texts:
I was making an asset for my game (powered by UE4) and when I exported it, the doors that open to release the minigun act strangely. They are flying above instead of opening.

If I export mesh only, everything looks fine, but once I export it with it's armature, it goes "bruh". Any idea what happens when exporting?

https://we.tl/t-fkJHkVmz5M


texts: Why the Hair particles different in solid and render image?

texts:
With the hair particles applied i have combe the hairs. In the solid view it looks good.

After render in EEVEE 2.83 why the tip of the hairs bending. A good tip and root setting to look natural. Any suggestion. Thanks


texts: Removing a few unwanted triangles and ngons/tsplines - is it necessary?

texts:
I've got these triangles and ngon on my mesh.  Can anyone give some advice on how to make these quads and will it effect my mesh if i want to unwrap it?  Every time I try and dissolve or merge the verts I end up creating more triangles or tsplines.

I've tried seeing if the previous question Removing triangles and ngons might help but I'm still stuggling

Many thanks


texts: What might be causing the material applied on the right wall (no bricks displayed) to come out this way? (Beginner)

texts:
I'm making a quick mock-up of a bathroom to help my dad decide on certain design choices and have ran into an issue while applying this brick texture around the "shower" portion of this scene. I'm trying to apply the very same material I applied to the left wall to the one on the right and have messed around with the sliders for quite a bit but can't get it to display the texture the same way it does on the left wall for the life of me.
The wall the texture isn't displaying properly on was created by linking four verts and adding a face, it is part of the same object as the wall on the left. I suspect this might be the issue, but I'm unsure as to how I would go about making that face its own object (if needed) and having the new material line up with the other face as these are supposed to be the same tile pattern.


texts: I’m just getting started with Blender, and I’d like to know something in advance: can I import a character from Reallusion Character Creator?


texts: How to align an object so one of its faces are axis-aligned? (make an object upright for eg)

texts:
I'm considering adding a feature to the 3d-printing tools, or to the Transform menu -- whichever is more appropriate.

Background: When 3d printing, one often must rotate an object so some face(s) lie flat on the xy plane, so it'll print flat.

Present method (which works, but is a lot of steps):

Select the desired face (in edit mode)
Shift+Numpad7 to view it from its local Top
Go to Object mode and add an Empty
Check Align to view (so the empty is aligned to the top-down view of the face)
Parent the object to the empty (empty becomes parent)
Select the empty and clear its rotation (Alt+R)
Select and unparent (Alt+P) the object, using Keep transformation
Success!

Desired methods:
A. Rotating the mesh in edit mode might be satisfactory, so:

Select face
Hit button (Make Face Bottom?) in 3d-Printing tools, which rotates the whole mesh so that face aims down.

Note: Sometimes someone may want to align so this is the top or side face, so the button might be better as: Align object to face, followed by a tool option which allows a selection of: "Top, bottom, left, right"

B. Rotating the object itself might also be desired by some, instead:

Select face
Shift+7 to view from face's "top"
Go to object mode
In the transform menu, select Align object view-rotation.  Tooltip: Rotates object to align the current view's rotation with an axis.(Or something more clear).
Tool-options allow overriding default of -Z with: Z-, Z+, Y-, Y+, X-, X+

Note: Tool-options may also allow a pulldown of the available Transform orientations, defaulting to global.

The easiest and fastest implementation might be a python addition to the 3d-printing tools, but I believe it worthwhile to consider the usefulness of this feature in normal modeling, and therefore its addition to the transform menu -- this has the secondary positive effect of it working on the object instead of the mesh, thereby retaining the object's local transform orientation.

Advice, suggestions, questions, or assistance are all welcome.


texts: My final render with cycles look blurry after denoise

texts:
I am new to blender and try to make a room everything look good until I use final render to get a high quality picture the light look wrong
I try to use 1 light bounce and it didnt help at all
pls help me impove it
this is a link to the file
https://drive.google.com/file/d/1xbyjeavqvRbqsibHUftfH_fEZm8niYbh/view?usp=sharing


texts:
Recently I updated my Blender and was excited to see the addition of mantaflow. I tried baking a simulation ensuring that the domain, flow, and effector is placed properly in the space with proper settings. I tried baking the simulation and blender processes it.

Once done while playing back the sequence, there is nothing and the domain still stays same without being transparent.

It works when the cube size is default and does not work when the shape is a cuboid


texts: A problem opening old (non-filmic) VSE only .blend files when Filmic is installed?

texts:
I'm finding the Blender crashes when opening an old VSE only .blend file (default cube, light and camera in 3D view) that was saved when I didn't have Filmic installed.  This isn't a problem with geometry files, only ones with strips and modifiers in the VSE.  This now means that all my old VSE project files cannot be opened.

An excerpt from the console when in debug mode:

Version 268 sub 0 date unknown hash
.
.
.
Color management: display "sRGB" used by scene not found, setting to default ("sRGB / BT.709").
Color management: scene view "Default" not found, setting default "sRGB EOTF".
Color management: sequencer colorspace "sRGB" not found, will use default instead.
.
.
.
wm_window_make_drawable: set drawable 1
Error: EXCEPTION_ACCESS_VIOLATION

A quick test seems to show that the reverse might also be true, that new VSE only files cannot be opened in a copy of Blender without Filmic installed.

I have updated the start file to use Filmic valid defaults on load and the three warning messages disappear but the Access Violation still happens.


texts:
anybody could explain me why the top part of this can doesn't unwrap as a stripe?
unlike the middle and bottom sections?

here is the blend file: https://drive.google.com/file/d/0B2TovTwIWuC7ZFFVMXBSQjhBX0k/view?usp=sharing


texts: Colored matt glass shade for lamp in cycles

texts:
I'm trying to create (using Blender 2.72) a realistic model of a lamp shade (which shape can be roughly represented as a cylinder with no caps and non-zero thickness of the walls) made of a colored matt glass that would do the following (having a small sphere with a white "Emission" shader placed in the center of it):

Attenuate the light coming through it.
Change the color of the light coming through it.
Reflect the light off its internal surface for the rays falling at low angles and leaving the shade through its upper/lower aperture (optional).

My current knowledge of Cycles materials (or, the lack of it) is not letting me properly "wrapping" my head around this task successfully.

Any hints on what should the graph look like are appreciated!


texts:
Im trying to figure out how to link two nodes in Python.  So far Ive found some pretty limited documentation here, but it gives you no idea what arguments the operator takes or how to use it.

So for example lets suppose that I wish to create a diffuse node, a glossy node, and connect them to a mix node which is connected to the material output.

bpyops.material.new()
bpy.ops.node.add_node(type="ShaderNodeBsdfGlossy", use_transform=True)
bpy.ops.node.add_node(type="ShaderNodeBsdfDiffuse", use_transform=True)
bpy.ops.node.add_node(type="ShaderNodeMixShader", use_transform=True)

How do you connect these nodes? And am I doing this right?


texts:
I'd like to know if there is an addon, a tool or something else to make clothes quickly, like makehuman or Manuel bastioni lab as regards making persons.

Thanks


texts:
So via the use of Curves > Curve spirals > Archimedian I've made the following:

Now I want to wrap the tape around the handle to fit the baseball bat mesh perfectly... problem is I can't seem to figure it out. I tried using Shrinkwrap but I only get the following:

It seems to join with my mess to mess it up. Anyway on how to do this but not manually scaling?


texts: I am using blender 2.83 and I know how to use Numpad Period to find the selected object, but I have a object moving and when I press play my viewport camera just sits there. How do I follow the object in the viewport when it’s moving? Thanks!


texts: How to decrease the size of an image texture?

texts: ok so as you can see in the image above, I have made 3 materials using cycles render (the wood, gravel and metal). No nodes. My wood texture came out great. My gravel texture seems super stretched. The actual image I'm using is much more detailed than bender is making it out to be. Any suggestions? I'm a complete beginner.


texts: How do you rig a character that has multiple individual meshes?

texts:
I have a creature with multiple hand placed scales all over it's back side which are all separate meshes. How do you rig them to the character itself without causing clipping?

Do I have to manually weight paint every single one of them? They are about 200 of them. Or do I add individual bones to each scale?

Does anyone know an effective way of rigging something like this?


texts: Generate square "skin" around a line for icon solidifying

texts:
I'm quite new to blender/modelling, and though I have made a few successful pieces previously, I'm having an issue in generating an object for 3d printing.

I am essentially creating a series icons, made up of straight lines. Here's an example of one:

The idea is that the black lines will be basically a square rod, and all connected to make up the icon. This square rod needs to have the faces aligned with the plane the object sits on... Like this:

I've traced the icon in blender using simple vertices linked together with straight lines.

The issue I'm having now is when I try and give the shape some volume. This is a very basic and out-of-proportion idea of what I'm trying to get as a final product:

Here, I've thrown this together by extruding the points up, creating faces an then insetting them, but the icon doesn't really have any physical volume, as it has no inner side wall or bottom face. Plus, the lines are all inset, instead of being equal on both sides of the line I really need to make it so that the lines all basically have a square tube around them all.

I've heard of people using bezier curves, and then beveling the lines to add thickness. This gives me several issues.

Firstly, the bevel comes out as a diamond, rather than a square, where the faces are all at 45 degrees to the plane the object sits on:

Secondly, the lines are all different thicknesses and appear to taper along their length, which I have no idea how it happens:

Finally, the corners of the shape have open ends, and I'm hoping to make it so that the object has sharp corners.

Any help with this issue would be much appreciated.


texts:
Is it possible to convert/export 2D curves to an svg?

