texts: How do I use a 2D image as a texture on a single 2D face?

texts:
I have a 2D JPG of roof tiles. I have a single face in my house mesh that will be the roof (so it is a 2D surface, though it's in 3D space). How do I get the 2D JPG to become the texture for only that face?

I have read several guides and the Blender manual, and asked a related question yesterday, but the guides and yesterday's answer all seem to assume that the aim is to get 2D image to spread across multiple faces of a 3D mesh. I want the 2D image to display on one face only.

I think that I have somehow missed a fundamental step or concept in my efforts so far (e.g. the picture below), so I would appreciate a step-by-step answer for a Blender newbie, please.

EDIT: Examples of the difference between what guides describe and what I am trying to do:

"UV mapping is the process of projecting a 2D image onto a 3D object. ... This means that your texture image isn’t going to be a square but rather 6 of them, which are oriented in such a way that folding them produces a cube." (All3dp.com)

I want to project a 2D image onto a 2D surface (in 3D space). I have a simple texture image that is a rectangle that I want to project onto a rectangular face, not all the faces of a cube.

"An image/movie texture allows a two-dimensional image (which might be static or moving) to be wrapped around the surface of a three-dimensional object in some way. Alternatively, a procedural texture directly maps a predefined three-dimensional mathematical function to the surface coordinates of the object."(Wikibooks, Blender:Noob to Pro)

I want to to directly map a two dimensional image to the 2D surface coordinates of the object (in 3D space).


texts: Hard surface modeling - topology problem

texts:
Don't know why the problem occurs.

after smooth shading, this appears

I need an edge loop there for the sharp edge of the gun cut-out.


texts:
How do I extend a short animated walking motion in the Dope Sheet section ? I tried to copy paste the motion key points but the pasted portion returns character from the starting locale point (understandably) ... which would be an additional question .. how to adjust so that it doesn't bring character to starting point.
Here is a clip of what I am trying to explain: (https://streamable.com/0525vz)


texts: Why is snap cursor to active not working?

texts: It works in certain vertices but sometimes I get this.


texts: Lines on my screen render but not in animation?

texts: I made a laptop screen that folds open with a playing video but the video is jumpy with lines across it only once I've rendered it, not in the viewport on playback?


texts: How would you create a cd material in Cycles?

texts:
I know you can use the anisotropic BSDF shader to create the blurred effect but how would you make the weirdly reflected colours you get when you hold a CD to a light.

Here's an image example I found on Google Images:

I want it so that you could create the colours without just using an image texture of a CD


texts: How to use bpy.ops.macro - defining macro steps

texts:
I found this code and tried to understand it. As far as I understand macro allows step by step execution. But I struggle to make it work right.

As far as I understand one has to define what each macro command is
and then generate an operator that works off each macro command - right?

Sadly the Blender Python manual does not explain the use of macro well, or I did not find it.

Here is the code I have:

import bpy
from bpy.types import Operator, Macro

# Our finalizing operator, shall run after transform
class Finalize(Operator):
    bl_idname = "test.finalize"
    bl_label = "Finalize"

    def execute(self, context):
        print("DONE!")
        return {'FINISHED'}

class Make(Operator):
    bl_idname = "test.make"
    bl_label = "Make"

    def execute(self, context):
        bpy.ops.object.empty_add()
        return {'FINISHED'}

# Macro operator to concatenate transform and our finalization
class Test(Macro):
    bl_idname = "TEST_OT_Test"
    bl_label = "Test Macro"

    def execute(self, context):
        # Note that we have to register classes first before populating
        # the Macro operator
        bpy.utils.register_class(Finalize)
        bpy.utils.register_class(Make)
        bpy.utils.register_class(Test)

        # The important bit: populate the macro operator with a sequence
        # of existing other operators
        Test.define("test.make")
        Test.define("test.finalize")
        return {'FINISHED'}

# BUTTON
class ObjectData(bpy.types.Panel):
    bl_label = "Object + Mesh Data"
    bl_idname = "ObjectData"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Modeling Toolbox"

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

        obj = context.object

        row = layout.row()
        self.layout.operator("TEST_OT_Test")

