texts: How to set Cycles Viewport Rendered Mode to use Tiles?

texts:
I have heard questions about the Cycles rendered view being faster than the finished render, for reasons such as Subdivision levels, caustics, and other slow functions that are disabled in the viewport.

However, I personally have the opposite question. My viewport render is rather slow, as it renders the whole viewport as one tile, which my MSI GT 730 doesn't handle well.

I know you can set the final render to progressive as opposed to tiled, but is there a way to set the viewport render to use tiles, such as the Pixar software "It"? This would be then easier on a GPU's limited memory


texts: What textures i should bake to have a game ready model?

texts:
I created a model and I don't know what textures I should bake.

I know that is different from model to model but,for example, I created a pickaxe and I know I should create a metallic, roughness, diffuse, normal and AO.

Is this enough/correct?


texts: Cycles Render Preview is Slower on 2 Video Cards than 1

texts:
Got a GTX 1080 & a GTX 760. Cycles rendering in the preview (Shift + Z) is much faster in both 2.79 & 2.79.4 with only the GTX 1080. Once I enable both the GTX 1080 and the GTX 760 and use the Cycles render preview, it is quite a bit slower, but I was expecting it would be faster. Is this a bug?

Thanks.


texts:
I'm currently working on a game that uses an AI system that heavily depends on having humanoid rigs (and ragdoll physics), and I have a modeler/animator who made this character for the game that looks great, it's just having some problems due to the way it was rigged.

The animations work great (though I was unable to make the rig humanoid), but the major problems happen when I force the character into a ragdoll when they die, which results in the following:

We immediately figured out that it was because of the way the animator used IK targets to make the animations (specifically for the legs), and that since there were no actual feet in the rig aside from the IK targets on the legs, the rig would always think the feet are still standing normally.

We thought adding "dummy" feet into the rig that follow the IK targets would fix the issue, but unfortunately the problem has persisted. What I really want is to not only fix the problem with the feet, but also make the rig a humanoid (for my sake), but unfortunately simply trying to use the dummy feet to make the rig a full humanoid didn't work that great, the characters just kind of stutter around and never pose properly. This is probably because the animations are depending on the IK targets to work, which complicates things.

To give you an idea of the rig, here is my attempt at making the rig humanoid:

So far the only solution people have recommended has been to completely re-do the rig and the animations, which my animator really doesn't want to do as it would take a significant amount of time and prevent him from doing anything else for the game for a few days.

For this reason, I am making this post to see if anyone has any other solution that could fix this problem and not add a significant amount to our work load. Anyone got any ideas?


texts: Instantiating objects and applying different material to them

texts:
I have a scene with hundreds of cylinders of different sizes and colours, which I create with a python script. Needless to say that they take a lot of memory. I just learnt about object instantiation for this kind of cases (yes, I'm pretty new to Blender of CGI in general).

However, while I can scale them independently, I cannot seem to give each of them a different material (as they need to have there own colour). I find this strange, because, in my understanding, they are the same instance of a mesh, which could well be (in my logic) separated from the materials which are simply applied to them.

Am I missing something here? If instantiated meshes cannot indeed have their own materials applied to, what is the proper way to display hundred (and eventually thousands) of primitives in a scene?

Thanks!


texts: I can't model sword handle and hand guard correctly

texts: I have the handle and the blade but the hand guard is killing me.  I can't figure out how to get that shape while making it look like it fits onto the handle


texts: I am making a robot with a lot of different connected parts that are parented to each other.. When I now wan´t to animate it they don´t rotate in the direction of it´s parent. That is makig animating very tideous so i wonder if there is a way to make them rotate around its parents´ local axis


texts: I made a pipe model in blender and now when i add little bit rusted texture inside and try to export as .stl file in order to use in Gazebo, it doesn't appear. Anybody any idea with this?


texts:
I am new to rigging (I am new to Blender as well, but my modelling is better then my rigging.) Hope you can help me with this.
So when I add Inverse Kinematics to the bones I am pointing below, the bones rotate. Also while moving the targets, the knees don't bend soon enough. Later I tried to align the bones from front view axis but nothing has changed. Also here is the Blender File. Thanks in advance.


texts:
Cycles render incorrect shadows on default UV-Sphere when I shade smooth it. I used 2 different versions of the blender to test it but got the same result in both versions.
It looks like it renders both shade flat and shade smooth at the same time. Eevee shadows are correct.
How do I fix it? Reducing light won't help
Cycles Shade Smooth:
Cycles Shade Flat:
Cycles Shade Flat Reduced Light:


texts: SSS - How to get a nice falloff between glowing translucent areas and dark spots?

texts:
I'm new to Blender and I'm trying to recreate this effect with Cycles. The  render below was made with Modo.

I've tried using Cycles SSS but results are very different. Can't seem to get that nice falloff between the glowing translucent areas and dark spots.

Any ideas?


texts: Blender animation file turn into "Textedit" file and never came out as a video

texts:
I'm new in blender (I started in January 2018), this is the first time I try to get an animation and it still doesn't work "as expected".
I used JPEGs as frames when I rendered first into animation, after I created a new file in which I added them in the video editing mode.There is (only) 100 frames and the preview looks good. When I render the animation in the video editing mode, I finally get a file that is neither a .MP4, or a .avi, or .mov BUT a sort of "Textedit document".

To fix it I already try to change the output, the codec, the quality & rapidity for the render. (even switched from blender render to cycles render too, to see if something different could happen)


texts: Stop hair from falling through emitter mesh

texts:
I have a simple sphere with a hair particle system on it. When I add hair dynamics, the hair simply falls through the mesh.

I would like the hair to fall around the mesh and collide with it (both the emitter object and other objects). I have read many other posts about how to get the hair from falling through the mesh, but all of them simply suggest turning on collision on the mesh ... which I have tried to do.

I am new to blender, so I am sure I am missing something obvious.


texts:
Every now and then when I am working on a model this happens

Why has it become a different color and then when I import it into UE4 they are see through can i fix this or is this some sort of bug?


texts: Translate object using lowest Z value with Python in Blender 2.8

texts:
This question shows how to move the lowest vertex of a mesh on the grid, but the script given only works in versions before Blender 2.8: Translate object using lowest Z value python

Here is the script given:

import bpy

# get a reference to the active object
obj = bpy.context.object

# get the minimum z-value of all vertices after converting to global transform
lowest_pt = min([(obj.matrix_world * v.co).z for v in obj.data.vertices])

# transform the object
obj.location.z -= lowest_pt

What is the version of this script for Blender 2.8?

Note: I have intentionally copied a similar title so the users can find the Blender 2.8 version more easily.


texts:
I am trying to convert my animations to python (instead of logic bricks). Here is the action actuator for logic:

I am looking to replicate all the parts of this into python: action playback type (including property and property value), force, add, local, animation name, continue, start frame, end frame, child, blendin, priority, layer, layer (amount, float), blend type, and frame property. In other words, I have various types of animations that use or do not use all these parts; how do I convert every piece of the action actuator into python? Thanks! (if you can't list all, please list the most important ones)


texts: Cannot copy mirror some bones between keyframes

texts:
I'm working on an 8 frame walk cycle, and I'd like to copy and mirror the poses of the first 4 frames to the last 4 frames. However, for some reason my arms won't copy mirror properly.

Can someone spot what I'm doing wrong?

Here's a link to my blender file:
http://pasteall.org/blend/index.php?id=50223


texts: How to display single channel in graph editor / dopesheet?

texts: I ussually use hide/unhide , so for every single channel i want to solo, i have to press shift-H (reveal the selected one and hide another). But i feel it's to slow doing it over and over again. is there no setup for this really ? or it's hidden somewhere. Because this is a very basic feature that's missing.


texts:
Is there a way to "lock" an object so that it can't be deleted without unlocking it? Kind of like the option often present on digital cameras.

If not, any other way of preventing the user from deleting an object?

Also, this is for an addon, so no problem with script-based answers as a last resort.


texts: Programmatically selecting every nth edge loop in a mesh?

texts:
I need a programatic way to select every nth edge loop in a mesh, in a certain plane. (In the examples below I've shown a mesh with only 12 x/y subdivisions, but in practice my meshes have hundreds of divisions – far too many to select by hand.)

Is there a common solution for this? Or a script I could look at and learn from? I've tried using python – https://docs.blender.org/api/blender_python_api_2_67_1/bpy.ops.mesh.html –  for this, but I'm not familiar enough with things to get any practical results. Would love to learn, though.

FWIW I've tried selecting all edge loops in a certain plane, and then using "checker deselect" to achieve the same result, but that doesn't do what I want.

Thanks very much,

Dunstan


texts: I installed blender in Ubuntu 16 , and I don't have any graphics cards in my CPU (JUST VIDEO CARD) , can I use blender for making 2d animation ? Thank you!!


texts:
I have a plane, as you can see below, that I would like to be the floor of a building.

How would I quickly create walls from all of the edges?


texts: combination of several variables in driver

texts:
I am looking for a tutorial or example of a blend file showing in the drivers the combination of several variables

thanks


texts:
In many rigs I have seen, the root bone is located in the pelvic area. However, where walk cycles are concerned I have also seen tutorials where there is a ground bone (or whatever you want to call it) that is hierarchically above the pelvic bone, but of course physically located at the lowest part of the armature - usually Z:0. This bone serves to position the entire character while walking, jumping, etc. Today I found myself asking: couldn't that just be an Empty instead?

What are some possible advantages or disadvantages of having a ground bone vs using an Empty (as a Parent of the Armature object) to control the character's position?


texts: character splits in half when moving leg

texts:
I'm new to Blender and playing around a little bit, trying to make a decent enough character that can walk and what not. My problem is, so far all of my rigs seem to split in half when I move the leg. The lower torso moves with the leg and the belly pretty much gets cut open up to the belly button.

When I modeled the character I applied a mirror modifier. Could that be the reason? If so, what did I do wrong?

Is there any way to fix this without having to start over?