I know you could render it to a raster image and then convert it with inkscape/potrace, but it would be nice if you could keep the splines the way they are in blender.


texts: Is it possible to change the axes/part that the vortex forcefield is attracting?

texts:
INITIAL SITUATION:
So I have a flock of "Birds" that are generated through a Boid Particle System,
at one point in my animation a vertex force field gets activated and the Particles get drawn to it.
My goal is to have it look like the flock of "Birds" is circling around one spot for a specific amount of time.
PROBLEM:
The Vortex Forcefield attracts the Particles at the bottom side of my model, so my "birds" look like they are flying sideways which I don't want.
QUESTION:
Is there a way to change which side of the model is attracted by the Forcefield, or is there a workaround for my problem?
Thanks in advance for your answers and best regards


texts:
The python api change notes for 2.80 give new requirements for bl_idname. I'm getting an error telling me that "MAPLUS_OT_changetypebaseclass" is an invalid name:

RuntimeError: Error: Registering operator class: 'ChangeTypeBaseClass', invalid bl_idname 'MAPLUS_OT_changetypebaseclass', at position 0

Am I following the naming requirements properly? The addon file is here for reference.


texts: 1080ti and 2080ti in one machine. Is it possible? n2

texts:
I have 2 1080tis. What if I replace one of them on 2080ti? Will I have both cards operational for evee and cycles? like sharing CUDA cores, optix denoising, rtx for ever?
P.S. Duarte Farrajota Ramos, every man has a right to be conceited until he is successful. And yeah, my question was not answered here: Does Blender support dual-GPU rendering if the two GPUs aren't the same?. not the same at all.


texts: How bake cycles material to PBR texture in 2.80?

texts:
I should pass this model on Unity. I think the only way is to bake the material.
I can not proceed because of the “metallic”. The glossy bake is always white. Why? Where am I wrong?

Thanks in advance


texts: Export transformation from Blender to OpenGL

texts:
I have custom exporter which exports data from blender to opengl app.

To convert meshes to opengl space I used:

global_matrix = axis_conversion(to_forward="-Z", to_up="Y").to_4x4()

Then when I export mesh I call mesh.transform(global_matrix) and vertex position is correct.

Each object I export as reference to mesh and transform matrix.
To convert transform matrix I use:

matrix_world = global_matrix * obj.matrix_world * global_matrix

If I set axis_conversion forward to Z it works (but model is not facing camera), but -Z have wrong results.

Bellow is scene in blender, there are two triangle shaped objects and three cones.

This is wrong image, triangles are placed correctly but cones are upside down (used forward_axis -Z)

This image is shows objects exported with correct positions but wrong axis (used Z instead of -Z)

How can I fix this? Why are the results wrong with -Z?


texts:
I've got two objects which used to be one that I want to join back together. however, the alignment is now off. I'd like to move and rotate the edited object in whatever way is necessary to get their vertices at the edge to match.
In other words, I have a perfectly identical group of vertices on two different objects. I want to move one object so that it's group of vertices match the other.

I've found several ways to match one point, but because the rotation is wrong, none of the other points are aligned correctly.

In the pictures provided, I've selected the vectors that should be matched.


texts: I have a bunch of metallic materials that use the Principled BDSF, and I need to change all of them from a metallic value of 10 to a metallic value of 1. Can this be done using a script?


texts: Tracing images to grease pencil : how does the scale param work?

texts:
I'm scripting something that is exporting grease pencil frames to PNGs, process them in another software, and now i try to import them back, trace them to grease pencil again, and move them at the exact same position as initial frames.
The main issue for me is about the scale parameter of the ops.gpencil.trace_image() operator.
bpy.ops.gpencil.trace_image(target=src_ob, thickness=10, resolution=10, scale=0.515, sample=0, threshold=0.8, turnpolicy='MINORITY')

It doesn't seem to be influenced by the scale of the image at object level, nor his resolution. with trials and errors 0.515 seemed to work for one frame but unfortunately it's not working for other image ratio.
Any thought ?


texts: Get interior polygons of rooms using Python

texts:
I have a room that looks like this:

What would be the best way to extract the bottom edges of the inside rooms using Python?
To build polygons for each room, kind of like this:

I tried to use bmesh to iterate over all meshes and only look at the bottom vertices, however that does not allow me to get the correct polygons of the room floors, because my walls are sometimes overlapping. And so I can't really extract the inside polygons.

I was was thinking of using ray_cast, but I can't really get a solution to work where I get all the polygons for each of the rooms.


texts:
I'm having an issue where when weight painting its crashing every minute of weighting. I'm trying to get used to blender (moving from Maya 2019 to blender) this model was made entirely in blender including its rig.

Computer specs:

i9 9900k (running in turbo 4.6)
32gb DDR4 ram 3200
GTX 1070 TI
1tb storage SSD (used to keep model work on)

Model:

humanoid
67 bones
44954 tris


texts: Control a property with no socket (color ramp swatch, etc) from a Group Node input?

texts:
Sometimes I create Material Groups to be used as appendable reusable assets. Unfortunately sometimes parameters I want to control using a Group Node's slider are not available for routing to a Group Node's input socket. Some examples of these are the Color Ramp and the Mapping Node.

So here's what I want to do:

Can this be done? If so, how?

Thanks!


texts:
I am trying to rotate a face downwards so that it looks like this:

I have not been able to do this by the R and any Shift+Z or X, Y or Y command.
This is just a fake screenshot where I moved the vertices manually, to demonstrate what it should look like.

Thank you.

I have uploaded the model here:
http://www.pasteall.org/blend/37734


texts: How can I make this surface in blender...?

texts: How can I make a surface like this....? I made this using nurbs in maya. Please Help. Thank You :)


texts:
I get this Error each time trying to import Adobe Stock OBJ files in to Blender:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_obj\__init__.py", line 145, in execute
    return import_obj.load(context, **keywords)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_obj\import_obj.py", line 1232, in load
    use_image_search, float_func)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\io_scene_obj\import_obj.py", line 344, in create_materials
    col = (float_func(line_split[1]), float_func(line_split[2]), float_func(line_split[3]))
IndexError: list index out of range

location: <unknown location>:-1

Why is this happening?


texts: 2.79b YZ rotation widgets are using incorrect AXIS

texts:
I have an issue with rotation, using the 3D manipulator is rotating wrong, The Y manipulator is rotating on the X axis, The Z manipulator is rotating on the Y axis, X axis widget appears to be fine. Using the XYZ keys work as intended, this is only a Manipulator via cursor grab issue

I have reset factory setting, I have uninstalled, checked global and local. I have been searching google but don't really know what to search for to get good results.


texts: Conditional else/if operator to perform different functions

texts:
When the object is in edit mode, I want to execute this:-

bpy.ops.object.modifier_add(type='SUBSURF")

And if the same object is in object mode, I want to execute this instead:-

bpy.ops.object.modifier_add(type='SOLDIFY')

I'm really confused about setting up the conditional operators regarding to the context of the object(modes). How do i it ?


texts:
I can not get Python to work, I have followed YT videos and do exactly what they have done but I only get error message:

  No module name 'bge'

I have searched on Google, but I cannot find similar answers. What is wrong?

At the top of my script I do have import bge

Although, I read somewhere that the inport BGE has changed.

But I'd really like to get this to succeed.
I can get my game to work without python but I'd rather not and it would make it too complicated.

I'm using version 2.77.

Here is my blender file

And this is the Script I trying

import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    message = cont.actuators["message"]
    remove = cont.actuators["remove"]

    own.text = "I don't want to talk."

    if own["time"] > 0:
        own["time"] -= 1

    if own["time"] <= 0:
        cont.activate(message)
        cont.activate(remove)

main()

Also this is the youtube clip I follow. https://www.youtube.com/watch?v=8klSGN1m5no&list=LLi0N8WDVMrYgCK_ni5ajv5g&index=5


texts: Copy camera position/rotation to another scene

texts:
I want to copy a camera from one scene to another, keeping the perspective. In the scene I copy it from the camera is animated to follow a path, in the second scene it should stay still.

How can I copy (not link) the camera, so that in the scene I copy it to, it does not follow the path in the second scene?


texts:
It is possible find the actual speed of object animated along a curve at a specific frame?

The object has a follow path constraint and it is animated by offset. I'm making a car animation and it would be useful to know this.

I can get the curve's length by Curve Length Add-on it's in the description of this tutorial.


texts: Can I set up a Driver for the bone on the left to slightly copy the rotation of the selected one when rotating clockwise on its Z axis, and to copy the rotation with higher influence when rotated counter clockwise on its Z axis?


texts: 2.8: Is it possible to Scale up the Grease Pencil object symbol?

texts:
I was wondering if it was possible to scale up (or down) the Grease Pencil object symbol? I mean just scale its appearance without scaling the drawing inside, like for example it is possible to scale up the apparent size of an Empty in the Properties panel > Data > Size without changing its real size.

Thanks in advance!


texts: Fluid Simulation is still low quality even with resolution of 250

texts:
I am trying to make my fluid look realistic but it isn't smooth even with the quality set to 250.

I have uploaded a video of it here:

https://www.youtube.com/watch?v=E54ObJrXHiM

Is there any settings I should change?

I changed the viscosity to these settings:
Base: 10 | Exponent: 3 | Domain size is also: 3m

Smoothing: 2 | Subdivisions: 2

Simulation Speed: 0.08

Here is a close up:

http://s24.postimg.org/vvq2ryhtx/fluid.png


texts: (Cycles only) Motion blur is not working in cycles but is working in Eevee

texts:
I have an issue with motion blur in cycles. I imported this alembic file from houdini and tried to render it with cycles but the motion blur isnt working. I  have attached the screenshot of motion blur settings below.

But the motion blur in EEVEE is working flawlessly

Heres the motion blur settings in Cycles

Can someone please help me out with this issue?


texts:
i'm trying to render my scene from a script. i've got some objects with materials that are Shadeless, and when rendering with the blender renderer in my script, they show up as expected: no shading. if i use the opengl renderer from my script, they do not. even if i delete the light, the objects show up with shading.

i tried using bgl.glShadeModel() in my script to no success, though that didn't make much sense to me anyway.

is there a way to specify that the opengl renderer should render the same way as the blender render, using the material's Shadeless property correctly? note that the material is pretty simple: a color, and that is being picked up properly.


texts: Unable to select vertices after entering anything besides object mode and edit mode

texts:
Blender 2.9
Hello, I am currently having a strange issue where for a couple of meshes, after entering anything outside of object or edit mode, I can no longer select the individual vertices.
This is before

And this is after, both using Alt+A

This only applies to the head directly itself; the hair and body are not affected at all.


texts:
I want to model a implant for 3D printing in STL format.

I need to adapt only part of my object (implant) to the surface and also maintain the thickness of the object at 1 mm every where. I have tried several methods and noting is working.

Top picture is the basic implant designed i made.

This is the Mandible from the CBCT of the patient. In STL format.

I want the inner surface of the implant to warp or adjust in to the surface of the mandible. Also that part need to be in 1 mm thickness.

