one map that is generally the same texture but darker, or whatever colors you want for the shadows.
Anybody know how to do this, or a tutorial? It is also how it's done on the Unitychan shader in Unity.


texts: Looping walk cycle animation snaps back on repeat

texts:
I have what seems to be a fairly common problem (From what I've seen while searching) that I can't quite seem to solve. I'm trying to make a character walk down a street. This is the first proper walking animation I've attempted in Blender (Did a couple in 3DS Max and Maya years ago). I've created a walk cycle action called walk which repeats perfectly in place. I've also created a moveForward action which moves the character forward. This works fine with a Cyclic F-modifier as long as I keep the action as a keyframe animation, the character will keep walking down the street indefinitely. This is great for time saving but not so great for control and general animation. My problem comes as soon as I try to make it into a looping action that I can layer into another animation. The character will move through 1 loop and then jump back to his starting position.

The way I have the animation set up: bones animated for the walk cycle (walk action)
The whole armature object moved forward (keeping the supporting foot in place - as per Jjannaway3D's Sintel Walk Cycle Youtube videos) for the moveForward action.

My biggest problem with following that tutorial exactly is that he duplicates the forward motion keys for every loop, however my animation is 90% walking for 2 min 30 punctuated for a few seconds here and there by other actions that need smooth transitioning, which would be better served by layering actions.

I've looked, on and off, for a couple of days and the best answer I could find was from this question How should an animated character be moved while repeating a walk cycle? (basically the same problem) but it doesn't appear to work for my situation.

The walk cycle is 27 frames long. I've taken a snapshot of my Blend file setup on frame 28, once using just a the Cyclic F-modifier and once using the same animation as a repeating action.

As you might be able to tell, in the 2nd image the character has snapped back to origin 1 frame after the first animation loop. I'm sure there's a simple solution but I can't seem to find it.

Any help would be greatly appreciated.

Edit: Updated to reflect Phip's suggestion.

New set up: same armature + root bone parenting pelvis and IK targets
Walk action: same as before
Forward action: moves the root bone forward, keeping the supporting foot in place to prevent slipping. First and last frames are set to linear interpolation and the forward action is F-modifier'd.

I can upload my blend file somewhere if that'd help?


texts: grouping texture nodes changes the coordinate space

texts:
I have a procedural texture that uses the UV coordinates in some math.  In order to get access to the X and Y coordinates, I use a Split RGBA node.

If that Split RGBA node is outside of a group, the values that come out of it appear to range from 0 to 1.  If I group that Split RGBA node then the coordinate values seem to range from -1 to 1.

If you use the attached .blend file and ungroup (Alt-g) the NodeGroup.007 you will see the pattern of circles change from a red quarter-circle and green centered circle into a yellow quarter circle.

How do I make these nodes work properly whether grouped or ungrouped?


texts: Objects disappeared and only show up in final render

texts:
I added a tiny object, while i finished editing, all the other objects dissapeared from all the viewing modes, they only show up on the final rendered image. I'm making a guitar by the way.

This is the tiny object i added on solid mode, it also shows up the same on rendered mode:

Heres the rendered image showing the other objects beside it:

That's not the first time this happens, i always have to start another project from scratch.

It might be wrong but i think this always happens after i save the file while editing it.

How do i proceed ???


texts: Is it possible to mass enable adaptive subdivision checkbox?

texts:
i would like to assign adaptive subdivision to many meshes. Doing it by hand will take a'lot of time.

It seems transfer modifier does not transfer adaptive settings for now. Maybe it is because the feature itself is new.

Is it possible to somehow enable "adaptive" checkbox on many meshes at once? Maybe some script can do it?


texts: I try to launch blender 2.79b, but this happens. Then it crashes

texts: I tried reinstalling blender, it still pops up with the same error message. Earlier today, my entire downloads folder was deleted, and this has been happening ever since. Any .blend files don't work either.


texts: Solidify modifier issue for increasing thickness

texts:
I am creating 3D model of iPhone Case.

I have created it. But now I want to increase thickness of it. I tried using solidify modifier. But it is not giving result as I want.

See below is the image with no thickness.

After using solidify modifier it is not applying properly on camera cut.