Thanks!


texts: Blender always selects the shortest path when selecting vertices how do I turn this off?

texts: When I select vertices blender selects the vertices connecting the desired vertices as well. I also notices it states: "Pick shortest path" in the bottem left. I'm quite new to blender and haven't found anything online about this. I hope you guys can help me out.


texts: How to use vertex color if defined, or white otherwise?

texts:
I'm fairly new to Blender. I have a Cycles material in Blender 2.79. I'm using an Attribute node with COLOR_0 to get the vertex color and multiplying that into the material color.
But if a particular mesh doesn't have the COLOR_0 attribute, it comes through black. Is there a node that can act as a switch based on presence of an attribute?


texts:
Is it possible to fake reflections per object in Cycles? If so, how? (I don't mean one image to appear as background and another to appear in all reflections). I mean using an image on the object mapped to reflection coordinates.

Scenario: I am using an Environment texture in the world shader settings. I have multiple objects each with reflective surfaces, one of which is using the Glass shader, I'd like the glass to reflect as it normally does with the addition of another image. To be able to blend the actual scene (objects+environment maps) with an entirely different environment reflection that isn't part of the scene.


texts:
I need technical support with my donut (Blenderguru tutorial).
My sprinkles suddenly appear on my donut bun? I have managed to make a renderling. But after I opened and closed the program, it looks like this. What happened?? I hope someone can help me?


texts: Scripting: separating selection results in edgeless mesh

texts:
Whenever I use a script to separate a mesh by means of a selection the separated mesh contains no edges (only vertices). In contrast, separated meshes always contain edges when either manually selecting and separating  within the GUI or selecting manually and then separating in the python console. I use the following code to separate a mesh:

bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(bpy.data.objects['OBJECT_NAME'].data)

# Generate a certain set from vertices from the bmesh
# This function only generates vertices that are connected by edges
# and form a rectangular shape over the mesh
vertices = get_some_vertices(bm)

for v in vertices:
    v.select = True
    bm.select_history.add(v)
bpy.ops.mesh.separate(type='SELECTED')

If make a selection manually, and then just run >>> bpy.ops.mesh.separate(type='SELECTED')
in the console the result contains edges, as expected.

Can anyone reproduce this or explain why my new mesh does not have edges given my code?

$ blender --version # (tried another version as well)
Blender 2.79 (sub 2)
build date: 2018-02-22


texts:
Is there any way to automatically generate a rotation grid of an object like in these pictures in Blender?:

Also, I'd like a way to control the exact increments of the rotation if possible

And maybe also use a full 360 rotation, instead of being limited to 90/180.

Any help will really be appreciated!


texts: Cut both top & bottom of the mesh with knife tool

texts:
Is there a way to draw the top of the mesh and bottom of the mesh at the same time using knife tool? I would like to draw and cut the same shape at the top and bottom of the mesh.

Thank you,
W


texts: Just wondering what is the purpose of the other file that is created with blender. It takes up the same disk space. Is it ok to delete it? Is it like an autosave file similar to ones Nuke produces?


texts: how to make edge fade away with principled volume shader

texts: how can i make edge on the atmosphere fade onto nothingness, right now it is to noticeable where it ends. I am using only principled volume shader and the density is at 0.0003. Changing density does not change edge sharpness. blender 2.8, cycles


texts: I have 2 models within my blender. i Want to put on my horse model simple jpg texture like on my turtle. Theres any way to do that? Thanks for answers!


texts: collision doesn't work in render (it works well when I play a preview before rendering!)

texts:
I'm trying to make some balls fall on a cube and not to fall through it. everything works well after I set the stickiness to 10, but in the render result the balls go though the cube (I'm using blender 2.8 and tried EEVEE and Cycles render but both don't work)
I've tried working around all the settings in render, particles and collision taps but non of them worked.
Blender file


texts:
I made a simple character with a rig, but when I move it in pose mode some objects aren't conected with the others.
So my first question is how I can combine them (like that the arm is a part from the body and not seperated)
And my second question ist how to delete the  things that stick into the other objects, the overlapping parts of an object.
Example pic of the problem

Greetings


texts: Is it possible to make a plane out of meta objects?

texts:
Yes, I know, Add > Metaball > Plane.

But how can I make a large plane?

Scaling it affects all meta objects in the scene.
I thought of connecting a bunch of meta planes together, however this isn't a perfect solution as it's a little bumpy (and if you need a really big plane it won't help your framerate)

How can I do this?


texts: Plane is visible despite blend mode set to alpha blend

texts:
I'm rendering in EEVEE, the material settings for the leaves are in alpha blend for the blend mode, and I've had this issue with my leaves. In the light the plane is still visible almost like a reflection. Alpha clip has no issues but the look is choppy so that wasn't a preferred option for me.

I'm unsure how to fix this issue.
I have volumetric scatter on in the world settings, shader is a diffuse, transparent and mix as the principled shader had the same results.

Is this just an issue with EEVEE or something else?


texts:
my code.

for o in bpy.data.objects:

    material = bpy.context.scene.objects[o.name].active_material
    color_RGB = material.diffuse_color

but the console return AtributeError

      AtributeError: 'NoneType' objects has no atribute 'diffuse_color'

pls, how can i get this information of the active material.
Here is my complete code, my problem is in the line 19: https://hastebin.com/odubesasuc


texts: just had a quick question: I've seen artists show thier models with some sort of simplified wireframe where not all verticies are shown. This would be very helpful, needless to say, is there a way to initiate a mesh that way or viewpoint setting?


texts: How to fix a very distorted mesh after having imported a BVH file with the Manuel Bastioni Lab

texts: I've been all day working with the corrective shapekeys. I've understood how they works : I need to modify the mesh manually with the proportional editing and then I should create a shapekey with the mesh modified correctly,BUT what I'm not able to do is to fix the legs of my character,because they became very damaged after that I have imported a BVH file. I tried to modify them with the proportional editing tool,but the job done is not good,since its difficult to alter carefully the mesh,especially behind the knee. Any suggestion ? Is there a way to fix it decently ? thanks. image attached.


texts: I know high poly models not preferred to rig but I like to make a breif animation with this little guy.


texts: Material based on dynamic paint disappears when using ocean modifier

texts:
I've created a water material and used dynamic paint to detect when objects are intersecting with the plane, thus generating foam around them:

However, when I add the ocean modifier to generate some movement up and down, the foam dissappears:

Here's my node setup for the water material:

Any and all help is appreciated :)


texts: 3d manipulator not on object, stuck in scene center

texts: Whenever I move an object by the transform manipulator in the 3d view, it disappears when I hold it (like normal) but when I let go, the arrows haven't followed the object. It just sits in the center of the scene no matter what.


texts:
When you use sculpt mode to create a model, is it more or less efficient than creating your standard box then extruding etc. to achieve the desired effect.  The reason I ask is that the sculpt mode is so much more intuitive for me than the other method probably because I am so new and don't know the tricks to round ends etc. more easily than how I do it now.

However, is the resulting sculp creation loaded with extra polygons because I am using an easier method to create the object and if so, is there any way to optimize the object to reduce the number of polygons yet maintain the level of detail.

I have searched on this subject but to be honest the couple of instances where I found discussions were just a bit beyond what I understand at this stage.  I would greatly appreciate any guidance.

Natarthos


texts: I have unwrapped this model in blender but the seems are very visible in substance painter. How can i fix it? I want to achieve seamless texture.


texts:
How do i switch to industry standard keybinding?
I picked default blender hotkeys after starting it up for the first time and want to try the 27x option or industry standard hotkeys.


texts: Array Modifier creates something that exports as single mesh, how to create same through group/parent/etc?

texts:
I'm using Blender for Unity3D game asset creation.  The Array Modifier does something great (see below) that I would love to be able to do for arbitrary collections of objects.  I'm hoping someone might provide instructions / pointers / plugin / ... to help achieve!  So...

An unapplied Array Modifier creates an entity that behaves like a single mesh during export but can still be modified easily (e.g. change the curve, parameters, etc).

I wish to 'group' arbitrary objects to export the same way (possibly sub-including the results of an Array Modifier).

A concrete example

A table comprises legs and top.

The legs are identical so array-ed or group instanced (depending upon layout).  (Those legs might internally use Curve Modifier which we want to tweak in the future and their spacing might also need tweaking (picture doing this with a long curving fence if you're thinking manual answers!)).
On export, the arrayed legs appear as a single mesh (which appears in Unity3D as a single GameObject).  Perfect!

The table top needs including (otherwise its separation degrades performance due to requiring an extra draw call).

Group-ing in Blender does nothing (that I can tell?).
Parent-ing them merely produces same parenting in Unity = same performance issue.
Join-ing them will make the single object but prevent easy future modification.

Potentials

My research found is-it-possible-to-group-several-objects-and-then-manipulate-them-scale-rotate which suggests both parenting and grouping but otherwise nothing.

The only potentials I see involves temporarily joining before / during export.  This seems annoying overhead.  'Before' requires keeping the blend files outside Unity losing the lovely auto-update.  IIUC Unity imports blend files through some magic Blender-invoking that does an FBX export.  'During' might involve some programming hooks that might join things during that export but not modify the original file?

All thoughts welcome! Thanks in advance!


texts: How can I halt and start again without mesh moving while it is stopped?

texts: Can anyone tell me how I can move in a walking pose and then halt for some other gestures around the characters body and then take a few more steps afterwards without the mesh moving towards the location key frame for the next set of steps while it is supposed to be halted conducting other gestures?


texts: I can't see Grease Pencil keyframes in the dope sheet

texts: I can't see keyframes in dope sheet or grease pencil timeline. I am using blender 2.83. How to move my strokes from one frame to another?


texts: Background image reduces light from HDRI

texts:
I'm building an interior scen consisting of a room with four windows, see image below. Behind the four windows, on the outside I have a plane with a background image to get a nice view from the camera. The light in the scene comes from a Hdri image.

But I guess the plane prevent a lot of light to enter into the room because of the plane? Is there a way hide the plane for the Hdri light, but still be visible for the camera?


texts: Looking for the logic behind some simple flat UI drop shadows

texts:
I'm currently trying to create continuity from a blender render to an element on an html page, and attempting to match the box-shadow property of an html element to the way drop shadow looks from a render.

Pretty much the only shading tool I have to work with while trying to imitate a render is this gradient argument called box-shadow.

One very popular example of box-shadow currently out there is material design (https://codepen.io/sdthornton/pen/wBZdXq), the shadows from which tend to look more life like.