Can some one please tell me the workflow that i should follow in this case ? and get the surface well adapted to the complex geometry while maintaining the thickness.

After trying method suggested by Lemon

enter image description here


texts: How can I unlock rotation and displacement for multiple objects at once?

texts:
I have created a collection of objects that includes archimesh objects.
I want to duplicate, move and rotate the collection.
Since archimesh objects have some of its properties locked, I have to unlock every property of every one of them.
I tried locking and unlocking all the properties of the selection set, but did not work. Only selecting one sub object at a time worked.
Is there a way to select all objects in the collection and have all objects properties unlocked?


texts: Why do I have to use negative solidify values when the tutorial does not?

texts:
So, I was following this blender tutorial and the first time I did it, it went swimmingly.  Now I have a problem: whenever I copy the top of the doughnut and solidify it for the icing... the thickness goes INISDE the doughnut.  This means that whenever I snap the icing to the face of the doughnut when trying to make the icing look runny, it always goes inside even when snap works.
Whenever I use the positive thickness, I get this problem:

But whenever I set the value to be negative: it nearly fixes this problem.

I have no idea why.  Could someone please point me in the right direction?  This almost works, but it still leaves the issue of the "Crease" setting not quite working properly.


texts: Trouble bending an arm at the elbow once subdivided

texts: I subdivided the arm at the elbow. Yet when I try to bend the arm at the elbow to move the elbow back, the shoulder moves instead. I am trying to position it like the arm drawn on the right.  Please help if you have any advice to get the arm to bend at the elbow. I am very very new to this.  Thank you for any help you can offer.


texts:
I am working on a project where i have to animation yoga animation, i have BVH files for animation which actually is converted from CSV to BVH, csv files are generated from Kinect sensor.
Now i am retargetting these BVH files to a MHX file(MakeHuman file) in blender, my animation are distorted, if i use the CMU mocap bvh files for the same MHX file, it is working fine.
my defined BVH skeleton is different from CMU mocap bvh skeleton, i am uploading one bvh file for reference, since this is my first project in animating mocap files, i do not have good knowledge of skeleton and its functioning. can someone suggest me some way to animate the bvh file correctly.

I observed that there is problem with defined skeleton in my BVH files, it has some bones missing, thats why it is not working properly or retargetting of mocap is not done properly.
link for the bvh file is here BVH file


texts: Is there any quick way to make mesh "even"? I have created a scene with displaced plane. Afterwards i want to sculpt it a bit and find it difficult for some "steep" faces. The mesh in the green circle is somewhat even and dense but the red one is just terrible and it is the exact piece of mesh i want to sculpt.


texts: Python Scripting : AttributeError : 'SpaceTextEditor ' object has no attribute 'context'

texts:
I am trying to write a python script using the info panel.

The first part of the code is unwrapping a mesh which is executing successfully.

The second part is to change the viewport shading to MATERIAL which is used for rendering. But when I try to run the script I get this error .

Thirdly, I am trying to import a .png image. But its not being displayed in the UV Editor.

The code is shown below:

import bpy
   for obj in bpy.data.objects:
     if(obj.type == 'MESH'):
       bpy.context.scene.objects.active = obj
       bpy.ops.mesh.uv_texture_add()
       bpy.ops.object.mode_set(mode='EDIT')
       bpy.ops.mesh.select_all(action='TOGGLE')
       bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
       bpy.context.space_data.context = 'MATERIAL'
       bpy.ops.material.new()
       bpy.ops.image.open(filepath="//finger1.png", directory="C:\\Users\\KM\\Desktop\\blender\\Test 1\\", files=[{"name":"finger1.png", "name":"finger1.png"}], relative_path=True, show_multiview=False)

Anything regarding this would be helpful. Thanks in advance.


texts: bpy ray_cast doesn't find intersection from camera position to object position

texts:
I am currently trying to discover if any background object is in front of my foreground object (obj.name = 'Mhx2test') with blenderpython. To do this, I use the ray_cast method. So what I do is sending a ray from the camera directed to the foreground model what should return a position I can compare with the position of the foreground model to determine if the first intersection was with the foreground model or any other background model. I built a very basic scene with a Cube being between the camera and the foreground object:

So the camera view shows that blue cube in front ob the foreground model. Sending a ray towards the foreground model should thus return the nearest intersection point with the cube. However when I run the following code it doesn't discover any intersection, i.e. the result is 'False'.

def detect_nearest_intersection():
    scene = bpy.context.scene
    me_tmp = bpy.data.meshes.new(name="~temp~")
    obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp)
    scene.objects.link(obj_tmp)
    scene.update()
    ray_cast = obj_tmp.ray_cast
    camera = bpy.context.scene.camera
    mod = bpy.data.objects['Mhx2test']
    direction = mod.location - camera.location;
    direction.normalize()
    result, location, normal, index = ray_cast(camera.location,direction)
    print("Raycast from %s to %s" % (camera.location, mod.location))
    print("Result: %s, location: %s, normal: %s, index: %s" % (result,location,normal,index))

Here is the output of the result:

Result: False, location: <Vector (0.0000, 0.0000, 0.0000)>, normal: <Vector (0.0000, 0.0000, 0.0000)>, index: -1

The ray_cast documentation from here:

  ray_cast(origin, direction, distance=1.70141e+38) Cast a ray onto in
  object space Parameters:   distance (float in [0, inf], (optional)) –
  Maximum distance Return (result, location, normal, index): result,
  boolean location, The hit location of this ray cast, float array of 3
  items in [-inf, inf] normal, The face normal at the ray cast hit
  location, float array of 3 items in [-inf, inf] index, The face index,
  -1 when original data isn’t available, int in [-inf, inf]

I am using blender v2.78 (former versions implemented the ray_cast as ray_cast(start,end), v2.78 seems to use ray_cast(start,direction))


texts:
I have rigged a mesh and then I've added a curved path I'd like it to follow. Next, I've added a path constraint to the armature and everything works fine except for one thing: when the mesh rotates to follow the path's curve it is heavily distorted towards the curve's direction.

Does anyone know how I could fix this?

Thank you.


texts: Reset text field to default when starting Blender

texts:
Is there a way of reseting a text field every time Blender is initiated, saved or before closing? I want to create a password field for an Addon and I don't want it's value to be saved alongside the blend file.
I have looked for a while but I haven't seen anyone asking this particular subject.
A little bit of code:
row.prop(scene.testing, "password")

Password being a String Property created like this:
password: StringProperty(
        name="Password",
        description="Password",
        default="",
        subtype="PASSWORD")

If it could be possible to reset to the default value which is "", that would be perfect, but I don't seem to find anything.
Thanks!


texts: Cycles: BVH traversal algorithm question

texts:
Trying to understand the BVH traversal/intersect portion of the code for Cycles, and had a couple questions. I am looking at the non-SSE code path in BVH_FUNCTION_FULL_NAME(BVH)() in cycles/kernel/bvh/bvh_traversal.h.

1) I see that the main traversal loop is of the following form (beginning at line 100 in the commit I am looking at):

do {   //loop-A
  do { //loop-B
        /* traverse internal nodes */
        while (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
        ...
        }
        /* if node is leaf, fetch triangle list */
        if (node_addr < 0) {
        ...
        }
      } while (node_addr != ENTRYPOINT_SENTINEL);
    } while (node_addr != ENTRYPOINT_SENTINEL);

Question - Why do we need the outer do loop (marked as loop-A)? I understand that inner do loop is needed to complete traversing all the nodes on the traversal_stack as the nearest hit point may not lie in the nearest bounding volume. But I don't understand why we need another sweep through the tree?

2) In the same traversal loop, when checking for intersection with internal nodes, there is no code which checks for:

if (traversal_mask == 1) {}

When looking at bvh_aligned_node_intersect() in cycles/kernel/bvh/bvh_nodes.h, it seems to me that a return value of 1 is a possibility if c0 hits but c1 misses. Not sure what I am missing here.

Any help will be greatly appreciated. If you can point me to any papers which describes the algorithm for this exact portion of the implementation it would be very helpful.

Thanks,
Gaurav.


texts:
Even if I hide almost everything in the scene, my computer cannot begin to render. I left it to render over night and it was still stuck on 0% in the morning. If anyone could check out my file I would really appreciate it!
(I tried reducing the render passes to 32 and reducing light bounces to 4, no dice).
https://drive.google.com/file/d/1pr1FdO461RaFQDsTo5klWofKiG31IbMe/view?usp=sharing


texts:
I have been struggling a ton to get a basic time trial type timer that includes milliseconds.

The kicker is, I REALLY want to have my frame rate uncapped. With that in mind, this solution I found counts WAY too fast (it counts approx 30 seconds every actual second):  Timers and animation frame rate

I'm thinking there may be something to using datetime, but I can't figure it out. If I could just somehow start a timer at 0, then add to it the time between the previous and current frame, I'd be golden. I just can't figure out how to do that.

EDIT: I think I am close with bge.logic.getRealTime()   ...I just can't display it in the text object for some reason. I get "error return without exception set". It displays in the console just fine if I print it instead.


texts:
How can I simplify the wire structure? I can't simplify it after joining with Join and Booleans is not working well (with Union option).

Thanks in advanced!