Please anyone tell me to how to do this.


texts: An error occurs when copying and pasting blender's clipboard to the Text editor under windows

texts:
I run this piece of code on a Mac and it can run normally, but when it comes to windows, there are two errors
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xf7 in position 12: invalid start byte

TypeError: Text.write(): error with argument 1, "text" -  Function.text expected a string type, not bytes

I also print the type of bpy.context.window_manager.clipboard in the python console is str but I don't know why this problem occurs
my code
win = bpy.context.window_manager.windows[0]
    area = win.screen.areas[0]
    area_type = area.type
    area.type = 'INFO'
    override = bpy.context.copy()
    override['window'] = win
    override['screen'] = win.screen
    override['area'] = win.screen.areas[0]
    bpy.ops.info.select_all(override, action='SELECT')
    bpy.ops.info.report_copy(override)
    area.type = area_type
    clipboard = bpy.context.window_manager.clipboard
    bpy.data.texts.new('Recent Reports')
    bpy.data.texts['Recent Reports'].write(clipboard)

A few pieces of code that went wrong:
    clipboard = bpy.context.window_manager.clipboard
    bpy.data.texts.new('Recent Reports')
    bpy.data.texts['Recent Reports'].write(clipboard)```


texts: Why does the File Browser's 'filepath' property include the blend file name once the file has been saved?

texts:
I am puzzled by a weird behaviour of the Blender File Browser (v2.81) that I use to select the path to a folder containing the data my script processes:

when it is invoked from a Blender project that was never saved, self.filepath returns the path selected e.g. my/selected/path/. This is the behaviour I am expecting.

when it is invoked once the Blender project file as been saved (foo.blend), then self.filepath returns the path selected and appends the name of the project to it my/selected/path/foo.blend

I am getting around this by stripping foo.blend but I am puzzled by this.
Test code (courtesy of this page):
import bpy
import os
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator

class OT_TestOpenFilebrowser(Operator, ImportHelper):
    bl_idname = "test.open_filebrowser"
    bl_label = "Select"
    def execute(self, context):
        filename, extension = os.path.splitext(self.filepath)
        print('Selected:', self.filepath)
        print('File name:', filename)
        print('File extension:', extension)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(OT_TestOpenFilebrowser)

def unregister():
    bpy.utils.unregister_class(OT_TestOpenFilebrowser)

if __name__ == "__main__":
    register()
    bpy.ops.test.open_filebrowser('INVOKE_DEFAULT')

Run from a never saved Blender project:

Run again after saving Blender project:

Why is that? Am I missing a setting or parameter?


texts: Remove vertex mid of edge, Function like Cinema 4d's Optimize

texts: Does Blender has the function like C4D's optimize: can remove isolated vertexes or some problem vertexes in picture below. They are in mid of the edge, I can not use merge by distance function.. What should i do except manual selecting them..


texts: How do I change the radius for proportional editing WITHOUT PgUp/PgDn?

texts: First of all, I'm aware that there's already very similar questions out there, but I've tried the answers and they don't seem to work. My keyboard doesn't have PgUp/PgDn keys, and for some reason scrolling doesn't do anything. I've also tried adjusting it manually using the thing at the bottom of the tool panel, but that doesn't do anything either. Any suggestions?


texts: Having Trouble Snapping Vertices Between Irregular Shapes

texts:
I'm using Blender 2.91.
I'm new to Blender. I've been putting significant hours into learning it the last few days. As a learning project, since I have been a carpenter in the past, I'm building a small storage outbuilding from scratch. I've built every board and put them together to create the frame. (Here's a snip of the almost-finished framed building)

Everything was fine until I got up to building the roof trusses. Then, I started to figure out that Blender did not like building shapes with specified sizes into complex, specified angles.
My biggest issue is getting irregular shapes to snap to specific vertices when I wish. I thought I would narrow this down to a simple situation and see if I had some setting wrong in my more complex building blend. I started Blender from scratch, opening it into the default blend with the single cube. Next, I duplicated the cube and and "smooshed" the top of it down, and experimented with snapping the smooshed cube onto the default cube in different places.
What I found is that even though Blender graphically represents the angled faces, and the vertices at the junction of those faces, it really still treats the "smooshed" mesh as if everything were still in right angles.
I'll try to illustrate. In the image, I have attempted to snap vertex 1 to vertex 3. It DID snap, but it has treated it as if vertex 1 is still directly above (on the Z axis of) vertex 2 (yes, I am using the vertex snap setting). (see image below).