In all of the shadows definitions are two sets of shadows:

.card-2 {
  box-shadow: 0 3px 6px rgba(0,0,0,0.16), 0 3px 6px rgba(0,0,0,0.23);
}

These types of shadows definitely look closer than just a single gradient, but are still a bit off, so I'm trying to figure out what they're missing by reverse engineering the shadow from a render and imitating it with these simple gradients.

Here's the part where a good understanding of Blenders (cycles) rendering logic comes in

The parts of the shadow I think of as being most important to a shadow looking real are first the primary shadow (where the object blocks the light), followed by a sort of halo shadow (where the object blocks reflected light), and the halo shadow is also a bunch of light which softens the primary shadow.  I imagine that is why material design uses two shadows.

Is there any other simplifiable components to a shadow that come to mind?  I can also add white drop shadows/gradients to sort of imitate lighting.

Also, I apologize for this not being a strictly in the world of blender question, but this question is even more out of place in the html/design world.


texts:
I want to apply a texture to a section of my object, but I don't want anything showing up anywhere else on my object. When I select the part of my object that I want unwrapped and unwrap it, it also unwraps every other part of the object, but unwraps each face as a full square. The area selected unwraps just fine.

This seems to be fixed by scaling all the UV's I don't want down to 0, but is there another/better way?


texts: I am making a character in blender 2.83 and it has multiple pieces of clothing. Whenever I try to rig it, it doesn't work. How do I rig my character?


texts: How do I get into edit mode as shown in this video?

texts:
I'm trying to follow along with this tutorial, but I seem to have a different version of Blender than is being used in the video, and some parts of the UI react very differently.  At timestamp 9:57, the presenter selects an object with modifiers applied, then presses Tab to enter Edit mode, where he gets a graph of all the vertices and edges overlaid upon the object.
When I press it, I get a completely different view:

I'm using Blender 2.90.  No idea what the tutorial is using, but it's a year and a half old and I can only assume they changed the UI around sometime since this was posted.  I have some minimal experience in Blender, but not enough to figure out what I need to do here to continue to follow the tutorial.  Can anyone explain how to get to the view shown in the video on modern Blender?


texts:
I'm new to Blender and like it a lot. I'm looking for a symbol set kind of Visio style. Like network symbols (servers, disks, terminals) of database symbols (entitie, relations).
I would like to create a database architecture landscape in which you can fly around and visit the individual parts in the architecture.
Q: Is there any visio like symbol set for Blender?


texts:
So I'm making this danmakufu game in Blender as a school project, and it's due by the end of May.
I have this little rocket:

And I have this... TIE fighter-like thing:

So I'm trying to make the TIE fighter's y-pos match with the player's y-pos, but not make it too fast otherwise the TIE fighter's just going to run into the storm of bullets produced by the player, but I also don't want him to go too fast (or else his bullets would be way out of synch.)
The problem is, however, is that it's decidedly NOT MIT AppInventor or Scratch. You can't just stick in a data block saying "glide to co-ords (objectx+100,objecty)" or "always repeat [wait 5 ticks] [create object "Doop" with (parentx,parenty) and (direction=playerhitbox)]" in Blender. How can such a function be attained in Blender?
Question 1 answered. onto the next one!
Also, how does one actually get the bullet to aim at the player, but not seek?

P.S. the person with the best answer gets to be mentioned in the credits!


texts:
How can I remove the multicolored lighting from an environment texture background?
I want a plain white lighting.
I saw this post: Cycles: How do I exclude the Environment Texture from reflections?
but I am using evee, and evee doesn't provide a glossy shader.


texts: Blender animation not exporting correctly to FBX

texts:
I am trying to export a model of an airplane to FBX, and I'm running into trouble with an animation that shows the landing gear extending/retracting.
The landing gear is controlled by an armature and includes an IK piston. In Blender, the animation looks fine, but when I export it to FBX part of the piston on the left side detaches from the armature, moves independently, and scales itself down to zero as the landing gear extends. (See the images attached) The right side, which is a mirror of the left, still acts normally in the FBX model.

I've checked and the name of the vertex group the piston belongs to matches the bone that should be animating it. I have tried deleting both the armature and the mesh on the left side and mirroring them from the right, but this doesn't change anything. What else can I do to fix this?


texts: Designing a sticker template based on a 3D model

texts:
I'm an absolute rookie in Blender, but recently I faced a hands-on challenge. I feel like Blender can help me out with it.

I want to print and cut decals for my gamepad, something like that:

The gamepad manufacturer has published its exact three-dimensional model:

Is it possible to design a decal template based on this three-dimensional model in Blender? How?

Thank you.


texts: well when I want to scale my object properly it will just always increase by 1 standard so when I need to scale something by like 0.873 I'm not able to do that also I can only rotate like 45grades each time any knows how to fix this?


texts: Tips for Making Particles move down Mesh

texts:
I've got a problem I'm hoping someone could help with. I'm looking to emit particles from only a portion of a mesh, then to make the section that's emitting particles move down the mesh. That is, the mesh itself stays static but the part that's emitting particles changes - like this:

The reason for me doing this is I've got a 3D scan of someone's head which I'm planning to make melt - with the particles coming off the flesh as it 'burns' down... I thought I might be able to use shape keys but as far as I'm aware you can't keyframe them. :/

Any help would be much appreciated!


texts: Bones/Armature do not show up once I change the view

texts:
I am very new to Blender and I am attempting to create a humanoid for a gaming program. Currently, I am trying to animate my character and I have my armature set up on the front of my humanoid. Unfortunately, if I try to change the view of my humanoid, the bones disappear immediately. How do I fix this?
This is the first view with the bones displayed
The bones completely disappear when I change the view


texts: Update ANT Landscape with script in render

texts:
I'm completely new to Blender and I'm toying around with landscapes and scripting.
I want to animate the Noise Size of the generated landscape for each new frame. I keyframed the value of the Noise Size and used a script to actually update it every frame:
import bpy

def run_script(scene):
    bpy.ops.mesh.ant_landscape_refresh()

bpy.app.handlers.frame_change_post.append(run_script)

This works great in the editor, however not at all when rendering. From my understanding, scripts (or references) work differently when rendering. I did find some code snippets online, but couldn't find a way to make it  I guess I'll have to reference the ant_landscape_refresh in a different way, but I have no idea how.
Is there the correct way to do it if it is even possible?
Thanks!


texts: Material solid color despite uv image texture

texts:
I have uv unwrapped my texture. It is assigned. The image is set to repeat and it has a texture coordinate node, as well as a mapping node, attached.
No matter what I do it only shows up as a solid color, even in renders. Any advice on how to fix this?


texts: How do I speed up Blender Game animation?

texts:
I am using the Blender Game render for keyframing physics, but when I play it back, it is so slow (the keyframes are close to each other, the closest they can get, but it is still slow). Is there a way I can speed this up in the graph editor?

Also, and unrelated question:
After I keyframe with Blender Game, can I go back to Cycles Render without affecting the timeline?


texts:
I am no programmer by any means but have managed to get a bunch of gears to run on AN(Animation Nodes) and I would like to add a ticker with a swing as per the GIFF attached.
Any direction would be greatly appreciated.
I thought of using a some math nodes that would rotate the object once the input object gets to a certain rotation.


texts:
I took a break from Blender for a year or two, and now, after updating to 2.8, I can no longer find the Environmental Lighting setting that was in the World tab.

Has this been removed, or displaced, or has it been replaced? Where can I find it or a substitute for it?

A picture has been attached for reference as to what I'm talking about.


texts: See the whole HDRi image as cycles world

texts: When I open a hdri image for a world background , I get an extremely enlarged image on the screen  , showing only a very small part of the image . What can I do to fix that problem ?


texts:
I have been using 2.83 on a Mac (Catalina OS) and I closed a large 2GB file last night that I've been working on for a while, and Blender crashed.  Now this morning when I try and open the file Blender keeps crashing, I can't open it at all.  I've tried making a duplicate of the "blend1" file and opening that, but it crashes on that also.  I downloaded 2.9 and tried opening it with that, and it crashes too.
I've put a lot of work into that file so I'm very worried that I've lost all of my work. I have been able to open previous versions of this file.
Thanks.


texts: How was that render created with Tissue add-on?

texts:
So the makers of the Tissue addon for Blender (for Tesselation) have uploaded this picture on their website co-de-it.com under the topic of the "Dual Mesh"-Functionality in Tissue:

Since I am fairly new to Tissue, is anyone able to explain to me how this could have been produced?


texts: Can you switch between different material versions?

texts: So I have a model that has two different shading versions. The usual principle bsdf and emission for a shadeless render. Using mixer nodes makes it easier to switch between the shaders in nodes but I still have to go through each material to update the mix node. Is there an easier way to switch shaders?


texts:
I want to read various info from a blend file without opening it and know that blendfile.py is the way to go (to be found here on pypi and here on developer.blender.org.

I managed to succeed in a certain way:

path = "../tests/resources/100_frames_step10.blend"

import blendfile

try:
    with blendfile.open_blend(path) as blend:
        scenes = blend.find_blocks_from_code(b'SC')

        # For each scene find some info and print it
        for scene in scenes:
            scene_name = scene[b'id', b'name'].decode()
            frame_start = scene[b"r", b"sfra"]
            frame_end = scene[b"r", b"efra"]
            frame_step = scene[b"r", b"frame_step"]
            x_resolution = scene[b"r", b"xsch"]
            y_resolution = scene[b"r", b"ysch"]
            # This would fail:
            # fps = scene[b"r", b"frames_per_second"]
            print(scene_name)
            print(x_resolution, y_resolution)
            print(x_parts, y_parts)
except blendfile.BlendFileError:
    print("Not a blend file")

This code reads start and end frames, frame step, scene name, resolution etc.