Marcell


texts: Fade out objects WITHOUT use of materials

texts: So I have a lot of objects with similar animations, but I want each one to fade out at a different time. I already have a lot of materials, so I don't want to make the list that much longer. Is there any way to fade out a specific object without use of materials? Thanks!


texts: I know it could be weird, but can I for example take all the objects in the scene (static objects) and then render them with low polygons? like transforming them or something like that?


texts:
I am using Windows 7 Blender 2.77.
I am in edit mode, solid mode, selecting faces, I still cannot right-click to select faces on my mesh.  When I change to wireframe and right-click, I am able to choose a face and make it snowy-white dots.  When I choose shift+choose a second face, the first face becomes orange and the second face becomes snowy-white dots.  When I change back to solid, the faces remain the same color as in wireframe.
Selected faces are supposed to be orange.  Why are they snowy-white in Wireframe mode and impossible to choose in Solid mode?
I tried "Load Factory Settings," and my graphics card is Intel HD so I don't have full screen anti-aliasing, whatever that is. (referencing 2 stackexchange answers I have looked up)
Photo 1: Right Clicked the Face in Solid

Photo 2: Right Clicked the Face in Wireframe

Photo 3: Shift + Right Clicked another face in Wireframe

Photo 4: Changed back to Solid mode


texts: Where is the recalculate normals button?

texts:
I really need that [ RECALCULATE ] button, from my tutorial. It should be here:

But it's missing:

What did i do wrong? The Tutorial said, select the whole Mesh with [a], so i did.. But the button is not there!


texts:
Hi I would like to match the vertex group with the correct bone,
in this case I am showing the "DEF-shin.02.L" bone, by default this is the area that I "select" , I do not if is right places...how ever, what portion of edgeflow must this bone get ? to useful animation.


texts: How to include my custom function into blender?

texts: How is the simplest way to import/include my custom function to blender ?  How to add not using install addons ? I don't need to register it as menu. I just want to be able to run/call my function from inside blender for every blender session.


texts: So I have animated a mask for video editing, and then for whatever reason, the video changed to where the video had the same frame for 2 frames. So the mask is 1 frame offset in the middle of the animation. Is there a way to fix this? Or perhaps a way to change the mask animation in nla or something?


texts: Is there a way to offset in time a scene's animation including physics and particle caches and markers?

texts:
[this is kind of an extension of How to Offset a Particle cache in Time ]

I am working on a complex animation with lots of moving parts, including multiple particle systems as well as two smoke simulations. I now realized I needed to adjust the timing near the beginning of the scene, for which I will need more frames. Moving all the keyframes to the right is no big deal in the Dope Sheet but can I also shift all the start/end times of physics and particle caches and emitters in a similarly easy manner? Or do I have to manually locate and adjust each and every frame number reference buried in the various object' properties?

Sidenote feature request in case there is no easy way to do this ATM:

Ideally, I think, whenever something requires a reference to a specific frame number, it should be possible to specify a marker instead. Add to that that it should be possible to select and move markers in the dope sheet together with keyframes and all would be well... right? ;)
Does that feature request already exists somewhere that I can vote on?


texts: Update mesh after using bmesh in object mode

texts:
To avoid some unnecessary OBJECT/EDIT mode toggle, i'd like to be able to perform some actions via Bmesh in object mode.
Is it possible to update apply changes after a Bmesh action in object mode ?
For exemple, i try to select an edge with this little code but, without update, the edge not selected.

import bpy
import bmesh

C = bpy.context
ob = C.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

bm.edges.ensure_lookup_table()
bm.edges[2].select = True

# need to update here

bm.free()
del bm


texts: Problem - dark Border around Render Frame with Eevee Reflection Plane

texts:
I'm just testing Eevee and got a strange border in the reflection on the ground.
The ground has  an easy shader wich is very glossy.
In the viewport all is corect but if I render it, I got this strange result.
I've play around with the settings of the material, render settings and the object data of the Reflection Plane (Light Probe).

I hope anyone can solve this problem.

Thank you


texts: How to interactively add vertices based on custom input fields?

texts:
I want to make UI with input fields and a button which add verts with coords based on values in this fields.
I kinda almost understand what I need to do but it slips away because I am not a programmer. Looks like I need a class which creates a point when executed, UI part and reg ofc. Like this:
class addPoint (bpy.types.Operator):
    bl_idname = 'something.point'
    bl_label = 'Point'

    def execute (self, context):
        bpy.ops.mesh.primitive_vert_add()

class Panel (bpy.types.Panel):
    bl_idname = 'panel'
    bl_label = 'Panel'
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Panel'

    def draw (self, context):
        layout = self.layout
        row = layout.row()
        row.label(text = 'Add point')

def register():
    bpy.utils.register_class(addPoint)
    bpy.utils.register_class(Panel)
def unregister():
    bpy.utils.unregister_class(addPoint)
    bpy.utils.unregister_class(Panel)

if __name__ == '__main__':
    register()

As far as I know there is no built in way to setup creation coords? I feel like I can add bpy.ops.transform.translate to execute part but how to show inputs for it in UI?
Anyway I guess it will not work because those fields only active if the object is already selected, and it can't be selected before it's created. So I feel like I need to add properties to addPoint class(?), show them in UI, then input data there and use this data for translation. But how to write all this and connect all together?
Or maybe I am totally wrong?


texts: What's the range of values on a sound-baked f-curve?

texts:
I'm doing a lot of sound baking at the moment, but it's kind of hard to work with since I don't know what kind of values to expect out of the f-curve.

Common sense would say that it would range from 0 to 1, with 0 being dead silence and 1 being as loud as it gets, but that doesn't seem to be the case. In normal cases, the limit seems to be somewhere below 2, or maybe it is equal to 2, But I haven't been able to find anything in the documentation. The docs on sound_bake() just say:

  Bakes a sound wave to selected F-Curves

and don't provide any information on the output, just the parameters.


texts: Strange behaviour - object is hidden behind grey "wall"

texts:
I bought a model that has .obj, .fbx and .max formats. I use Mac, so I'm not able to use .max, so I decided to import .obj in Blender. After I imported the file, I saw that a part of it hidden as if there was a gray wall or a portal to another universe. It's hard to explain it, better check the gif:

I'm totally new to Blender, so I have no idea what it is.


texts:
I'm having a lot of troubles with a cloth simulation for a flag flapping in the wind and I'm starting to suspect that my problems are related to small scale at which I'm running the simulation (length of the flag is 0.04 Blender units).

Is it possible to bake the simulation at a more typical size, then scale down to my mini-flag? Alternatively, are there tricks one can play to work around problems with simulating physics with really small objects?


texts: how to separate one object into different parts?

texts: I do not know exactly what I did, but I am a beginner/noob with Blender. When I select one shape all of the shapes have an orange outline. I don't really know but they are all somehow on the same line/tab. I wanna put them each back to their own tab. Look at the picture to see what I mean. 3 of the shapes have an orange outline when I click "cube" even though it should only be one cube. I wanna make each one its own line again. See how the cones are not selected, each cone has its own separate line/tab. I feel like it is really simple to fix, but it is probably a rare problem so I do not know how to fix it since I am new. Any help would greatly be appreciated.


texts: How to use set up transparent background on VSE (alpha file combined with mp4)

texts:
I received one of my very short clips edited from Unscreen website (which removes background of the vid) but they sent me the mp4 of the video (with the background) and an alpha file which I have no idea how to work with on blender (neither on any other software anyway!)
I want to import my video with a transparent background and apparently I have to mix somehow the mp4 and the alpha file.
Does anyone can tell me a simple procedure to do so on VSE?
Thanks in advance
Roland


texts:
I am making a game on the BGE with smooth shading pretty much everywhere. Everything looked great until I added a title screen scene. Then, whenever I switched between them while running the game, the shading meaninglessly switched between boxy and smooth, while also omitting some graphical toon effects. Is there a beter way to do this?

Here is the file:

This is with boxy/flat shading and absent graphical toon effects:

This is good, but still missing some toon styling:

This is with all the real effects, loaded directly from the adventure scene:


texts:
Hi guys good to be here.  Am new to blender and am trying to learn it ASAP.  Pls my blender keeps crashing when ever am at shader editor and my changes doesn't affect my mesh in the shader. Pls how do I fix these. My system specs is Intel core i7 2620M CPU @ 2.70 GHz.  8gig ram,
54 - bit Operating system.  Windows 7. Thanks


texts: Object not appearing in Render View or final render

texts:
Thanks for reading.

I started sculpting a mesh and noticed I wasn't in Cycles. After switching, the object no longer appears in the final render or in Render View. The object shows up just fine in the other 3D view options.

Things I have checked:
 - The object is selected for viewing in the Outliner.
 - The shaders are linked to the Material Output and Alpha is set to 1.
 - Viewed by camera in cycles is checked in the Object tab.

If anyone knows a solution to this issue or the reason behind it, the info would be greatly appreciated.

Update:
Image as requested.
Camera is checked and in position.
Shader and Texture Nodes Connected to Object's Material Output.
3 Point lighting using soft hemi's.
All objects (even lamps currently, sigh) are on same layer.


texts:
I would like to paint in Blender  tapered stroke on a mesh like this

I can make this in Inkscape but is there a way to make this in Blender so that I could make free hand tapered stroke ?


texts: Animation nodes, barchart, I can generate the bars, but how do I animate them?

texts:
Newbie with animation nodes.

Through various tutorials, I've managed to come up with the following nodetree (blendfile: https://mega.nz/#!WHhXQKgK!jY9JOj2t-OHm_srS-ysibNsU7nSLnfmmBcRuPsBM9is )

This tree generates bars in a barchart, from an original object (cube) that is hidden from both render and view. The height of the bars, and the number of bars, is determined by the contents of a blender text-blok with CSV-like data in it. First I split the textblock into lines (only the first line is used at this stage), and then I split that line by a custom defined seperator (in this case it's just a single spacechar)

I was hoping that I somehow could feed the resulting barobjects to another transformation-output and mix the values. The goal is to make it possible to eg. make the bars appear from left to right, perhaps make them "grow" from zero to their final size, perhaps even apply some snazzy f-curve or similar to put some bouncy/springy/whatever effect on the animations etc ...

I've been searchin' and searchin' - still I have absolutely zero clue on how to continue. If I simply add another transformation output, that output will totally overwrite the transformations set in the first transformation-output - no mixing whatsoever.

Can someone perhaps point me in the right direction?


texts:
Been going through old questions and tutorials for several hours and still can't figure out what I'm doing wrong.

My object unwraps fine in the UV Editor and I can add the file I want mapped, but it is not being applied in the 3D Viewer or when rendered.

The blue material was added to the object as some references said a material needed to be set before applying the UV Map.


texts: I am relatively new in blender, I learned how to use it last week so I am pretty much a noob. After finishing a character (incluiding the animations)that I was making for unity, when I exported it, it just got completely messed up and all the parts were ditributed everywhere. looking at my blender character I notice this orange points everywhere and I think this had something to do with the problem. Is this fixable? shall I start from 0? Help please


texts: Making a model out of cubes, can't fix overlap

texts: I'm working with a Minecraft model, and am using hand places cubes as extrusions for the hair of the character, as I am unsure of how to extrude pixel sized "blocks" from the mesh. The problem I have arises with a tiny bit of overlap with some of the cubes, causing a weird look. Is there a way to fix this overlap without having to go back and hand scale/rearrange the cubes, or an easier way to achieve this extrusion? The cube's aren't perfectly aligned, as I did it all by hand. Is there possibly an easier way to align them?


texts:
I'm currently making a race track in blender and i'm following this video: https://www.youtube.com/watch?v=SDLLbKvEeBY. At 7:04 in the video he adds the curve modifier and sets it to the bezier. Whenever I add the curve modifier and set it to the bezier,the "cube" just disappears.