I added a plane to illustrate the aligned top edges of the purple and green meshes.
As stated earlier, this is an extremely simple file started from all the default settings (the only thing I changed was the snapping from Increment to Vertex. What am I missing? How can I get vertex 1 to snap to vertex 3 without changing the shape of the green mesh?
I don't mind to upload the file the image is taken from, but I don't see any option for that.
Thanks for any advice.


texts: How can I get Blender to snap vert using grab command?

texts:
So I am taking a short course modeling house on Udemi. I noticed that when I use extrude command it is very easy to snap to another vert. However, at one point we need to subdivide (basically one vert missing) to help with making a wall. The teacher just grabs this vert, constrains it to x and snaps it in-line with another vert.
My blender will not do that, even if I have the same snapping settings on as the teacher's Blender.
Blender seems not to notice the vert I want to snap to while grabbing, but if I extrude from another place it snaps to it with no problem.
Then I tried to move a door opening to have it in-line with another door, but it will not snap. If I extrude from a vert, it snaps where I want it to snap within second.
My settings are: Snap on, vertices, closest, and snap onto itself.
Am I missing some settings or is this a bug?


texts:
I am trying to give it a try to Blender. After the 2.8 update I got totally in (visually) at least.

I am trying to explore the UI and I find a few differences that I am trying to understand. This is not a critic it is just doubts that I am trying to solve.

In Modo when I move a vertex or any other element of the geometry the "coordinates" are 0 from the beginning. For ex. If I grab an upper vertex of a cube and I click the move tool any units input will be 0+ X .
In blender the vertex of a cube has already the position in the space embedded, making my decitions little bit more complex. If I want to make a change in a vertex that vertex of the cube will not be 0, but 2m for example. Therefore If I want to move it 2mm ...I need to put 2002.

Is it possible to use it as in Modo ?

Is the boolean tool add-on working in 2.8 ?
Is there any shortcut to see my mesh subdivided view ? I mean in Modo when you press TAB it will swap to the subd version of that mesh. In Blender I need to open a modifier and activate it each time. I would like to have a short cut that that allows me to toggle the view of the subd vs regular mesh.
I am still not getting use to move the geometry parts with the shortcuts...I am coming from the product design field and I feel more comfortable moving things with a gizmo. Any option to have it always active when I press G ?
Is this the right forum to ask? There are several options in the official web. My apologies if this is not the right one.

Thanks so much for helping.


texts: I made an animation in MotionBuilder with an actor driving a character's animation and then exported that to Maya. Then I clicked creat->sets (didn't click the box) and then cache->alembic cache->export all to alembic, and made sure all of the advanced options were selected, and the file format was Ogawa Maya 2014 and in general options time slider was selected. I then waited until the file was generated and tried to import into blender, and the mesh was imported along with some animation data, but not the way I expected. The animation doesn't animate the mesh, it's just a bunch of points in space moving around while the mesh stays static. All of the points are where the bones were in Maya, and they're moving correctly, but they're not actually bones, which is confusing (I believe it says they're Transform Caches). I'm very confused on what's going on here because I just want the animation to work like it did in Maya. Thanks. (I added a picture of the selected points (which are animated as they should be, and are where the bones should be) and the mesh next to it. It seems like the mesh just isn't hooked up to the animation for some reason).


texts: AMD RYZEN Particles and Physics Simulations optimization needed

texts:
teddiursa here.

I bought AMD RYZEN 1700 and it helps a lot with cutting down rendering and compositing time. But it becoming more apparent that Blender's Particles and Physics Simulation does not harness the greater number of cores and threads that R7 1700 provided. Is there any way to improve blender's particles and physics simulations cpu utilization. I'm thinking about specifically donating towards blender's particles and physics simulations, does such option exist?


texts:
I'm sure the question was asked a lot, but i cannot formulate it for google.
I have this quadrangle
When look at it from side, it's not plane
While zero smooth it's two triangles with different shades, I would make it into one quadrangle with single shade. Any easy way?


texts: I'm newly started with Blender, and happy with it so far. I am doing some simple animation, with a simple character flying through the air and hitting a big sphere, and what I want is for the character to disappear and a shape which looks a bit like goo to appear on the sphere where the character landed. I have been looking for a couple of hours with no luck, if someone could point me into the right direction, that would be great.


texts: Blender not playing the right animations

texts:
I made a simple block character to practice animating using armatures. I made four animations - idle, walking, running and jumping. It was working fine, I saved it and then closed it. The next day when I opened my blend file, and pressed Alt + A, it plays the Jumping animation. I thought maybe it was stuck on that animation last time, so I changed the animation, but now all the animations play the Jumping animation only.