But I don't know how to figure out how to find (or list) the other possible fields for scene[b"r", b"foo"]. I am especially interested in the render scale settings, in the frames per seconds and so on. Does anybody have an Idea where this is documented or how I can list this?


texts: Object Claims to be Appended But Not Showing Up in Viewport

texts: The title is pretty self-explanatory.  When I append the object, the data seems to come through but it isn't showing up in the viewport.  The original object was an imported .fbx if that makes any difference.  The object is a TV Stand and it should show up where the 3D cursor is.  You can see it highlighted in the outliner.  Any thoughts?


texts:
I want to save udim tiles textures and bake but it doesnt allow me. Here an example:
enter image description here


texts: How to export a scene with Shape Keys Animation?

texts:
I have a scene with the cloth simulation, turned into shape key animation, using this method: http://blenderartists.org/forum/showthread.php?387461-Bake-Cloth-to-game-engine

How to export the scene correctly and what format should I choose to be able to open this scene in any 3D editor, like Maya or Houdini?

Here is a simplified scene, I tried to import into Maya:

Download link: http://www.mediafire.com/download/5bm1jwe6iah5zo0/ClothesOnTheRope_ShapeKeys.blend

I tested different formats:

FBX - after import, objects in the scene are huge, and, the most important, - static:

OBJ - creates a sequence of files, I don't know how to import it, and I need to have a single file with the scene.

DAE (Collada) - after import, I see a huge static objects, with offset from each other


texts: Export objects rotation animation to textfile

texts:
I've read this post about grabbing the position of an object and exporting to a text file Exporting rotations of selected objects to a text file

I understand what it is doing but I'm looking to save the objects rotation values for the entire animation.

How do I get the rotation of an object over time? Not just keyframes, I'm looking to export a rotation value for every frame.


texts: hair particles emit from faces outside vertex group

texts: trying some basic hair particles for my model but whenver i render hair emits from the entire face rather than the vertex grp assigned  even tho it is correct in the viewport.


texts:
I have tried to UV unwrap a tree's branches that I have created in Blender. However when I switch into Edit mode and press the U key for the Unwrap menu nothing shows up.

Is there something I am missing or is there just simply no way to do this in Blender Cycles?


texts:
I just can't get the new denoiser feature to work for me. It producers weird "halo" type of smears even when I put the feature strength to something like 0.05, am I doing something wrong? Because everyone is praising it to work but I just can't get it optimized for my needs.

Blend File:

UPDATE, with those settings below, I was able to get this:

Not sure if I should be happy, will try to tweak even more


texts: How to make blender render a further distance

texts:
When I render my project the building towards the top right is cut off and I don't know why. If someone can explain a way to fix this it would be greatly appreciated.
https://i.imgur.com/Pz3vaNt.png


texts: Add-on installed, then disappeared and now won’t install

texts:
I installed an add-on (True Terrain) and was playing with it when Blender froze up. When I restarted Blender, the add-on was gone. I tried to re-install the add-on and it acts like it working but then nothing happens. I searched for the add-on, it wasn’t in the list. I uninstalled Blender and reinstalled but this changed nothing. Any suggestions? It was the only paid add-on I had, LOL!
Thanks,
Rusty


texts:
In the Introduction to Camera Tracking tutorial by Blender Guru, in the first 40 minutes, he gives an introduction to Camera Tracking and then shows how to make a hole in a road. He did this in Blender Render, but I'm trying to do this in Cycles. Somehow, I made a few mistakes because this is my rendered image.

Notice how there is a huge shadow where my mask is. Any thoughts on what I can do better?

Here is the .blend file:


texts: How do i get the ocean modifier to animate?

texts: I have been going through many tutorials and even asked in BlenderArtists but no help. When I get to the point to insert keyframes a keyframe drop down menu appears instead. It has been very frustrating to figure it out


texts: How to convert archipack object to normal object?

texts:
How to convert archipack object to normal object without parametric dimensions ?
This is urgent for me somebody help


texts:
I created a plan then I created circular holes on this plan.

I exported the file in DXF format. When I open them with the Comsol software, I find that the plan is divided into parts like shown in the figure.

Regarding the DXF format, I add the following properities:

How to adjust these settings to get a plan that contains these holes?


texts: Material Baking results in some black faces

texts:
I need to bake something for a unity project. Unfortunately I had an issue I ran into. I could solve it in unity but since this seems to be very odd I want to understand why this happens.

Here is a picture of the unbaked material:

Here it is after baking with an image node connected to an emission node:

Here are my bake settings:

I also tried it with only Diffuse / Color. The result is a mostly black image. Some faces are greyish:

All the other stuff I baked so far - I had no problem with them.
What I tried so far:
- I unwrapped it again
- created a new image to bake it to
- recalculated normals

Thank you for every info you can give me on that.


texts:
I'm trying to make a curve on a shape, The topology seems clean, all quads, but when adding the subsurface modifier, the edges are not curving as expected. They are jagged from the outside side of the line. Although the inner part of the curve seems clean that particular edge is causing the mesh to look more rectangular and projecting the edge. How can I fix this?

Thank you.


texts:
I'm doing a pretty simple packaging design. A rectangular box with the graphics on.

My problem comes in parts that have metal foil punched into the design itself. Text and a some sort of swosch.

How do I get those parts metallic without affecting the paper parts with image texture?


texts:
This question has been asked a few times before, but even after following tutorials such as this one

and following the settings, I've been unable to get rid of fireflies in my render. The current render looks like this:

What additional steps can I take to decrease the amount of fireflies / reduce graininess in my renders? I've tried clamping and all of the other techniques in the tutorial but it doesn't seem to help, or at best, has a minimal effect.

Here's the model itself. It's pretty simple, no textures (just shaders).

For reference, the blend file is here: https://transfer.sh/yITqe/spaceship.blend


texts:
I'd like to render an "inverse" panorama.  That is, rather than render from the center of a sphere or cylinder outward, I'd like the camera to "unwrap" the object.  I was able to simulate this by rendering a thin slit whole rotating the brain 360 degrees, the stitching the output together.  It's very slow because Cycles recreates the BVH tree, etc for each 1 pixel strip.  I would also like a spherical projection rather than cylindrical so the top and bottom are shown.

Any ideas how to do this faster / better?

Original object:

Unwrapped rendering:


texts: Where are the repositories for Blender add-ons and scripts?

texts: I want to create a 3D representation of data where the representation is a plot of a set of values as displacement differences along one axis, relative to the other two axes. Since I've never had what I though was a really good idea that someone else hasn't had first, I'm sure that a script must exist that would take a table of data as input, and map it to the vertices of grid object. But I have been unsuccessful in finding the right combination of search terms either to find such a script, or to find a listing of Blender scripts where such a script might be located (somewhat like the GIMP repository). Does such a repository exist, and I'm just too inept to find it? And even if the repository does not yet exist (and I think it would be a really good idea to have one), does such a script exist?


texts: Physics are not simulated past a certain frame?

texts:
I've set up the physics of a swinging wrecking ball and set the animation to run for 240 frames.  This was not long enough for the entire "swing" of the ball-and-chain.

I'm unable to reset the timeline, but I can set the end frame to (say) 1000 frames, but when I try to play the animation, the animation progress halts at frame 240 and I cannot get it to go any further.

There are no markers or keyframes in the timeline.

What should I do to "force reset" the animation-timeline, to allow changes to the length?


texts: Autosave won't load: 'Format is not supported in file '

texts:
I worked on a model late at night and I turned off my computer before I got on again and forgot to save my work. However, there was an autosave file that I think has the correct model because it's 1.1 MB, but when I access it there's an error that says "Format is not supported in file" when it clearly is a .blend file.
I opened it separately from my personal files and unfortunately when it opened, it was default cube.
Is there any way to access this? Please help! Thank you!


texts: How to save Child Of relative transform to absolute

texts: Hello I have few animations in my character, in one it will be helpful to have child of constraint, but in future, I will need to remove it, so how I can get absolute position and rotation for some frames and apply it to work without this constraint?


texts: What is the best way to model the interior of a vehicle as accurate as possible and what source should I use?

texts:
so I want to model a bus a bus in blender and I already know how to model the exterior with blueprints however with the interior I'm not sure where to start since it is so complex and I want to model things such as the dashboard, steering wheel, seats, door, engine etc. There is no blueprint available for interior modelling so therefore Iam wondering what is the solution to model the interior of a real life vehicle with accuracy. Also I don't have photographs because they may have distortion and change the way how the object looks.

here is what the bus looks like


texts: Is there any way to export soft body simulation to Unity?

texts:
I have a mesh with soft body simulation. Is there any way to export it to Unity?

So far I have baked the simulation into shape keys, and created key frames for shape keys values in every frame, using this script: https://blender.stackexchange.com/a/35564/13487
But I can't import it into Unity - I see my object freezed, or invisible at all.

I would be super gratefull for help in finding a solution!
Thank you in advance!


texts: How can I map/drape an image onto an object/grid using Blender?

texts:
I sincerely apologize for any and all ignorance. I am a developer with almost no 3D modeling experience :) Thank you all in advance for your help; you all are wonderful.

I currently use a third-party service called LiquidPixels to map an image onto a grid. LiquidPixels provides a Photoshop tool that enables creation of a 3D grid onto which an image may be mapped in order to produce a rendered object. There is a simple demo on their web site here. LiquidPixels refers to this grid + image mapping as "draping."

This has worked great. However, I want to in-house this functionality and use Blender, instead.

What steps should be taken in order to make this happen? Based on my very limited knowledge of things, I'm guessing it may look something like this?

Create a grid/mesh in blender.
Bend the grid as needed to be in the exact shape of the desired object.
Wrap an image around the grid.
Render the final image.


texts: How to remove attached scripts files on deleting add-on?

texts:
My addon is constituted by two files scripts.
when I push the 'Remove' button , one file stay on the addons folder.

How can I tell blender remove the two python files from the addons directory?


texts: How do I make a character hold a gun? At the same time, if I want to have a cutscene where one person is holding the gun and gives it to another, how would I do something like that?


texts: Creating mesh on a surface with two variables

texts:
I have an equation like this:  $\cos(z)+\sin(x)+\sin(y)=1$ and I want to do something like:

Graph in blender a function of two variables,

I followed the proposed method in the same post. It was great and worked fine for many cases.

1) I cannot use arccosine(1-sin(x)-sin(y)). arccos and acos don't work either.
What is the solution?
Thanks in advance for your comments.