Edit: I changed the axis in the curve modifier and now it looks like this.

File here:


texts: Submerged inflow doesn't add to fluid volume

texts: So if you position your inflow inside the fluid, or where it's going to be submerged after a while, it stops producing fluid volume. Funnily enough, I've encountered the problem with both Blender fluid sim and Flip Fluids. Anyone knows what's going on an how to solve the issue?


texts: How do I change the interpolation of shape key animations?

texts:
I have a series of shape keys on a curve but the vertex interpolation between the morphing is no good.
Is there a place in blender where I can view the animation paths of the vertices in the shape keys and fix up how the vertices interpolate so i can make it smoother.


texts:
I have a question regarding collisions in blender.

I'm trying to animate shortwave radiation (particle system) which reflects on different materials.

However when i apply a collision the 'solar rays' (shortwave) do not rotate when they collide with the material (see figure).

I've tried to add a rigid body to the cilinder (ray), but it does not seem to work...

can anyone help me out here? Really appreciate it!


texts:
i just recently started to learn with Blender , specifically animations and rigging. So i went to the internet and downloaded few things to see how are they done.
I downloaded this model of Fps hands which are rigged and i found 4 objects i know nothing about.

From my experience i'd say they have something to do with Inverse Kinematics, but they dont seem to be doing anything whenever i try to rotate them or move them.
thanks in advance.
EDIT: the file => link to file


texts: We can select non-manifold geometry by python function select_non_manifold() or Select Non Manifold command in editor. However, in my case I need to deselect non-manifold geometry. Is there a way to do this?


texts: how to extrude along a path to connect 2 meshes

texts: I need to connect a couple of areas along a path. They where 2 separate models I am combining and I am having some trouble. The modles are an engine and turbo. I need to connect the selected areas along the selected path, and have it look like a pipe. Anyone know how to do that. It is all now one object.


texts: Why my object is not showing in Rendered result but in the Rendered viewpart?

texts:
Im facing this problem for the first time and it looks very funny to me because there is no issue with the settings.

My object is showing in the Rendered viewpart but when i hit render for final image result its nothing in the result. lol


texts: Way to disable "gradient" in ortho views?

texts:
Is there an option for controlling the 3D-view background gradient (and perhaps the grid for some situations) when switching between ortho and perspective?

Specifically, when I switch to top or side orthographic view the grid takes on a color opposite the gradient and it's slightly irritating... I would turn the gradient off but I like my theme the way it is.


texts: Deform a flat shape while retaining the original mesh

texts:
I'm unfamiliar with 3d models but I may consider using one for some real-life crafts.

What I'd like to do is have a flat shape (let's say a star) that I can apply transformations to (like a fold or ripple). In addition, I'd like to be able to view and modify the original flat star and also see the resulting folded or rippled version. As if I'm applying a 3d transformations layer to an editable flat element.

By doing this I can see a simulation of a real life paper cutout folded up but export the desired flat shape.

What process would you use to accomplish this? Is there other software better suited for something like this?


texts: Shrink-wrap into holes, cracks and crevices

texts:
I have a messy mesh that was generated in python. Think a sphere with lots of crevices, cracks, and holes (there is also an interior topology that is not important). I want to disregard the interior and fill in the holes (in an approximate fashion). An ideal solution would be something like the shrink wrap modifier, but such that it "goes into" the holes with respect to some threshold. I can then tweak the threshold to get the effect that I am after.
Does anyone know how I can do this? Thanks!


texts: Objects change position in a frame but their infos about location don't change

texts:
I want to make a video of about 1200 frame of a camera moving along a path inside a house, but when I go to frame 1 there are two objects that are not in the position they should be and I don't know why. If I move to frame 37, they are in the correct position and from that frame they stay there, but before frame 37 they change their correct location (I don't why this is happening because I've never animated them).
I've thought about copy the location they have at frame 37 in frame 1 and so on, but when I go to the location informations to change them in frame 1, they are the same I have at frame 37, even if they're not in the same position!
Is there a way to fix this? For now I've just modify the frames that have to be animated to be from 37 to 1237, but I would like to understand why it's doing like this.


texts: Blender 2.8 can no longer import module from Textblock

texts:
just downloaded todays Blender 2.8 build and it seems I can no longer import a function from another Textblock. Works well on a build from April 5th (haven't updated since then).

This simple example is not working in todays build:


texts: Link faces of an icosphere for modeling a geodesic dome

texts:
I want to model a geodesic dome-like object with custom struts and joining points. I want to have it be based off of an icosphere, with each piece looking exactly the same. I have done this with a subdivision-level 1 icosphere (an icosahedron), and some array modifiers, but I don't see how this can be feasible if I want to project it to larger scales with more dense icospheres. Here is a quick example of a basic version of what I want to create:

The "belt" is in yellow, the "caps" are in orange."

Modifiers for the caps:

I didn't spend a lot of time with modeling, but it gets the point across. It is two objects, one for the "caps" and one for the "belt." They each have various array modifiers on them.

Modifiers for the belt:

Can I create this with one object, so I only have to model it once, and it merges properly?
How can I extend this to a more complicated icosphere?

Alternately, can I "link" the faces to the same geometry and avoid array modifiers all together?


texts: Principled BSDF + Substance Painter: change metallic colour

texts:
So i've been fooling around with Substance Painter and Blender. My idea was to make this old fashioned or classic teacup and try to create the material in Substance. I do not have any experience with Substance, just fooling around.
Attached the cup and my question is: how can i change the metallic edge to a gold tone? I've searched all over the web but did not find any satisfying results.
In Substance i get the nice gold tone that i'm looking for, after export i end up with some kind of mask (it's grey-toned actually). So i would like to get the result from Substance into my Blender file for render.
I hope someone overhere can help me.
- Image cup in Blender with materials: https://imgur.com/h0DUaKh
- Substance material: https://imgur.com/MD3z2dh


texts: Is there a way to copy lighting to multiple scenes?

texts: I'm slowly beginning to understand how to use Blender properly, so now I'm thinking about creating my own animated series. I want to create an efficient workflow in order to achieve this, well, efficiently, and so I have been using the "scenes" feature for test animations. However, in my desired workflow I want to focus completely on the animation first, and when that is done for each scene I could move onto the lighting and adjust that the way I want. However, I have not yet found a way to copy multiple lights (settings, location, etc.) to multiple scenes in a single .blend file. Is there a solution to this?


texts: Strange drawing of selections in edit mode

texts:
I am running Debian testing/unstable with LXDE as Desktop, and with the latest Blender update (2.71+dfsg1-1) selected vertices are drawn differently. See the following picture for a before/after view.. How can I make selections again appear like in the left part of the image (except downgrading to a really old version)? Or is that a bug with the Debian version of Blender?

UPDATE: I installed the latest Blender for Linux from blender.org, blender-2.72-linux-glibc211-i686.tar.bz2 -- the problem is present in this version as well. This makes me wonder if it could be a problem with the Linux desktop. Are there graphics settings that can be tweaked?

Additionally, if I enable the setting 'Show Weights', the vertex is rendered correctly (left image), just everything has a blue tint. If I enable Shading -> Multitexture -> Matcap the selection is rendered correctly as well. This leaves me to believe it is not a bug related to the graphics drivers but to some other (default) setting that has changed recently. Any ideas?

UPDATE 2: I checked all combinations of options and with some the rendering is ok, with some not. With some it depends on the selection mode -- for example, with matcap if I switch to face selection mode, the middle point is missing. The bad thing is that there is no combination where the behaviour is acceptable :/

Probably not important, but with Windows 7 it works flawlessly (so I figure it's not a HW bug at least).

Hardware: Intel i7 860, ATI 5750 (I know, this one is ancient). I'm using default Debian graphics drivers which should be the open source ones. I should stress that until and including 2.69 there were no problems; the fact that I can switch on `Show Weights' and the lines are drawn correctly leaves me to assume that the drivers shouldn't be a problem. Is there more information I can provide?


texts:
I am getting a distortion with a rigged mesh due to the way that Blender imports FBX files. This is due to some kind of loss of accuracy that occurs while importing the vertex weights.

Here is a blend file with 2 Armatures and meshes.

The mesh on the left was imported via FBX. It appears as if all vertex weights are normalized so that for a given vertex, the weights add up to 1.00.

The mesh on the right was imported via DAE/Collada. The vertex weights appear to be normalized so that for a given vertex, the weights add up to 8.00.

So, are there any 3D file format experts out there that have any ideas on how to deal with this?

Here is a little background on this issue: Both meshes were created from the same Mixamo Fuse character with their auto-rigger. The broken one was imported from FBX, the working one was imported from Collada/DAE. I am in the process of writing some scripts to clean up Mixamo characters imported via FBX, however I am stuck here.


texts:
My Texture is not displaying correctly in view-port shader view Under the solid view-port - it shows correctly and I can paint it as usual.... but in the shader view it has shifted
Its just s simple principled shared setup - image in the slot.

I can provide scene if needed
it is part of a sheet combining a few objects - not sure if that makes a difference?


texts: I have a simple scene. I'm using a particle system but the particles don't collide with the floor. They disappear after reaching the floor. I would like the particle to settle on the floor after being emitted from the top. Any suggestion are appreciated.


texts: Is there any scripts or add-ons for EEVEE tile rendering?

texts:
As all you know EEVEE doesn't support tile rendering. When project exceeds the limit, Blender crashes instantly when I try to render the scene. I'm animating the shift x-y values of the camera for tile rendering and merging those frames with Photoshop. It's not that hard but I'ld like to know if you guys have any better ways in your mind? Some way to get a whole render image, not frames to be merged.
I already am automating the merging process on the Photoshop but a few errors appear on frame borders. Especially if the 'Bloom' option is enabled.
Sometimes I need the PNG version of a specific object so I render that object solo, import it to Photoshop and simply select the pixels to get the selection of that part. To do that the PNG version have to fit 100% with the original render and with that animated camera render it always a headache.
I thought and hope you have better idea or script/add-on to get a whole render image on EEVEE with tile size option. Using the camera as a scanner sounds like a stone age thing. Thank you all!


texts: How to automatically/dynamically repel control points on a path/curve?

texts:
I am trying to generate a 3D path which will be then object-bevelled with a circle. The aim is to make some sort of spaguetti. The problem I face is that once I extrude my circle along the path, (as expected) the 3dimensional knot crosses itself.