I don't know what's wrong. Maybe it's something simple that I missed out or maybe I hit some shortcut key or feature by mistake and can't remember what I may have done. I've attached my .blend file. Please check it out and help me fix it, thank you.


texts: Using alpha channel of generated images for cycles

texts:
I am creating blank images within blender to add some fine detail, such as nails in wood boards. My blank image is black.

When I export the image and/or when I input it into image texture node in cycles, I cannot control the alpha channel, as it hasn't been saved.
When generating a new image, I am using all the default settings (including the option to create an alpha channel). Any suggestions on how to generate an image with usable alpha channel?


texts:
I'm trying to rescale a loop of rope without changing its diameter. That is, I want to increase the distance between the rings (some shown selected in this screenshot) ... but keep the rings themselves the same size.

Oh, and this is for a DAZ Studio morph, so I need to adjust the mesh without adding, deleting, or renaming any geometry. Is there a quick and easy way to do that, or will I need to select and move each ring in the loop?

Thanks for your help!

-- Problem Solved but not Question NOT Answered --

Clarification: I modeled this rope in Blender, using a cross section object and the Screw and Curve modifiers. I then applied those mods to get the mesh shown above and assigned Vertex Groups, which became bones when I rigged the figure in DAZ.

My rigging scheme for the loop uses seven bilateral bones: Base, Top, Top-Sides, Sides-Top, Sides, Sides-Bottom, Bottom-Sides, and Bottom. Imagine a pocket watch where the winding stem is the Base, the arc from 11:00-1:00 is the Top, the arcs from 10:00-11:00 and 1:00-2:00 are the Top-Sides, etc., down the loop to the arc from 5:00 to 7:00 at the Bottom.

I used bilateral bones -- rather than bones that start at one end and follow the loop down and back up to the other end -- so users won't have to precisely counter-rotate bones to realign the ends. It's easy to pose the loop, using each bone's Bend and Twist controls. But I thought I would need morphs to make the loop larger or smaller.

Problem Solved: As it turns out, I can make the loop larger or smaller, simply by using the bones' Scale sliders. That changes the diameter of the rope, but I can set limits on the Scale slider so the change in rope diameter isn't noticeable. So I don't need morphs to change the size of the loop.

Question NOT Answered: But that doesn't answer my question of how to expand the distance between parts of a mesh without changing the parts' size -- in this case, the rings that form the rope -- and without adding or deleting any geometry.

That italicized part is crucial, because a DAZ morph works by comparing the position changes of each vertex in the original and morphed meshes. It's not enough that the morphed mesh has the same number vertices, connected in the same ways. The vertices must also be in the same sequence in the underlying file.

For example, you can't use the Mesh>Symmetrize function while making a morph, as that deletes half of the model and replaces it with a mirror image of the other half. That changes the sequence of vertices in the underlying file, so DAZ's Morph Loader won't recognize the new mesh as a morph of the original.

@MrZak suggested a Curve modifier to deform the mesh. But I think that works like the Symmetrize function: applying the modifier deletes the original mesh and replaces it with the deformed mesh.

So ... does anyone know if applying a Curve modifier deletes-and-replaces the mesh?

If it does, I can't use it to make morphs, because the order of vertices in the obj file won't match the original.

But if it doesn't, it would be ideal for problems like this. I have the original curves that I used to create the model. I could copy the original curve, use it in a Curve or Deform mod on the mesh, adjust the control points, apply the mod ... and export the morphed mesh.


texts: Does scale of camera have an effect on camera tracking a scene?

texts:
I am doing a camera match/track (markers on the floor and walls, they are scaled differently and key frames on necessary frames when something passes in front of the tracked point).  Sorry if this doesn't make sense.