2) is there any possible way to determine a range for $z$ as well?


texts: How do you export a comp and not re-render the animation?

texts:
Whenever I try to export my animation comp by pressing Ctrl+ F12 or Render > Render Animation, Blender just renders my scene again rather than exporting my comp.
How do I tell Blender to export my comp, NOT re render the animation? I've tried deleting everything in the scene so there's nothing to render, but then Blender just complains that there's no camera in the scene.


texts:
I  am trying to model a 3 blade boat propeller,  like the one shown in the image.  The image was taken from : http://sdshobbyusa.net

I wasn't able to come up with a good way to model this propeller.  Does anyone know a good technique for modelling this hard surface model with good topology ?

Thank You!

I believe I have gotten the result that I desire. I still need to work on it a little to make it even better.  I did it because of PGmath 's help  (https://blender.stackexchange.com/users/5705/pgmath) . Thank You!

and


texts: Moving a single vertex deforms the entire object

texts:
I am sure I hit some button or command by mistake. now when I'm trying to move a single vertex from object, it de-shapes the object instead of moving vertex and faces around it.
here is the screenshot

Arrow is showing the pixel that I am moving. object is a simple cylinder divided from center.


texts: I have done a camera track and saved the file.  In a new file I have created a model.  I want to append (or whatever) the camera move from the first to the second file and can't find the way.  I have tried appending and from object brought in the camera but it doesn't move in the second file.  Can anyone tell me how to accomplish this?  Thanks


texts: How can I create a cylinder linking two points with Python?

texts:
I want to position a cylinder such that the center of one end is at (x0, y0, z0) and the center of the other end is at (x1, y1, z1) using the Python API.

The intention is that there will be two spheres centered at those coordinates and the cylinder will act as a spoke or connector between them.

I guess I will create the cylinder then translate, scale, rotate it. I am struggling mainly with the rotate part.


texts: Cycles render Blender 2.79b - Texture/Material being rendered solid black

texts:
EDIT: So after restarting my pc, and messing around with options I got the texture to show up but it was still broken ( as if it was deepfried ). I retried with a new project and started out with blender render which worked fine, I then switched back to cycles, reapplied the texture and it works fine now. I don't know how but I won't complain.

I am still a beginner with Blender. I imported a csgo model along with it's texture. After I applied the texture, it's visible in texture/material mode but renders completely black when I preview render. Any help is appreciated.

Dropbox - .blend

Dropbox - .tga (texture file if missing)


texts: Front ortho opposite way around to expected

texts:
I have a box and have drawn with grease pencil
F on the front (+Y)
B on the back (-Y)
R on the right (+X)
L on the left (-X)
T on the top (+Z)

Right ortho shows the R
Top ortho shows the T (upside down)
Front ortho shows the B!?

Is this correct? It's extremely confusing.


texts:
Here is the example of animation. https://youtu.be/6YYgVNy40O8?t=47

0:49. There are 3D golden rings, photo of skyscrapers in it. I am not going to copy one to one this composition.

I want to use another photo on background. And I want to make some abstract figures instead of rings. I will receive animation with alpha channel.

Next step in some video editing software, maybe OpenShot, Shotcut, Kdenlive, DaVinci Resolve I will put animation above junction of two parts of the video.

Am I able to make such animation in Blender? Which file format to use for output?


texts: It's the first time I've tried using a texture and after a couple of hours, I cannot find what I'm doing wrong.  Help.  It looks fine in the preview, and looks bad rendered.  I"ve tried lights.  Ideas?


texts: How can I keep my animation in Orthographic when doing a final animation?

texts:
I've rendered all of my images in Orthographic PNG and have them synced up to a song,

but now all of my square orthographic images are being stretched to 1920 x 1080 when I load them to my video sequence editor.

Clicking the "Image Offset" button will make them square/orthographic once again, but I'm worried that this is reducing the picture to a thumbnail size (not to mention reducing the quality as well).

I've looked through the forums and read the blender manual on animating and Ortho-Cameras but can't seem to find anything detailing the Orthographic image mode when finalizing an animation.

Here's my render settings:

Any help is greatly appreciated. :) cheers.


texts: bake strange black corners and black points

texts:
finally after all day trying and looking here, and youtube videos, i baked my first test object.

i managed to bake multimaterial object into a single baked texture.

but now i have this black corners and black points.

i am rendering with cycles.

of course without baking, the 3d is perfect
please. help me


texts:
I'm currently creating a character for the Unity game engine inside of Blender. The characters meshes are seperated into several objects to allow switching of equipment pieces (upperbody, lowebody, feet, hands, ...) inside of Unity lateron. However this is where my problem pops up. The screenshot below displays the intersection between the characters arm and its hand.

Currently I recon that the seam is related the direction of the vertex normals. In this screenshot I've joined the 2 objects to display the different directions the vertex normals are facing.

I've been attempting to fix this issue using several different techniques, including edgesplits, adding loops, ... before noticing Blenders Edit Normals modifier. But I still wasn't able to get the right result. I fear the modifier doesn't offer the fidelity that is required to fix the direction of the normals on my particular mesh.

Am I using wrong settings or is there any workaround that helps me to fix this issue?


texts:
I tried to create a Minecraft animation using blender. When I'm in material mode I see this, but when rendering it shows normal.

Please can anyone tell me what should I do to fix that? I have no idea where that problem is.


texts: I'm trying to learn modeling so I'm pretty new to it. How can I make this hay roof?


texts: Cycles emission behavior for colors at high strengths

texts:
I have one object in my scene that I want to make really emissive and purple.

When I input the color purple (#8800FF) and crank up the emission strength to 100, the object turns pink and nearby surroundings turn pink.

When I input the color red (#FF0000), the object and its nearby surroundings remain red.

I realize this is due to RGB math, but regardless, I haven't found a way to fix it.  I'm basically looking for a purple lamp to have the same emission behavior as a red lamp.


texts: How to move a Cut Loop and Slide using a measure

texts:
Im using centimeters as unit of length and I've created a plane.

Now I want to make a edge loop and place it at 6cm from the left edge of the plane.

I went in Edit Mode, pressed CMD+R placed the Edge Loop at the left edge of the place LEFT CLICK, pressed G entered Y inserted 6 but nothing, the Edge Loop is not moving.

What I'm doing wrong?
Thanks


texts: Bones flip out when posed using inverse kinematics

texts:
Okay so I have rigged many armatures in my time in blender, and this problem happens from time to time but its usually slight enough to ignore, but not this time.
So I have a rig made for a human, with IK constraints and bones to manipulate them with. The constraints are applied to the shins, hips, upper, and lower arms. When I use the IK bones for the shins like lift them up and forwards it spasms and contorts twisting around.

Now I did remove the parents to all IK bones, and I just doubled check it before posting this. Also I don't know if this is part of the problem, but when I just raise the shins up the knees fly far out to the sides instead of just bending.

Any ideas?


texts: how to access bpy.data.objects thru bpy.context.scene.objects

texts:
I'm trying to run this script in a Blender text editor:

import bpy

object_dir = "/somedir"

object_all = bpy.context.scene.objects

for ob in object_all:

    if ob.hide == True:

        object_name = ob.name

        #print(object_name)
        #data_blocks = set(bpy.data.objects[object_name])

        data_blocks = set(ob)

but when I do I get "TypeError: 'Object' object is not iterable".

What's the correct way to access a bpy.data.object thru a bpy.context?
Thanks in advance.

Alright, I was a bit vague. Here's the code:

import bpy

object_dir = "/Users/max/Developer/Content/3D/objects/"

object_all = bpy.context.scene.objects

for ob in object_all:
    if ob.hide == True:
        object_name = ob.name
        print(object_name)

        data_blocks = set(bpy.data.objects[object_name])

        bpy.data.libraries.write(
            object_dir + "_" + object_name + ".blend",
            data_blocks,
            relative_remap = True
        )

        bpy.ops.export_scene.obj(
            filepath = object_dir + "_" + object_name + ".obj",
            use_selection = True,
            use_mesh_modifiers = True,
            use_materials = False
        )

what I want to do is simply write to a library and export to obj every hidden object I have. The error:

  line 12, in  TypeError: 'Object' object is not iterable Error: Python script fail, look in the console for now...

error is referred to this line:

  data_blocks = set(bpy.data.objects[object_name])

Thanks again.


texts: how do i create spiral vortex with texture or by modeling

texts: hi i need help to creating spiral vortex something like this it would be great if you help me


texts: Set color of Blender object based on external data (e. g. temperature) using a colormap

texts:
I want to do an animation of a Blender object that changes color over time using a script. I already found out how to change the colors and set the keyframes from a script, but what I would need in addition is a possibility to "translate" the values of the external data (which are temperature values) to corresponding colors with a colormap (like e. g. the Jet colormap in Matlab).

I suppose that there is a simpler solutions than calculating these values "by hand", since I already saw how this can be applied for smoke, but the solution there seems not to be applicable for objects different from smoke.

Thank you again really much for your answers, you are a great help for me!

Edit: the question on the complete task I want to achieve (which has as suggested been split up into several smaller questions) can be found here, where also the application is shown.


texts: View or export data from Nodes (eg Voronoi texture node)

texts:
I have the following nodes on Suzanne (see image)

and I would like to see what data "Voronoi Texture"-node spits out on "Fac" output. I would like to see it in numbers. A vector, a matrix, or something. Directly to a file or in a console.

Is this possible?

I tried with the script from this link:
Debugging material math nodes in cycles

Without any success, rendering just stops at 0 %.


texts: I created a human armature, created the rig using the button "generate rig", then parented the model to the rig using automatic weights. I can move the hands, the feet and so on but the arms and legs rotation seems not be bound to the model. Can anyone help me solving this problem? Thanks. Giulio


texts: Location of an object at a specific frame

texts:
I have a animation where one object moves through the 3D space. How can I get the location of this object which it has at a specific frame?