Is there a way to automatically repell the control points in such a way that once the extruded shape goes along the path, there won't be crossing-over?


texts:
I imported the STL object then tried to remove some volume from it by applying difference modifier against cone. After some problems, like repairing normals, it seems I can use difference modifier to get a kind of "cone shaped hole" - but it works only for "pyramid" floor. There is an empty space inside "pyramid" after that operation.
As I need a 3D printable model I have to fill the "hole" with the same cone to get some faces inside the hole. So I added another "union" modifier.
For me it seems all looks good but final exported 3D object is not printable.
It seems the inner hole faces are not connected with other parts of original model.
Edit1: After applying the modifier it seems I getting my faces properly connected but there is a whole mess with them like wrong normals directions etc. It's a lot of manual work o get it proper way.
How can I make my "hole" printable, easy ?


texts: How do I hide this top panel and where did my menu bar go?

texts: Please tell me how to hide the top panel. Dragging any of the corner handles up on the other panels does not work.


texts: How to re-render an image sequence with different image texture for 1 object?

texts:
I did a Image sequence render of about 1500 frames only to notice that a small object in scene had a different texture file linked to it.. instead of re rendering the whole 1500 frames.. is it possible to use compositor to mask the rest of objects and only render small object that i need correction for and then combine teh original sequence with this new one?

Im new to compositing would appreciate if anyone can point me at an keywords i can use to google about this or solution.


texts: Problems with extruded curve and solidify modifier

texts:
I'm relatively new to blender and am having issues with a curve that has a solidify modifier applied to it. I'm trying to 3d print cookie cutters and need to take custom curves, extrude them to a specific height, then give them a thickness, like 1-2mm. I've configured blender to use mm as my unit of measurement and everything seems to be okay. However, when curves are too sharp, as shown, they get these weird overlaps which end up becoming holes in my print.

Image of curve  with weird artifacts:
https://cl.ly/a5cf7eadb762

My solidify settings:
https://cl.ly/b12de88a42ab

The geometry settings:
https://cl.ly/ad8a526e4f17

What it looks like when I bring the exported .stl into tinkercad (for example): https://cl.ly/c4cf484e2872

What am I doing wrong here?


texts: I am trying to install pil. I am using Windows10 blender 2.83.5 I get ImportError: cannot import name 'PackageFinder' from 'pip.internal.index' (C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\site-packages\pip_internal\index_init.py)


texts: Removing bottom material slot for all objects in a collection

texts:
I need help removing the second material from all objects in a collection. All the objects have two slots with the second one being of no apparent use.
I'm not well versed in python, but I've managed to achieve this for singular objects using this:
o.active_material_index = 1
bpy.ops.object.material_slot_remove()

All I need now is a way to apply this to all objects inside a particular collection.


texts: How to do what this person did in this video tutorial?

texts:
https://www.youtube.com/watch?v=ZshtugUVY3A

At around the 21 minute mark he seems to play with the lighting and material colour, but I can't find that in my blender settings! He seems like he has a different control panel, here's mine:

How can I do what he did?


texts: click a object but yellow outline is not appear

texts:
If i click the hair, shoes, clothes object and yellow outline is appear.

But, click the body object yellow outline is not appear.
why yellow outline is not appear?!

I don't check "only render".

I don't uncheck "little icon about selection".

I don't click "Properties > Object > Display > Transparency"

If you have experience please give me some advice.


texts: How to bake textures that are scaled, adjusted through UV sliding, and repeated?

texts: I have a question I've been really struggling to find the answer for! Is there a way to export materials and textures that are already scaled and adjusted using the mapping node, as well as clicking on one face of the mesh and sliding/adjusting each face to have it sit correctly on the mesh? For example, I have done all this to a building model. I adjusted the texture so that the windows do not appear on edges, I scaled and I transformed the textures and slid them into the proper spots. This texture though is only 4 windows big and it takes advantage of the mapping node. But now I need to export that as a complete repeated texture with the correct faces and adjustments I have made, so I'm wondering how I can bake those textures out and if this is going to help me with that? Please let me know! Thank you guys!


texts: I want to simplify the mesh of the ornamental design on this bench, while still keeping the general look

texts:
Making a model of the Titanic. Want people to be able to "walk" around it at some point. I've mentioned this in previous posts.

I've got benches throughout the decks and I wanted to try to get the ornamental detail on the arms, but I worry that it's adding unnecessary geometry to my model. Is it possible to simplify the mesh, while still getting the general look?

Edit: Forgot to mention I've tried the Limited Dissolve and the Decimate modifiers. The current result is what I thought was the happy medium between keeping the shape and simplifying the mesh using those features.


texts:
This is probably a noob question but here goes. I don't remember how to export correctly to my own obj parser.

this is how I want the faces to be exported (How they used to be exported correctly):

f 5/1/1 6/2/1 1/3/1
f 6/1/2 7/2/2 3/4/2
f 7/1/3 8/2/3 4/4/3
f 8/1/4 5/2/4 1/4/4
f 1/1/5 2/2/5 3/4/5
f 8/1/6 7/2/6 6/4/6
f 6/2/1 2/4/1 1/3/1
f 2/3/2 6/1/2 3/4/2
f 3/3/3 7/1/3 4/4/3
f 4/3/4 8/1/4 1/4/4
f 4/3/5 1/1/5 3/4/5
f 5/3/6 8/1/6 6/4/6

But everything I try with the exporter now only gives me something like this:

f 5//1 6//1 1//1
f 6//2 7//2 3//2
f 7//3 8//3 4//3
f 8//4 5//4 1//4
f 1//5 2//5 3//5
f 8//6 7//6 6//6
f 6//1 2//1 1//1
f 2//2 6//2 3//2
f 3//3 7//3 4//3
f 4//4 8//4 1//4
f 4//5 1//5 3//5
f 5//6 8//6 6//6

What am I doing wrong? I have tried converting all quads in edit mode to triangles manually in vain, and tested all export variables. I've tried different versions of blender too.


texts:
I'm in Movie clip editor, blender v2.77 running on xubuntu 16.04.

I've taken video footage of a cylinder (a 1.5l drink bottle wrapped in paper) with ample track points marked all around the cylinder.  In the video (from stationary camera) I manually rotated the cylinder for a couple of rotations. I tracked plenty of points (20+) as they came into view on the cylinder's surface, and disabled tracks as they rotated out of view.  The same track was reused for the same point as it came into view a second/third time as the cylinder was rotated.

when trying to solve for the object, I'm getting continuously very high errors of 57-ish with no [major] errors in the tracking points.  The 'camera' was set up correctly (gopro 3 black) and I adjusted the k1 value (using the grease pencil/'calibration' feature of the 'display' section) and even added markers for the 'camera' and tracked the (mostly) very stationary background and solved the camera movement (but obviously didn't get any 3d data out of the camera solve), error < 0.4.

initially, I had a few errors in the tracks with some tracks still 'tracking' when the tracking point went behind the cylinder.  I spotted these on the 'graph clip editor' and corrected them, but this didn't improve the object solve error at all/very much.

So, my question is; What else could I do to try and track this rotating object accurately?  Can blender even handle this kind of tracking scenario?  Should I instead treat the cylinder as several different faces and track each face as a separate object? other ideas?

I've just a ran quick test where I followed my own advice of tracking a single 'face' of the cylinder over a small rotation.  That solved to a error of 7 (still high but more expected) so it seems that blender may not be capable of tracking a fully rotating object, but I'd still like appeal for help or confirmation.

(btw ,i'm new here, please be gentle... :P)

EDIT:
I've uploaded my project to drop box available til end-of-november 2016 (link:https://www.dropbox.com/s/kx6bwzeuxmpimuk/spintest.zip?dl=0).  looking at the 3d view of solved object, the tracks judder everytime a marker becomes 'active' again after being disabled whilst the marker is behind the cylinder and there is no obvious 'rotation' of the solved object.  I expected to see all the tracks of the object in a cylindrical shape.

The purpose of this project was to test blender's capabilities when it came to object tracking, but if blender is lacking in this type of tracking (rotating object from tripod), then how should I go about tracking a rotating object?


texts:
Modo has gotten the ability to edit the motion path directly from the viewport. Cinema 4D and Maya has this as well.

Is there anything like that in Blender? What would it take to build it?


texts:
Ok so, I have blender 2.73 and I open it. i see a glimpse of the gui, then it crashes.
Help?

Thanks in Advance!

Windows Vista 32 bit Ultimate
The console says:
Warning! Using result of ChoosePixelFormat.
Warning! Using result of ChoosePixelFormat.
found bundled python: C:\Program Files\Blender Foundation\Blender\2.73\python
Writing: C:\Users\FLAMIN~1\AppData\Local\Temp\blender.crash.txt

I've looked at all the other problems similar to this and still, blender crashes.

Tried it NoviceInDisguise and MarcClintDion


texts: Cancel Gamma Correction when importing Objects

texts:
I'm having issues when importing objects from other software like Marvelous Designer.

The material color isn't the one I choose to be. I've made some research and it appears that Blender "correct" the Gamma value to be in sRGB space. Problem is I already choose my colors from a sRGB space (in Photoshop) and don't want it to be "corrected" afterwards.

My question is there a way to avoid this correction when importing objects?


texts: Blender 2.79: Model Looks Disfigured When Using Viewport Render

texts: I'm trying to render this animation using the viewport render button, but the model comes out disfigured and I'm not sure why. This is in cycles with only textures. I don't know if this is an issue with some settings or the rigging


texts: HairNet addon moves other hair systems on same emitter mesh

texts:
I've been scouring the web for any documentation on this for hours and can't seem to find any comprehensive info. I have a scalp which has a hair system on it created from curves using the HairNet add on. When on it's own it works as expected, but as soon as I select another curve to create a new hair system on the same object, the first system's guides get all wonky. This exact result also happens when I disconnect and reconnect my hair system. Does anyone have any ideas what causes this?
You can see the difference of before adding a new system and after.


texts: Texture showing in Material Preview, but not in Rendered view!

texts:
I set up uv mapping, image texture as in the screenshot.
It appears fine in 'Material Preview' mode:

But when I switch to "Rendered" mode, it appears black

This is how I setup the shading part:

Can anyone help?


texts:
im Francisco and i have a problem with vertex Groups. Recently i modeled a star wars spaceship witch is called millenium falcon and after i model everything i started rigging , while i was rigging i was watching a couple of tutorials and non of them worked for me. My problem is the following one, in the spaceship i modeled every part separated from each other and i dont know how toenter image description here rig them all together, i tried to do ctrl+j to join everything but my mesh is a bit confusing in terms of faces... pls if you can help i desperately call for help , i always stay stuck in here.