I click the "solve camera motion" and then "set up tracking scene", and then I noticed the focal length of the camera is set to 4 mm, which looks extremely wide angled.  So I manually put the focal length to 35 mm, which looks right; then I look at the scale of the camera and the "empties" in the scene and it's scaled to like 0.1 instead of 1.0.

Anyone know what is causing the scale to adjust like that?
And can it still be used, or should the scale be 1?

Not sure how to edit this:  It appears the "Camera Solver" constraint is what is setting the camera scale, can anyone shed light on that, in layman's terms?

Any input is greatly appreciated.


texts:
I'm new to Blender, and am following this tutorial on how to create a nighttime cityscape:
https://www.youtube.com/watch?v=ygGQaQld3mc&t=140s
At around 02:20, he is able to duplicate a lot of cubes but keep them all as part of one object. I was wondering how you would go about duplicating an object but still keep everything as what would appear to be one cube object. I've tried every hotkey I can find to do with duplicating, but all of them seem to create a brand new object, which isn't what I want. I'm currently running Blender 2.82, so maybe it's an outdated thing? I appreciate any help :)


texts: How can I combine two displacement without the face normal changes of one screwing up the other?

texts:
I'm looking to apply an animated displacement to a surface which has already been displaced with a cloud texture (creating an organic lumpy base surface).

It should look like this...

...applied to this...

...but instead it looks like this:

Source files here and here.

The problem is that the normals changed by the first displacement completely screw up the second displacement (I think).

Does anybody know how I can achieve the double displacement of my dreams? I think I need to find a way to redirect the surface normals after the first displacement, but I'm open to any suggestions from you wonderful people.


texts: Does Blender guarantee the order of the vertices around a polygon?

texts:
When looping through the vertices of a polygon via polygon.vertices, does Blender guarantee that the order of the vertex indices is consecutive around the edge of the polygon?

ob = bpy.context.object
face = ob.data.polygons[0]
for v_ind in face.vertices:
    this_xyz = ob.data.vertices[v_ind]

And same question for the edges of a polygon.

They seem to be for the cases I have checked, but I have been unable to find this documented anywhere.  Thanks in advance.


texts: Is there a way to set depth of field to the _closest_ point on a focus object, or do it via nodes?

texts:
I'd like the in-focus plane to always be 1 meter closer to the camera than the center of the focus object, or equivalently the closest point on a 1-meter sphere at the center of the focus object. I think right now Blender always focuses on the origin of the focus object, not its closest point.
Is there any way to make that work? I can write some python code if that helps, but I want it to stay correct no matter where the camera and focus object move to.
I'm using Blender 2.90, Cycles.


texts:
I made a script to import a bunch of STL files apply materials and then render them all.
The script all works appart from one small thing that i cant seem to figure out how to fix, namely that when i call
bpy.ops.render.render("INVOKE_DEFAULT", write_still=True, use_viewport=True)

blender doesnt wait untill this render is finished to continue
So i made my render function as follows:
def render():
    # clear
    bpy.app.handlers.render_complete.clear()

    # append
    bpy.app.handlers.render_complete.append(renderCompleteHandler) # event handler

    bpy.context.scene.render.filepath = path + "\\" + name
    bpy.ops.render.view_show("INVOKE_DEFAULT")
    print("starting render for " + name)
    isRendering = True
    bpy.ops.render.render("INVOKE_DEFAULT", write_still=True, use_viewport=True)

The renderCompleteHandler function:
toRender = ["5AB45", "5AB46"]
def renderCompleteHandler(dummy):
    # runs on render completion
    print("Render finished!")
    isRendering = False

    # delete the objects after rendering
    deleteObjects()

    # render next object in the toRender list
    toRender = toRender[1:]
    renderNext()

in this function i get the error:
local variable 'toRender' referenced before assignment

this also happenes when i use the global prefix in the list.
Is there anyway i can access this varialbe and alter it ?
Thanks in advance


texts: Object becomes invisible after I join them

texts: So I joined 2 objects together and now they are invisible. You can see them in edit mode and in Texture painting but they become invisible in object mode.


texts:
I have a cylinder completely smoothed like the following (the purple lines are the vertex normals):

My final goal is to reach the result below:

I'm using the Blender4Web Addons, but I can't still achieve the target. I can easily have the situation below:

The problem is creating the right angle for the vertex normals along the curve... How can it be done?


texts:
I have written an operator in python to export meshes into a custom format. The problem is that the UV data I retrieve programmatically from Blender is wrong. Specifically, each vertex of a triangle has the same UV coords as the other two. My abridged code and sample output follow:
mesh = bpy.context.selected_object.data

uv_data = mesh.uv_layers.active.data

for face in mesh.polygons:

    for i in face.loop_indices:

       uvs = uv_data[i].uv

       print(uvs)

Sample output:
<Vector (0.9582, 0.1262)>
<Vector (0.9582, 0.1262)>
<Vector (0.9582, 0.1262)>
<Vector (0.7041, 0.0927)>
<Vector (0.7041, 0.0927)>
<Vector (0.7041, 0.0927)>
<Vector (0.2587, 0.0341)>
<Vector (0.2587, 0.0341)>
<Vector (0.2587, 0.0341)>
<Vector (-0.2587, -0.0341)>
<Vector (-0.2587, -0.0341)>
<Vector (-0.2587, -0.0341)>
...and so on
The bizarre thing is that if I close and reopen Blender, then the UV data is exported correctly. So I imagine there's some kind of hidden save button to "really save" the UV data that I'm not finding and is automatically being called when the program is closed.
Anyway, thank you for your help.


texts: How to use the delta scale option to keyframe the scale of an object to 0 and vice versa

texts:
So I have an animation with a lot of different objects and I wanna make some dissapear (from normal scale to 0) and make others show up (from 0 to normal scale) during the animation. I don't really know how to make the current scale of the objects the "normal" scale.
 I already had a few issues with the scale resetting and losing my objects and stuff like that, so I would like to know how to work with this 0 scale properly. I already searched for some videos but those didn't help me that much. Thanks in advance!


texts:
I have two meshes  in my file found here:

I want my upper mesh m2 to have the same location, origin point and bounding box positions as the lower mesh m1. I have the below script which adjusts the size of the bounding box on y and z axis to match the lower mesh but how I can make it have the same position with the exact same origin point of the lower mesh so that they are exactly on top of each other. Any advice please?

So as shown below, using python I want the uppermesh m2 be positioned exactly on top of lower mesh m1 and after that set it's origin to be the exact place as the origin of m1.

import bpy

scene= bpy.context.scene
m1 = bpy.data.objects['m1']
m2 = bpy.data.objects['m2']

m1Bound = m1.matrix_world.to_quaternion() * m1.dimensions
m2Bound = m2.matrix_world.to_quaternion() * m2.dimensions
ratio = abs(m1Bound.y) / abs(m2Bound.y)
m2.scale *= ratio

bpy.ops.object.select_all(action='DESELECT')
m2.select = True
scene.objects.active = m2
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

m1Bound = m1.matrix_world.to_quaternion() * m1.dimensions
m2Bound = m2.matrix_world.to_quaternion() * m2.dimensions
ratio = abs(m1Bound.z) / abs(m2Bound.z)
m2.scale.z *= ratio


texts: Viewport render freezing, Task Manager won't quit Blender

texts:
Blender randomly freezes when I move the camera in viewport render mode (Cycles). Viewport turns grey and even Task Manager -> End Task cannot close Blender after this happens. To close Blender, I have to restart PC.
What I noticed is that GPU clock is still high as if the frozen Blender is still rendering.
I reinstalled graphics drivers, but the problem is still there.
Any idea what could be causing this problem?


texts: Approach to get fastest flat color render times?

texts:
I am creating an animation that shows the assembly of a Meccano toy (erector set).

I am not concerned with showing any shadows or reflections, I just want my objects to be simple colors.

How should I approach lighting and material settings to get the fastest render times?


texts: Animate a Bezier curve deforming a mesh, without the mesh awkwardly rotating

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I've successfully set up a mesh that's deformed by an animated Bezier curve, with the help of the Animation: AnimAll utility, with one caveat: the mesh rotates inelegantly about the curve as it animates, in all available "Twisting" options.  Ideally, I'd like to implement and distribute my own option with the following formula:

t = dot(v, axis)
v' = b(t) + rotationMatrixBetween(axis, b'(t)) * (v - b(t))

Where v and v' are input and output vertices, respectively, and b is the cubic Bezier curve function.  This has the effect of rotating every vertex by the same quantity that the associated Bezier tangent is rotated from the chosen axis, giving a relatively stable animation.