I tried something like this:

obj = bpy.context.active_object
ol = obj.location

# set current frame to 1
bpy.context.scene.frame_current = 1

pos_1 = (ol.x, ol.y, ol.z)

# set current frame to 5
bpy.context.scene.frame_current = 5
pos_5 = (ol.x, ol.y, ol.z)

# set current frame to 10
bpy.context.scene.frame_current = 10
pos_10 = (ol.x, ol.y, ol.z)

# set current frame back to 1
bpy.context.scene.frame_current = 1

print('Frame 1 {0}, id: {1}'.format(pos_1, id(pos_1)))
print('Frame 5 {0}, id: {1}'.format(pos_5, id(pos_5)))
print('Frame 10 {0}, id: {1}'.format(pos_10, id(pos_10)))

But the output for all Frames is the same except for the id's. So, how can I get the position of an object at a specific frame?


texts:
So, I want to add a Limit Rotation constraint with "Limit Z" option checked for many bones at once. Now, I know about the "Copy Constraints" function, BUT in this case, the bones already have other constraints on them (with different targets) which I want to keep, and just Copying all constraints would overwrite these.

How can I add only one constraint to other bones without overwriting existing ones?


texts: How can I remove this seam down the middle after mirroring?

texts:
Yo,

I'm new to Blender and I'm trying to make a humanoid figure. I followed this tutorial. I have completed one half of the character but when I mirror it there is a seam down the middle. Clipping is on, too, and all the answers I found are to do with turning it on. I'm stumped.

Thanks in advance,

M~


texts: I am making an animation in blender than will get extremely large. Just to know the limits for when I'm working, does anyone know the maximum size of an object in blender?


texts: How to setup a material that shows the texture under an object

texts:
I'd like to setup a material in cycles that looks like what is underneath and projected upward (Blender 2.79). It should behave like a refraction, except the ray always goes down instead of following the normal of the object surface and the IOR. By carefully working with textures, this effect can be achieved like in this image, but this is not practical for a complex case.

In the example below, the same material is used and in all of the geometry. This effect can be achieved by careful setup. However, if multiple items, with different materials are under the cone and dome, this approach is not practical. If uv maps are used, there is not an easy way to achieve this effect. If the cone and dome are animated to move or change shape, matching the texture is difficult also.

I'd like to be able to use something like the refraction shader to achieve this effect. The image below shows the use of the refraction shader. However, the result is not close enough because the change in ray direction depends on the geometry and IOR.

Is there a node setup that will achieve something like the first image using the refraction shader or any other combination of shaders?


texts: I am using dupliframes to copy an object along a path but is there any way to skip a specific frames? They don’t repeat so I can’t use “On” and “Off.” And I can’t use the array and curve modifier because it distorts the mesh.


texts: corrupted double linked lists in material preview mode

texts:
I'm using Blender on Ubuntu 20.04 (fully updated) and unfortunately it is highly unstable. I crashed very often, especially when I'm in Material preview mode.
For example when I try to parent one object to another in Material preview mode, which seems to work, and then click anywhere else i shows an error line similar to "double linked list corrupted" (it differs sometimes).
From this point on Blender doesn't react anymore to any input although it doesn't seem to be crashed (Blender doesn't write any kind of log or shows further messages). I can only kill the process and restart it.
To reproduce the problem:

duplicate the default cube
shift select both cubes
parent them via ctrl+p (object keep transform)
click anywhere else

If I do these steps in Solid mode everything is fine. As soon as I do the same step in Material preview mode, the error occurs. But this is only one example, this happens in various other situations, preferably in Material preview.
It happens on Blender 2.82 - 2.92 and it happens with factory-startup enabled, like for example:
wm_event_do_handlers: Handling event
wmEvent  type:1 / LEFTMOUSE, val:2 / RELEASE,
         prev_type:1 / LEFTMOUSE, prev_val:2 / RELEASE,
         shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,
         mouse:(1463,741), ascii:'', utf8:'', pointer:0x55869e5738d8
malloc(): smallbin double linked list corrupted

Any ideas what might cause this problem or how to tackle it? As it doesn't really crash, as far as I can tell, it doesn't write any logs and the debug mode doesn't show anything usable.

Solution: If anyone else ever stumbles about this problem, it seems to only occur in Blender versions from the Ubuntu PPA of Thomas
Schiex. The vanilla version don't show this behavior.


texts: Increasing mesh detail from existing model

texts:
I recently started with Blender to upgrade a model from a videogame character so I can 3D print some parts of it on a 1/4 scale. This means some parts of the model need to go from a low polygon model to a high polygon model, which includes the texture details as an actual mesh.

Some parts have already been recreated from scratch, but for some complex parts I just want to increase the detail from the existing mesh, as that would save me a lot of time.

One part of the model consists of a bunch of different leaves, which need a much smoother, rounded edge. What is de easiest way to achieve this?


texts: Is it safe to open a quicktime video file while it is rendering?

texts:
If I'm rendering an animation to a quicktime file, is it safe to open that file, while it's being exported?

I don't know if it makes a difference, but I'm using an iMac?


texts: Create a surface within bounding curves?

texts:
EDIT: My example was misleading. I don't want to use polys/faces. Please see the example of how this is done in Maya:

My first example didn't make it clear that I want to influence the way the "bridge" is formed by the other bounding curves. Is there not a way to do this? Curves can be used to define a bevel (which creates a surface) but it seems there is not a way to model like this. Please let me know if you know of a way to model like this using surfaces or something other than polygon faces. Thanks!

Original:
I am trying to make a car using curves. How do I create an interpolated surface between them? (How to I patch them together?)
Here's a simple example. I have these two curves:

Here's a mockup of what I mean:

I've done this in Maya, and here's the user-guide page on how to do exactly this. (click here) There has to be a way to do this in Blender. I just have to believe! ;)
Thanks for your help!
-Ben


texts: How do I prevent hair flickering in Cycles?

texts:
I'm working on a scene for a short film, and one of my characters uses Cycles strand rendering for hair. When I render out the animation, I notice the hair flickers like crazy and I'm not sure why.

Here is the video: https://www.youtube.com/watch?v=oF662SBlZpo

Here is the node setup for his hair:

This becomes VERY apparent when the character is moving and not so much when he is still.


texts: Is it possible to add a button to an existing panel or node with python?

texts:
Is it possible to add a new button to an existing panel or an existing node that runs a custom operator?

How can I do this?


texts: Painting in "Texture Paint" on a sculpture is leaving errors

texts:
So i have sculpted half a horse & would like to learn how to paint it. I followed online blender painting manual & also have watched youtube tutorials.

So i used "smart UV project" to unwrap then i started painting in "texture paint". certain places over the sculpture leaves marks as shown (i have used the colour "white" only in the image above). Then i tried just UV unwrapping it from the "tools" when given the notices that i need UV unwrap & paint slot with the "!" by adding a paint slot. Both ways left me with the same result in different places. Also when using another colour somewhere else in certain places it turns those marks into that colour.

I have done some experimenting & also tried adjusting the angle limit in smart UV project & it changes the locations of where these occur. Also at the start of this occurring i went back into sculpture & tried smoothing out the horse more which did nothing at all to help the issue.

Can anyone please explain & tell me why i am getting this that i have never seen happen in tutorials after i have done the same thing with unwrapping & using brushes.


texts:
Im trying to import the class named "MyOperator", which is in the script "Operator.py", into the script "init.py" but the console shows me: ImportError: cannot import name 'Operator' from 'main' (_init_.py) Note: Operator.py and init.py are in the same location. Im doubting too about register the class this way: bpy.utils.register_class(Operator.MyOperator) or this way Operator.MyOperator.register()I have read a lot in different posts and i can't fix this problem.. The main script is:
import bpy
from . import Operator

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        # Create a simple row.
        layout.label(text=" Simple Row:")

        row = layout.row()
        row.prop(scene, "frame_start")
        row.prop(scene, "frame_end")

        row = layout.row()
        row.operator('my.operator',text="Operator", icon='MOD_MESHDEFORM')

def register():
    bpy.utils.register_class(LayoutDemoPanel)
    bpy.utils.register_class(Operator.MyOperator)

def unregister():
    bpy.utils.unregister_class(LayoutDemoPanel)
    bpy.utils.unregister_class(Operator.MyOperator)

if __name__ == "main":
    register()

Operator.py
import bpy
class MyOperator(bpy.types.Operator):
    bl_idname= "my.operator"
    bl_label = "Mi Operador"

    def execute(self,context):
        bpy.ops.object.select_all(action='SELECT')
        return {'FINISHED'}

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

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


texts: Work methodology to get object in different level of details

texts: I started to work on my first 3D game. For this purpose I need objects copies with different levels of details. For now I have created a high poly model, and it is quite time consuming task to make it low poly.  I would like to ask about tips how to organize work. Should I work on the low poly models first?


texts: Specific vertices shoot off in random directions when bevelling

texts:
I am currently trying to create a basic wheel-like shape to test out blender and work out some of the key shortcuts on Mac.

I am encountering an issue when I try to bevel specific edge loops, please see the pictures:

I fully anticipate that I have some sort of geometrical inconsistency - I have tried some options from mesh>cleanup on the whole mesh object as detailed in this answer like 'merge by distance' or 'split non-planar faces' (I don't really actually know what that does but I hoped it might make any doubles more obvious).