Here is the file for download
https://drive.google.com/file/d/1VphWxqtiQcmYKdl-guGSfWPxOohqTp8L/view?usp=sharing


texts: I am using the blender game engine to run drop test physics simulations and I was wondering if there is a way to collect the force and impact data from the collision. Maybe using "appliedImpulse"? I am using Python within the BGE and can already collect impact points. I am trying to find contact time and/or force. Thank you!


texts: Why does background image disappear, UNCHECKED - when the 3d view is closed, re-opened, or duplicated?

texts:
I open a blank project, add a background image, and an object.  Closed the 3d-view, opened it again and the background image was GONE.  I revert-to-saved, and image is restored.

This is NOT an ORTHO or PERSPECTIVE issue.  In my screen capture - you can CLEARLY see, on my the bottom window (which I thought was a copy of the same 3d view) - the toolbar, "BACKGROUND IMAGES" is UNCHECKED and the file does not exist.

Re-create problem:

1) open new project
2) Add background image
3) select "3d-view" from the bottom toolbar, where "timeline" defaults to.


texts: Viewport of render gone, I joined Areas to area with folders

texts: My mistake was joined the area of folders to right side, when I wanted take of them.


texts:
(The title reflects the fact that this issue has been fixed. This makes it easier for others to search, I think.)

I have a mesh with unusual creases on both arms and one under the head. This pervades all of my models across multiple versions of Blender. This is version 2.77a.

1: Edit mode is shown. Original vertices are shown.
2: Object mode is shown. Smooth shading is off.
3: I removed all double vertices, which removed no vertices because I had no doubles.
4: I made all normals face outwards, but it isn't the cause.
5: Don't make me triangulate the mesh because it's no good.
6: Don't tell me to use edge split with subsurface. It separates the mesh on the odd boundaries.

Everything is made with quadrilaterals only. Changing the shading from smooth to flat or vice versa on faces/edges/vertices has no effect. Triangulating the mesh only produces stranger subsurface results. There are no marked seams and I cleared them anyway. All normals face outward.

I've visited these places without success: http://feeblemind.tuxfamily.org/blog/index.php?post/2007/08/13/88-how-to-solve-blenders-smoothing-problems, How to smooth shade an object while retaining hard edges?, Keep sharp edges when using subdivision surface, https://blender.stackexchange.com/questions/38828/shading-normals-problem, Weird smooth shading.


texts: extra topology and a vert doing odd things

texts:
I have two problems. One is I have a vertex that isn't moving as you would expect. It's kind of like it's sticking out.  I will be showing photos. The other is that I have extra topology that only shows up in object mode. You can see it in wireframe also, but only in object mode. I think they might be linked. I cant really think of any better way to describe it. If anyone has any idea what's happening that would be great.

I have marked the photos with green and red.
The green outlines the topology that is meant to be there. The red indicates an area that has an issue with it. Ignore the green Y axis.

1st photo shows the vertex sticking out
2nd shows the extra topology
3rd shows it in edit mode


texts: Is Blender a sensible environment for making a first-person orrery?

texts:
I want to show simple views of various solar system phenomena from the perspective of an observer on a crudely simulated Earth (basically a ball with some relief bumps as pseudo-mountains to provide some guide to rotations of the view, etc). The phenomena of interest are things like the tracks of the sun and moon at various latitudes/times of year, eclipses, and planetary motion. Somewhat unusually for a Blender question the graphical quality isn't important, instead I hope to get a high degree of automation. Taking the example of a sun track from dawn to dusk, I hope it's possible to place a camera on a bumpy globe, set the camera to point to the sun, and then simply rotate the globe (mountain bumps and camera included) - this seems a lot easier than using the API to slide the mountains and camera around the surface of a smooth globe. At the same time the other planets would be moving in their orbital paths (ideally ellipses, though for simple didactic work circles are probably good enough)

From my reading and (ignorant) playing with Blender I'm unsure whether this approach of forming a complex object (with attached camera) and then moving it is well within normal use or whether that's going to be an uphill struggle to use Blender in some other product's native domain (e.g. CAD/CAM). Part of my difficulty is that as a rank amateur I lack even the usual vocabulary so may be overlooking some clear guidance in the FAQ (etc).


texts: Texture appears differently across surfaces of a complex object?

texts:
I am currently using a UV Map node and a Mapping node to control the texture over a complex object.

Weirdly, the texture appears dramatically differently across the object. Specifically, on some surfaces, texture looks just right, whereas on some other surfaces, the texture suddenly becomes barely visible, as shown below.

Here is my model.

How may I make the texture look the same everywhere?

P.S.: Since (1) I am building an automatic pipeline, (2) the object is very complicated in geometry, and (3) it's not necessary to have a specific texture, it's not feasible to specify a UV map, so I am looking for an "automatic" solution like Generated Coordinates.


texts:
I'm having a bit of an annoying problem when unwrapping a model of mine.

The model is pyramid-like, with two sets of polygons angled away from each other connected by a rectangular band running around the middle:

The problem is when I unwrap using the standard method (U -> Unwrap), the top and bottom parts are malformed, with one edge of the tip being shorter than the other (below, left).

However, when I use standard unwrap but with the conformal method rather than angle-based, it seems to be correct (below, right).

The angle-based unwrap seems to be placing one of the vertices in the tip incorrectly but I can't seem to figure out why.  All values should be correct (scale, rotation, location) and normals are good.

I've typically been able to get good, consistent results with the angle-based method.  Is there something I'm missing this time around?

Thank you for any help in advance!


texts:
I want to make a scene of planets where in my camera would move on set path in random circles around the planets. Now I have set a path to make circular motions and also a linked camera on the path. The issue now is that, with the constraints which I put on the camera, I can only put one planet in the target and during the whole motion camera will always be focusing at it. I want to make the camera focus move to second planet and then the third and then onwards. I tried to use camera rotation focusing on another planet and then made a keyframe on that rotation but that doesn't seem to do anything at all.

Is there a way to use one path and move focus on different frames to other planets/objects?


texts: Armature Deformations 'Squishing' Solid Objects

texts:
I have a door mesh that I am working on that needs to be able to swing open and closed (because it's a door...). I have finished modeling it, texturing it, etc. and now I am on to adding the armature and animations, but after adding an armature to the mesh, I'm getting some strange deformations.

Here is the door mesh:

Wireframe:

And here are heatmaps for each of the two "bones".

Right:

and Left:

So, as you can see, the bone on the left should move the entire left door with full weight, and vice versa for the door on the right. However, when I rotate the bones, this happens:

The door does not move completely with the movements of the bone. I want the door to move to the exact same position as the bone, but it appears to be lagging behind it and getting "squished" a bit. The effect gets worse as I turn the door even further.

How can I make sure that the door moves entirely with the bone and does not get "squished" like this?

Steps to recreate:

Create door mesh
Add armature
Move root bone to top of door.
Duplicate root bone twice and place duplicates on either side of door
Move bone joints as shown in the picture, so that the base of the bone is at the hinge of the door and the tip of the bone is at the center of the two doors.
Parent the duplicates to the root bone, keeping the offset.
Select door, then select armature.
Ctrl+P to parent, as Armature Deform with empty groups.
Select all vertices for the left door and assign to the Door.L bone VG (vertex group).
Select all vertices for the right door and assign to the Door.R bone VG.
Select all vertices and assign to the root bone VG.

Nothing too fancy. I just set up a basic armature.


texts:
I've been having troubles with baking some high-rez meshes and it seems that the problem is not my baking, but something else. I've added some topology to a "brick", retopo-ed it and then baked it, then I've tried applying it in the node editor and.. well.. nothing happened.
Here's the high-rez mesh:

Low-rez:

Render:


texts: How to make a grainy material in Blender Cycles?

texts: How can I make a grainy/noisy looking material in Blender Cycles?  I want to have a node set up where I can create a grainy material of my choice of color, with a noise variable so that I change the level of grain shown.


texts:
My question is not new, but I really can't get it. I watched a lot of videos with the same explanation, but it didn't work for me. I know that I'm loosing something, but I don't know what exactly.
Maybe someone can help me?

Here is my file:
https://drive.google.com/open?id=1ZsFvCpWQQ835Br-3mNrUZqDzbosKvue-

EDIT:
My nodes


texts: How to save settings before a factory reset?

texts:
I'm getting errors that I can't figure out how to fix, so I'm thinking my best option at this point is a factory reset.

I see that I can export key configurations, but how do I export my Theme? I'd rather not remake it.

Are there any other settings I should make sure to save before I conduct the reset?


texts: How can I keep my animation file size low?

texts: I have an animation I'm working on with some fairly high poly assets that when put together will make the master animation file large.  Is there a way to incorporate those assets without contributing to file size?


texts: I set an background image but i can't actually see it all

texts:
I'm new in blender.
I want to know if anyone has the same problem and can tell me how to fix it, if it's possible.
(I'm using fedora as OS)


texts: Cycles Rendering Engine is only rendering a black screen

texts:
I'm having an issue where the whole scene is set up, with maybe a few tweaks left. I have Cycles selected to render the scene. When the render is processing, instead of processing the image, it renders a black screen.