So the question is, is it possible to implement an additional Twisting Mode as an addon to Blender?  (Using the formula I described, ideally.)  Or, is there a better alternative to achieve what I want?  I'd like to export models consisting of simple shapes deformed by animated Bezier curves for the project I'm working on, and the formula I described is the one that I'm using.

Things I've checked or investigated:

Both the model's and curve's origin are at (0, 0, 0).
I've attempted all three twisting modes with every combination of "Bounds Clamp" and "Stretch", all with the same issue (understandably.)
Browsing the source included with the release distribution hasn't been terribly enlightening for my use case.  A full search reveals a twist_mode being set from the UI and in an import script, but not where it's used.
I could swap to a standard skinning approach as a last resort, but it's far more meticulous to create content with than what I'm wanting (which is, "ridiculously simple", Blender integration issues hopefully notwithstanding.)

UPDATE: Here's the packed blend file, as requested.

UPDATE AGAIN: browsing the actual source (now that I've found it) reveals an entirely C implementation of twisting that can't be extended without recompiling Blender (assuming bevel-handling code in curve.c handles all twisting, bevel or no.  I believe it is.)  I believe "Minimum Twist" without correction for the first point would work well enough for me, if I could change it!  Otherwise, maybe there's some way into tricking Blender to not correct for the first tangent in the curve?


texts: Blender keeps crashing when opening a file

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So: I dont know anythig about Blender but my friend does and i have a fairly good computer while he has a crappy one. So he wanted to send me files to render (.blend). Everytime when i try to open them Blender crashes instantly. I tried opening them on different ways and i installed older versions of Blender and installed Blender in different folders and nothing works for me.
Do you have any ideas what we can do?


texts: When I shade smooth I see a weird metal ball

texts: Can someone please tell me why when I shade smooth I see this metal ball on my object?


texts: Proportional editing doesn't work correctly

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When I use proportional editing on a certain area of selected vertices it affects the selected area AND some other random area that is outside of the circle and really shouldn't be affected at all.

The selected area is the paw.

As you can see, the paw and other vertices in the vicinity get deformed, then there is a pause and no vertices move, then all of a sudden the front goes crazy.

Why does this happen and how can it be fixed?


texts: How can I assign different colors in a single material using vertex groups?

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I have a material with 8 different colors and my object has 8 different vertex groups. All of the vertex groups have assigned locations on the mesh (robot head). How can I make it so the "HeadWhite" labeled vertex group is colored white (node-labeled), the "HeadLightGrey" labeled vertex group is colored light grey (node-labeled), and so on, within the same material?

EDIT: I'm using diffuse shaders in the picture below as an example, which I placed there for people to test. Once this is answered, I'm going to replace the diffuse shaders with multiple textures and other shaders, so I can't use something like Vertex Colors to do the job.


texts: Sculpting: How to join two ends (threads) of the SAME mesh?

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Good day, lovely community of BSE!
I obstacle a problem when taught my cousin a sculpting.

I tried to make a knot, like a cup handle, using Snake Hook sculpting brush. But when I tried to join two this threads, they doesn't interact with each other and saved their topology.

I understand that I can add a ring mesh and join it with a main model, but what about this particular situation? How to join two threads of one mesh?

As an alternative way, I could make a hole in solid bulge, is it possible without Boolean operations, like using brushes only?

Thanks!


texts: Use Camera/Window projection when texture painting?

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I am trying to paint a texture mask based on a certain camera angle. This texture will then be used with Window coordinates in the material nodes. However, in texture paint mode, its only possible to paint based on UV maps. I can set an image as a camera background image, but you can't paint on that.

If I paint in the Image Editor paint mode, then I can only see the single image I'm painting, and not the other things in the viewport I'm painting over, so its no good.

Is there anyway around this?


texts: Turn Off Tree Reflections For Glass And Gloss BSDF?

texts: I'm pretty experienced with Blender, but one thing I can't seem to figure out is how to turn off those weird tree reflections in the Glass/Gloss BSDF.