The issues pictured only occur on these edges, others around it are fine


texts: Index order after multiple bmesh.ops.subdivide_edges() calls

texts:
I'm looping over several meshes.
For each mesh I perform several bmesh.ops
bmesh.ops.subdivide_edges(bm, edges= to_subdivide, cuts=1)
bmesh.ops.dissolve_verts(bm, verts= to_dissolve, cuts=1)

Up until here, order is as expected.
For every subdivided edge a vertex is added with the index = len(bm.verts)
After performing another subdivide_edges the order gets messed up,
The following loop finds the correct edge, but the index of the new vert is random instead of len(bm.verts)
for e in bm.edges:
        if e.calc_length() > 1.5:
             to_subdivide.append(e)
bmesh.ops.subdivide_edges(bm, edges= to_subdivide, cuts=1)

I can avoid the problem by converting back to mesh again before the loop
bm.to_mesh(obj.data)
obj.data.update()
bm = bmesh.new()
obj = bpy.data.objects[0]
bm.from_mesh(obj.data)

What is the reason for the wrong order and is there another way to return the new vert index of the subdivided edge?


texts: Giving the wall thickness of hollow irregular pipe. Solidify not working well with the problem

texts:
I want to add the wall thickness around 1.5mm-2mm to that irregular pipe
 For me important is to have the lumen and therefore the inner surface not changed. I tried with solidify, I played with setting, but all the time I am narrowing the pipe, or some of irregularities are appearing inside the lumen. Its usually cracking when the number of thickness exceeds the offset
.
Any ideas how to create a wall to mesh like this preserving inner surface intact?


texts:
I'm trying to export mask spline points x and y data by using:

bpy.data.masks['Mask'].layers['0'].splines[0].points[0].co

but i get an x, y vector with an unknown coordinates like:

(0.40345168113708496, 0.4609205424785614)

i think they are a percentage of the image i made the mask on, i need to convert it to pixel format where it should show something like:

(402,503)

i tried to do some math, and multiplied it with image the resolution, but the resulting numbers are wrong!
i do not get the formula behind this vector after searching many posts, can some please point me to it or how to convert it to image space?


texts:
I've been trying to learn from a tutorial where the author uses Blender 2.8. He uploads a reference picture and makes it 50% transparent by ticking "use alpha" box and setting "opacity" to 50%. When he does that, the sketch in his reference images is still visible, but a bit transparent.
However, I'm using Blender 2.90 where there's "transparency" setting. I enabled that and set the opacity to 50%. I was using the exact same pictures as reference pictures but the images became empty white sheets after enabling "transparency". How can I change my reference images so I can see through them while modeling? Here's a reference to the tutorial I'm talking about:  https://youtu.be/Hf2esGA7vCc (the relevant part starts from 5:47).


texts:
I have a 3D truck model already textured and properly imported into Blender. This is a game model and I need to "re-paint" with design from other transport companies. The problem is that I don't have a UV layout (skin template) to serve as a guide for future paintings.

Is there a way to "extract" an UV Layout to .JPG or .PNG to serve as guide for .DDS texture editing?

Please note that I don't want to remap the model. I still want to use the actual UV Mapping and just need to edit the actual textures.


texts: What is wrong with my mesh? Freestyle render is glitchy and won't show certain lines

texts: I’m a beginner modeler and make backgrounds for a personal comic in a freestyle render. But for some reason in this particular file, freestyle render is not working properly. Each line appears, however, there is a passage and a door in one of the walls. These lines do not appear at all. Unless I check "Hidden" in the Freestyle settings. But this causes the walls becoming transparent. What's wrong with my file? You can download it from here:


texts:
I'm trying to model a skirt like this one, so I have a Bezier Circle to describe the curve of the waist, an a mesh for each pleat. As you can see here, it looks fine, except the mesh is not being replicated around the curve completely. If I change the Constant Offset, I can only make the gap so small before one of the meshes disappears.

Is there a way I can fill that hole in the skirt by making the mesh go all the way around?


texts: What ui would work for choosing from a long, long list?

texts:
I need the user to choose from a huge list of items. This is ugly and useless for lists longer than 100 items.  I'm happy with the rest of the code. I just want a scrollable listbox really.

class my_panel(Panel):
      bl_label = "MYPANEL"
      bl_idname = "SCENE_PT_mypanel"
      bl_space_type = 'PROPERTIES'
      bl_context = 'scene'

      def draw(self,context):
           props = context.scene.myAddon
           self.layout.prop(props, 'jlist', text='jlist')

def updateJlist(self,context):
     t = []
     for i,v in enumerate(master_jlist):
          t.append((v.name,v.name,'',i)

     return t

jlist  = EnumProperty( items=updateJList)
bpy.types.Scene.myAddon = jlist

I would also be happy with something like the material list. I can't seem to get UILayout.template_list, or UILayout.template_ID to work. Examples on the web refer to IDPropertyGroup which seems to be missing in recent blender builds.


texts: Faces don't look the same after deleted and filled with F.How to fix deleted faces issue?

texts: I have made this model without deleting a lot of faces. But at the beginning I deleted all faces from this line and restored them using "F"(fill) shortcut. Now it's looking weird, I cant select all the lines from it too. I already tried to Recalculate normals outside and inside but no luck. How to fix this? I'm trying to make all faces look the same


texts: How to make an animated model jump in BGE

texts: My rigged and animated human model actually jumps when i press the required key, but doesn't fall again n the ground. I have tried to click the jump motion actuator and/or increase z motion, but the model just floats in the air higher every jump. Help would be appreciated


texts: vertex groups created from rigging do not work

texts:
I successfully rigged a high poly 3 piece model and upon skinning the model, the vertex groups were created for all parts of the model. However, the "Neck, Head" and "Hair" vertex groups while created are not recognized in "Weight Paint" and upon applying "Weight Paint" manually there is no effect?
The "Red" paint appears but does not allow heat, animation of the head or neck. The rest of the model works fine with "Weight Paint" and moves correctly. While I am new to blender what would be the best approached to this situation?

The model


texts: Setting all faces UV bound to the image texture

texts:
This mesh is composed of separated faces. How to UV unwrap it so that each face vertices (tri or quad) are bound to the texture corners (respectively as a tri or quad) ? By script or by a shorter solution ?

If needed, I am ok to remake the model or another model to obtain the result.


texts:
I'm trying to bake a branch made from a cut out atlas onto a single plane for a tree to be used in a game engine.

(Branch mesh with applied textures)

(Branch ready to bake onto a flat plane)

However, when I bake, the transparency on the textures does not go through to the bake. Instead, the transparency is replaced with a black fill.

(Bake result, replaces texture transparency with black fill)

I'm in the middle of creating another quite complex pine tree and I need to bake the branches onto single planes, very much like the SpeedTree Leaf Map Makers tool (aka "Clustering") as seen in this video demonstration.

I've wondered if there was a way to cutout transparency like what shaders can do in Unity and Unreal, using the transparency to cut out the geometry, making a very high poly mesh, then transparency won't be an issue. And I don't want to have to manually cut around every single leaf there.

I've done a lot of searching and have not found a way to do this without SpeedTree. Surely SpeedTree isn't the only program that can do this... right?

Thanks.

EDIT: Here is my material setup just in case anyone is wondering:


texts: What What happened to the mesh display panel in blender 2.8?

texts: Although I was looking for the "Mesh display" panel in blender 2.8 and I can't find it anywhere, I don't know if they moved it or they still don't put it or even if they put it, help


texts:
I think it's worth saying that I'm a beginner, I have only completed the donut tutorial before starting this project.
So, I modeled this fall guy with the intention of rigging it and animating it afterwards. However, I was getting this error message when trying to apply the rig to my mesh: Bone Heat Weighting: failed to find solution for one or more bones.
After some googling I found out it's most likely caused by my mesh being conformed by more than one separate objects, since I modeled the arms and legs separately from the body. I tried joining them with ctrl+J but that was not enough, apparently. I've also been playing with the Merge tool, but I don't think I'm doing it right. I also tried deleting the intersecting faces and then filling them by selecting the corresponding edges, but that ended up looking very wrong. I'm leaving some pictures for reference.


texts: I just want to hide the shadow of one object. How can I do it ?


texts:
I have a simple operator that prints out the string "Testing operator". I change the string to "Testing updated file", then go to Blender and press F8 to reload the script. I run the operator, but I still get "Testing operator", and not the updated string.

I have the script in a separate folder (not in the Blender script path), and have installed the addon through Blender's "Install from file". The script is only one file, and I'm editing it in Notepad++.

When I try to reinstall the addon, the update takes place. However, restarting Blender does nothing.

My question is thus: how can I make the refresh function work?

Note: The reason I don't have the script in Blender's script path, is that the script can easily be deleted by accident.

Code if necessary:

bl_info = {
    "name" : "Import addon",
    "author" : "Naioai Studios",
    "version" : (1, 0, 0),
    "blender" : (2, 7, 2),
    "location" : "View 3D > Edit Mode > Tool Shelf",
    "description" :
        "Allows for semi-automatic shipping",
    "warning" : "",
    "wiki_url" : "",
    "tracker_url" : "",
    "category" : "1_Custom",
    'support': 'COMMUNITY'
}

import bpy

def main():
    print("Testing updated flflflflf")

class SimpleOperator(bpy.types.Operator):
    """Import addon for stickmen models"""
    bl_idname = "object.import_stickman"
    bl_label = "Import stickman"

    def execute(self, context):
        main()
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    #test call
    bpy.ops.object.import_stickman()


texts: Why don't the freestyle lines show in the rendered image?

texts:
I wanted to utilize freestyle for technical drawing, so I followed some simple tutorials. I activated the Freestyle checkbox in the Render menu, also activated the lineSet in the Render Layers menu. I hit F12, and I expected to see the edge lines in the rendered image, but alas, nothing. I used a simple white cube for testing purposes.

Can you help me? What did I miss?

All the best
Twerp

PS: Here is the file:  (https://blend-exchange.giantcowfilms.com/b/2422/)


texts:
I'm trying to experiment with an animation. When I move some controllers, the eyes start to stretch after a certain offset.
Here is the blend file

I used automatic weighting, the metarig and the generated controllers. Some of the controllers don't work as planned, but I can managed to make some poses. I also deleted the WTGS rigs.

EDIT: the eyes are not eyeballs, they are a separate mesh, along with the hair, which is consisted of bezier curves.

https://gofile.io/?c=m5eyWj


texts:
I want to be able to use Smart UV project on thousands of separate objects in a scene at once.

I'm wanting the result to be as if I'd applied the Smart UV Project to each individual object one at a time.

Using A to select all and SPACE then Smart UV Project just seems to create a problem in sense that when I import even a single object into Unreal Engine it behaves like it has an enormous footprint bigger than my terrain map, even though the object itself does not and is small.

Any advice or suggestions would be most welcome.


texts:
I was doing a lot of different things in Blender recently and I could select verts with C, B and right mouse button. Now, it is not working anymore. Not even selecting edges or faces. Just the whole object by A. I guess I must have pressed any key that locks it by accident.
I was doing some UV changes, some Mesh deformation and was tweaking things in texture paint mode. I cannot really say where it happened but somewhere later after the mesh changes were applied.
Hope anyone got a clue what to do.

EDIT: I was streaming with OBS again and it happened again! I closed and re-opened both programs a few times, selected different .blend files and the problem still occurs. Closed everything, re-started blender first. I then switched to xSplit and it appeared again...