Here's the .blend file


texts: How to make this stylish «cutting mat» theme?

texts:
Hello to everyone! I found this image in one of the topics called «How to make a curved Cone?».
Is this a «cutting mat» theme? Where can i find it? Thanks!


texts: how to display f-curves that are not showing

texts:
When i insert a keyframe to the emission strength of material "light_red" in image 1(yellow in the bottom right), a keyframe is added to the graph editor
image 1:

However when i add a keyframe to material "light_blue" in image 2, no keyframes are added. Furthermore, i cannot even see the graph of all the keyframes even after selecting the object. This is perplexing for me, as the object still goes through the colour change as I had input but i am unable to see the graph editor.
image 2:

How do i get blender to display the missing curves in image 2 so that I can start adjusting the shape of it?


texts: Mantaflow fluid does not take the shape of a sphere (Blender 2.8)

texts:
I created a sphere and set it up as a container for Mantaflow Fluid. I created another sphere and set it up as an inflow object. No matter what I do and how I play with the values, I can't seem to get the fluid take the shape of the sphere, it only takes the shape of a cube. Seems that it only takes the shape of the bounding box of the container.

Attached are the parameters I'm using, if ever needed.


texts: Rendering multiple layers, missing background

texts: I'm hoping this should be a pretty straightforward question. I need to have the purple be the color of the background, not a film overlaying the architecture. What am I doing wrong?


texts: How to import MakeHuman character in blender2.9 to activate pose mode

texts: I want to import the Makehuman file to blender2.9 and want to edit its pose but not getting an option either in the Main menu or in the N-Panel menu.


texts:
In Object mode, all of finger rigs are visible, but in pose mode,
I can not see a single finger rig.
Even if I press ALT + H, I can not see bone.
If you do not have an easy solution,
is there a way to create a temporary skeleton?

Here is a .blender file(98mb, download it from Chrome): https://drive.google.com/open?id=12gr2WdT6wYQw2TzCG8IAh1M1zN6jndMp


texts: How to align objects to the center of another object

texts:
I am new to Blender (2.8) and trying to model a kind of turret, to try and learn by myself.

I am encountering a rather simple problem : I have placed 4 cannons relative to one another, and would like to align their center to the body of the turret (the grey elongated cube behind the cannons).

I would like to align them to the body of the cannon, either by :

Distributing them all along the length of the grey cube. (on the x axis)
Moving the cannons "as a whole" to the center of the cube.

I believe this should be simple, and has probably been answered before but I can't find where so I apologize.


texts: What are the steps to get the UVs back to a square with evenly spaced verts in 2.8?

texts: I realize there are some things I don't know how to do. I previously had an addon for 2.79 that helped with UV layouts and it isn't available in 2.8. If I have basic shapes with increased detail, what are the steps to get the UVs back to a square with evenly spaced verts? If I'm trying to create a mesh I can use as a base to create vfx.


texts: When trying to render my objects will not turn out in the render view

texts:
I have tried the Ctrl+Alt+H shortcut and in the first picture everything is supposed to render. Any help is appreciated and if there is any need for clarification I will answer as soon as possible.

Here is the render view for reference


texts: Creating complex landscapes in Blender Game

texts: Blender Game doesn't have a built in particle system, so I am wondering how I can distribute trees, grass, shrubs, rocks, etc around my world. Should I research how to script my own system, or do most people just hand place every single asset in their game. Or is there a way I can use a particle system, apply it to make each particle actual objects, and then use that in Blender Game?


texts: How to have multiple unwraps for respective textures on one object?

texts: I am trying to add two textures onto one object with an add shader and want to control two different unwraps for them, but to my observation it's constrained to one unwrap which changes the unwrapping of the first texture when moved.


texts: How to continue bake fluid simulation in blender 2.80

texts: I have baked a fluid simulation which baked till 151th frame out of 240 frames, Now I want to continue the bake from 151th frame. Can we do that in 2.80 Blender


texts: When and how to add armor to my game character

texts:
I'm currently sculpting for the first time ever and I'm trying to make a clone trooper from star wars. My plan is to retopologize it once it's done and use the "low poly" version for a little game project I started in unity.
My question is this: when in the process do I add the armor and how do I make it? It consists of what they call a "body glove" which is basically a divers suit, and attached to it are a bunch of plastoid plates as they describe it.
Now my thought is that since the body glove is basically just a black tight fitting suit, I'd just inflate the model and color that black so it's not a seperate object. I thought about making all the plates seperately and make them children of the model, but I don't know if that's gonna be too heavy for a game engine to render when there will be multiple of them or if there's simply a smarter solution?
So to summarize again, when in the actual process do I add the armor and how do I make it both pretty and optimized?
I hope someone can help and thanks for reading this :)


texts: I need to do a very simple terrain with texture map

texts:
I know nothing about Blender and I need to do a very simple 3D terrain with texture map.

I have a 1000 x 700 height map:

And I have a 1000 x 700 texture map:

And I want to combine them into a 3D model that I can view. I have done this before, about 8 years ago, in XNA but none of my old code will compile anymore under Visual Studio 2010.

I apologize that this is a very simple question. I'm not a CGI artist and I don't anything about Blender but I know that it can do this simple thing.

What are the steps to do this with Blender?

Thanks for posting the steps but I don't have Import -> images as planes. I just have this:

Am I in the wrong place?
Thanks in advance!


texts: Looking for suggestions on ways to animate images in a 3 dimensional matrix of cubes

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I want to create a 3 dimensional matrix of cubes and have each of those cubes represent a pixel. I'm looking for an easier way to animate those pixels. For example I would like to create a low resolution figure walking through the matrix, that figure being made out of the pixels. The pixels would not move, only the material color on the pixels would change as the figure moved. It would be like a very low resolution monitor in 3 dimensions. For simple shapes I could just do it mathematically through scripting but wondering the best way to do it with other shapes. For example I was wondering if there is a way I could animate an armature and then map that movement onto the 3 dimensional pixels. Anyone have any creative ways that may simplify this rather than animating each pixel or doing it mathematically. I am new to animation so may be missing something simple here.
Thanks


texts: Nothing appears when trying to render, hangs on 'Occlusion preprocessing'

texts: My file won't render. My last file rendered fine and when I pressed F12 just to have a idea of how it looked. But now when I'm finished it won't render anything at all. I'm using Blender 2.72 and I'm new to blender. It just stays like this when i try to render.


texts: Depth map with distance along the camera Z axis

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With RenderLayers Node you can get the Z distance from the camera to the object behind (x,y) which is sqrt((x - xcam)² + (y - ycam)² + (z - zcam)²). But is it also possible to get only the distance along the camera Z axis for each pixel in the rendered image?

Assumed my camera is at (0,0,0) and looks parallel to the X-axis and I have a point at (3,0,4). Then i would get the distance of 5, but it i need it to be 3. The camera could also be somewhere else or rotated in all directions.

Is this possible to read out?


texts: Camera shakes like heat shimmer or mirage

texts: Suddenly my camera has started to warble or shake when I play my animation (looks like heat waves/shimmer...).  There are no modifiers on the camera. It isn't noticeable in wireframe or solid viewport shading, but is very noticeable in look dev and rendered.  I'm using eevee, Blender 2.8.  Please help.  Thanks


texts: I was following this tutorial (https://youtu.be/SzbuZTlMGPE) and when I play the animation, clumps of particles in a line come out from the origin point, even though the boolean object isn't touching the origin point and the modifier stack option is enabled.


texts: Shadows and lights appear in Viewport but not in Render

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Thanks in advance.
Missing some shadows cast by a spot outside a window in the render.
Shows in the viewport but missing in the render. 2.82.
Have tried a lot of things. Please help! Thanks! UPDATED: https://www.dropbox.com/s/1b4tkrldl1tufdx/Bosco_Prison_Cell_CHECKING.blend?dl=0


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Just curious to get an idea of how it works, could I pause a project to shutdown my PC for the night and then continue the next day, as I'm aware it can take a long time to render some projects.

It's different from the question it's been link to for similarities, in the sense that it wouldn't be in the same session, the PC would  be turned of then back on, it's a difference worth considering.


texts: Blender 2.78a crashes when rendering a sequence (GPU)

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I'm rendering (2.78a + Cycles) a rather complex architectural animation on 3xGPU and just randomly, after any number of frames rendered, Blender crashes. So it does start rendering, goes on for a few frames, and then crashes.

I did what people have suggested in the past (full screen and lock interface), it worked for a while, but not anymore.

Can anyone help?
Thank you.

My system is pretty good: i7 6850, 64gb ram, 3x GTX1080 8gb ram.
Scene Peak memory at rendertime: 3.4gb
(CPU rendering is not a feasible option.)


texts: How to animate a blackout scene in grease pencil?

texts: I want an animation in grease pencil in which the character turns on the lamp in the dark and everything gets visible and before the lamp is turned on I just want to keep the eyes of the character visible and rest everything should be completely black. I don't want to animate the individual materials separately as it will take a lot of time. How to go about it?


texts: Full script for fitting the camera view to the only object in a scene

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I have found an answer in this stackexchange website that is supposed to do exactly this:

 for area in bpy.context.screen.areas:
     if area.type == 'VIEW_3D':
         override = bpy.context.copy()
         override['area'] = area
         bpy.ops.view3d.view_selected()
         break

assuming a model imported from an *.obj file is selected now. When I run it, nothing happens. However, Shift-C + OpenGL Render does pretty much what I need.

The context: I need to render many models from many viewpoints, but all models have different scale, so I wonder if there is a command that could move camera so that object regardless of its original size fits given specific viewpoint, like, direction in spherical or cylinder coordinates, for example. view_selected() and view_all() seem to do that.


texts: When I click on my light there is no shadow menu on the right as the image shows, I am wondering how do I get this menu back? I am currently running blender 2.8 on Linux. Thank you in advance for all your help.


texts: How to stop blender from generating duplicate vertices on export?


texts: Is it possible to change view while using circle selection?

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When using selection modes like circle selection (C) or box selection (B) I often would like to change the view to select more faces, vertices or edges that are hidden because of the angle view. Apart from hitting ESC then change angle of the view then press C again is there a hot key to be able to change the view by pressing it and using the mouse buttons/wheel without having to press C or B again afterward?

Thank you


texts: How to import particle cache to a new scene?

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I had a scene with hair dynamically positioned & baked to disk. When I saved the scene as the next iteration, that bake information is gone -- the hair is now at its base position. I tried doing a few google searches, and looked through the panel, but I just can't find a way to import frames from the previous scene to this one.

Anyone know how to do this?
Thanks much in advance!


texts: Removing Animations in dopesheet action editor

texts: I opened up the dopesheet, and then the action editor. I pressed f, then 2, experimenting with it. But doing that made clones of the animation. How do I delete them?