Have no idea how this could help but here a picture explaination. Added a cube to the current file.

 Console information added.


texts: Using python to create a curve and attach its endpoints with hooks to two spheres

texts:
I'm trying to create a curve with python to depict a bond between two atoms (spheres) like so:

bpy.ops.curve.primitive_bezier_curve_add()
obj = bpy.context.object
obj.data.dimensions = '3D'
obj.data.fill_mode = 'FULL'
obj.data.bevel_depth = self.bevel_depth
obj.data.bevel_resolution = self.bevel_resolution
# set first point to centre of atom_1
obj.data.splines[0].bezier_points[0].co = self.atom_1.locations[0]
obj.data.splines[0].bezier_points[0].handle_left_type = 'VECTOR'
# set second point to centre of atom_2
obj.data.splines[0].bezier_points[1].co = self.atom_2.locations[0]
obj.data.splines[0].bezier_points[1].handle_left_type = 'VECTOR'

The curve endpoints seem to get set to local coordinates and not to the centers of the spheres.

How do I add the hooks to attach the endpoints to the two spheres so that the curve ends stay attached to the spheres when animating the movement of the spheres?


texts: Smoke simulation disappears after 10 to 20 frames

texts:
I'm trying to understand how mantaflow works.
Every time I create a smoke simulation the smoke disappears after a couple of frames. It seems the simulation is still calculating all the data since the cache folder contains data for every frame with increasing size.
In this scene I only like to create a dust trail, emitted from particles behind the robots wheel. As you can see in my screenshots the smoke is present at frame 1 as expected. But this small smoke cloud is all that I can get.

The robot keeps driving and the particles keep flowing - but no smoke is emitted from anywhere. With density cranked up I can still render the smoke in frame 20 - but after that it's gone.

Some additional information: I have the same issue when creating smoke from a stationary emitter. I created the scene first in blender 2.91.2 and then changed to blender 2.82 in the hope to get the simulation running properly.
I read the posts in this forum that suggest to change substeps or increase the smoke domain size. But I tried everything I could come up with with absolutely no effect.
Do you guys have any idea what I could try?


texts:
Can I use my ubuntu server without a gfx card to render?
I already got blender installed and when I tried to render a test file (cpu/cycles) I get multiple errors, file itself is ok, it renders fine on my laptop. So before I go bughunting it might be good to get an answer on my question :)

Much appreciated.


texts: Cursor keeps selecting vertices through the mesh without X-Ray on

texts:
When i try to select vertices on the side of a mesh, the vertices on the other side of the mesh is also being selected, as if i had X-Ray mode on. I cant figure out what could be the problem.
Here's a video to better understand the problem.
https://share.getcloudapp.com/Qwul0meR
I dont have X-Ray on, and i dont know anything else that would disable this.
Update: So apparently its not actually selecting through the vertices, but rather only through the mesh. Here's a video.
https://share.getcloudapp.com/nOuekZ2L
I cant find any options to disable this mechanic.


texts:
I am having a weight paint issue, I can't figure out way this wraps up the way it does, it twists at the ankle and dissforms. Can you help?

blend file:


texts: CORK on Blender fails when using the OFF import plugin

texts:
I posted this on another, less expert site a few weeks ago, and while I did get some general advice and I barked up those trees to see if it would work, nothing came of it, not so far. I'll start with what I know and work backwards to what I guess.
I can install the OFF import plugin and CORK on Blender plugin. CoB has no issues installing at all and OFF will install as long as you unzip it first and point it to the off_import.py file. On one machine, I was able to get it running by placing it manually in the addons folder, but both installation paths lead to the same issue. Once installed the OFF import plugin does its job just fine, even with very complex meshes. When I try to use the CORK on Blender boolean plugin, all functions throw this error:

Error: Traceback (most recent call last):
File "usr/lib/blender/2.70/scripts/addons/import_off.py", line 97, in execute mesh = load(self, context, **keywords)
File "usr/lib/blender/2.70/scripts/addons/import_off.py", line 184, in load file =(filepath, 'r')
FileNotFoundError: [Errno 2] No such file or directory: b'/tmp/tmpmq0jcfzc/result.off'
location: /usr/lib/blender/2.79/scripts/modules/bpy/ops.py:189

If there's more, I'm not seeing it.
So it seems like just pointing in the wrong places, but I've barked up that tree to best of my ability for over a week now. I'm asking for help here because it was suggested I contact the developers, but I'm still not sure this isn't user error, and I'd rather not bug devs about an issue that so far seems to effect just one lone idiot.
I've tried this on my main workhorse and did a fresh (including OS) install on my sacrificial computer and it's having the same issues. I'm running Linux Mint Sonya 18.2 MATE 64 bit, latest stable version.
I've installed blender from the ppa, and I'm running version 2.79.
CORK on Blender came from it's github, https://github.com/dfelinto/cork-on-blender. I did not compile the CORK binary, I used the one available on the git, figuring it would be one less place I could introduce error. CoB has the OFF import plugin as a dependency, which I also took from the github. https://github.com/alextsui05/blender-off-addon.
I've banged my head into several corners over the last few weeks and I'd like first to see if it's just me. Is anyone else able to replicate this issue? Is there any other info would be useful in figuring this out?


texts: How can I make a paint animation that covers an object?

texts:
I'm trying to make an animation in which a color covers an object.
The thing is, I don't want the color to appear over the entire object at once, but rather start from an edge and slowly move across its face.
The closest result I've managed to achieve was by using a Gradient node, but the effect isn't very good.
Are there other ways to achieve this effect?


texts: Mov file size very small compared to pngs

texts:
I just made a video in mov-formate containing 300pngs in 4k.
Every single png ist roughly 6MB in filesize.
The mov-file is just 8MB.
Seems weird to me. Is there maybe a quality loss in the video? The video looks fine but the size just seems so small.


texts: How to get Cloth to ignore collisions with specific vertex groups?

texts:
I've got a thick cloth simulation, with a cage  that is simulated, then solidified, and my original model (With armature deformation) is mesh-deformed to the simulated cloth.
This works perfectly, but I need the simulated cloth to avoid colliding with the legs of the character, but if I add a collision modifier/physics to the original model, the simulated cloth collides with the jacket that's copying its deformation, so it goes haywire!

Here's the base pose:

Here's what it looks like with the simulation running:

And here's the clipping that I'm trying to get rid of:

Can I choose to ignore certain vertex groups in cloth collisions, between objects?


texts: Is there a way to switch selection via hotkeys?

texts:
Say, I've created just a cube and a cylinder and now the cube is selected. Is there a hotkey that switches selection to the cylinder?

I guess, the order of switching (if there's more than 2 objects) may be different like switching between tabs in a browser: "by usage" and "by creation order", the former being more helpful. Switching between objects would decrease mouse/touchpad usage tremendously. I guess, there's either some "history of selection" object in the Blender core and this is implemented or this is not implementable without changing the core.. but I may be wrong.

The same question may be asked about switching between faces/edges/vertices of one object, but let's start from the switching between objects.


texts:
I want to change some presets for the DAE Import/Export, but for the hell of it I'm not able to find the locations of wm.collada_import and wm.collada_export.

If anyone could be of quick help I'd appreciate it.


texts: How do you select a vertex loop without a scroll wheel or middle mouse button?

texts: I am having trouble with selecting an edge loop in blender 2.82. I do not have current access to a scroll wheel or a middle mouse button! Please help. I'm stuck on a big project with a tight deadline.


texts: How to display overall furniture dimensions?

texts:
This is a follow-up question.  I have enabled "Edge Length" in Viewport overlays, however since the furniture designs I work with consist of many many different parts, enabling "Edge Length" displayed all these parts' dimensions.  The end result was clusters of numbers piled on top of one another.  Please see attachment 1 for visual:
As you can see, the bounding box is not displaying the overall dimensions contrary to my intention.  I used "join" to group all the parts, but apparently, the parts were still treated as individual parts by the "Edge Length" setting.
Is there anyway to get overall dimensions in my scenario?  Please see attachment 2 for my objective.
Thank you very much!


texts: For some reason, now that I've installed 2.91, all of my rotations are reversed. If I press R and type a number, it goes counter-clockwise. The angles in the Properties Panel N are also flipped. When I try to rotate and snap to a vertex, it's like the part I'm rotating gets mirrored. I've tried to show all of thse problems in this video: https://www.youtube.com/watch?v=hFd6MtIycpE


texts: Being a hack while sculpting I end up with multiple holes in the mesh. Many can't be seen and this causes problems when I use the STL file to cnc machine the object. Is there a simple way to correct this and create an even surface without holes?


texts: Applying high quality textures to a UV Map

texts:
I have a fairly high quality 2960x3000 px (300dpi) brick texture. I'm trying to composite this texture onto a Blender UV Map (.png) (exported at 2048x2048px). I resize the texture down to the size of the map and immediately lose quality texture (Using GIMP). What am I doing wrong? Should I be exporting a mahoosive resolution UV Map image in order to not have to perform any down-scaling of the texture?

PS. Even when maintaining scale texture aspect ratio, the image becomes pixelated. I'm very sure this is a fools question but I'd appreciate any help.


texts: I dont see any materials in EEVEE Material Preview, Rendered and material isnt showing in material preview cycles


texts: Animate with position and orientation from txt file

texts:
I want to animate a body using an external file with x, y, z coordinates and quaternion data.

In the file every entry [x,y,x,q0,q1,q2,q3] represents a frame to be rendered.

I heard about Blender and its compatibility with python and, since I am a python user, I would like to know if it is possible to do what I mentioned above and how to do it.

Thanks in advance.


texts:
I want to make a shoe in Blender, but I cannot get rid of the overlapping surfaces, as you can see on the first and second image below. In the third image I joined the two surfaces using (f). Why is the overlap still visible on the third image?
Although I merged the two surfaces.


texts:
yeah i know that the  sample rate is low, i increased it to 300 and it still was noisy, i think it has something to do with the indirect light, right?

I dont know if i need to give more info, im quite new to blender, like, a week new.

The project file is here: https://drive.google.com/open?id=1RKYw3Yn7-31cWtKL_Wtp0Tn32uMfnLJi


texts: Why does the the shader color not affect the entire object and why does it produce a gap?