# END
def register(): bpy.utils.register_module(__name__)
def unregister(): bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Animated objects as particles - Is there a way to tell them when to start their animations?

texts:
I have this issue where I have an object with an animated material (also rigged meshes in another case), and using it as a hair type particle on a mesh. The problem is that all the particles animate at the exact same time, that is when the actual instanced object does. I’d like to be able to control when these particles start their animations. In my particular case I have a rectangular mesh, and I’d like to start the animation of the particles in the center where the object’s origin is, and gradually move out in a circle gradient. I kinda stuck here and really don't know how to solve this issue, so if you know any type of solution or approach to this issue please let me know!

Thanks!

Edit: added particle settings


texts: I can't find the Master Jaw vertex group using the Rigify addon

texts: Pretty self-explanatory. I am using the built-in addon, Rigify to rig one of my characters. The rig isn't perfect so I need to go in and change some weights. I clicked on some of the bones to see what their name is, and I clicked on one that was called, "Jaw Master." For some reason, when I go to the vertex groups on my mesh for some reason I don't see a group of the same name. I saw one that was just called "Jaw" but when I moved the master jaw around it didn't do anything. So I am assuming that's the wrong group.


texts: How does the GPL apply to code in Blender files? (e.g. Drivers)

texts:
It's known that any Python script running inside Blender must be GPLv2+ compatible ***, See the GPL FAQ, but what about driver expressions? Does this mean all my Blend files have to be GPL as well?

What are the implications for having Python code inside a .blend file?

*** if it is to be redistributed


texts: How to add material and texture to a model?

texts:
How to add material and texture to a model and how to see it on the model?
UV map and texture exists, I imported a ready model. The model has 2 vertex groups and there are 2 separate textures for them.
I don't see any material option by right clicking on the name of the vertex group nor under the UV tab.
Under the UV editing tab I can choose the texture but it applies it on both of the vertex groups.


texts: Normals of mesh are super small like a dot, what could have possibly gone wrong?

texts:
I've been learning Blender and I've been following some tutorials. I went pretty far with one of them only to realize that my normals seem to be messed up because of the lightning and also my inability to use tools such as Shrink/Flatten.

So I went ahead and made Blender display the normals of my mesh and they look like this:

.

I circled the small blue dots that are supposed to be my normals.

You may think that they are flipped or that I need to recalculate them, I've already tried that and nothing changes. The only thing I see is that little blue dot on some faces. I've also tried increasing the normals's size to maximum (10) but I still can't see anything other than the dot.

Any idea?


texts: How come my object doesn't show up after rendering?

texts: Basically my problem is, I can see the objects and player model perfectly fine in editing, but as soon as I render the image, the screen goes black. How can I fix this? I am new to blender so screenshots will help.


texts: Skin Modifier and hole in mesh during applying sculpt brushes

texts:
I used skin modifier and used subdivision surface modifier and made the following shape.

Then I came to sculpt mode and started to use clay brush. Then while applying clay brush around the neck (the place I marked in blue) I got a hole.

To fix that I returned to object mode -> edit mode and selected the edges and used F key to make a face and apparently the hole gone. I returned to sculpt mode and while applying the clay brush the same thing happened. I got a hole.

How to fix this issue?

EDIT: A few more screenshots as asked in comments.

Selected the edges and pressed F key -

Going back to sculpt mode

Now I noticed that whenever I am using clay brush in dyntopo mode either at that place or in other place holes are being created. What could be the reason and how to fix them?

Here is the blend file:


texts: Why do the output colours differ from the input when using Filmic Blender in the VSE?

texts:
As discussed in Colours from imported MP4 screencast video look dull in Blender, I recently stumbled across what I perceive to be an oddity with the new Filmic colour management: When working with imported 24bit images or video files (i.e. non-HDR) in the VSE and the colour management is set to Filmic, the colours in the output will not correspond to the input (see screenshots in question linked above).

This does not line up with how I thought Filmic works: My understanding so far was that (very simplified) it would scan the input for the maximum intensity and then scale everything down so that this maximum intensity becomes 1.0 (=pure white) - provided the input does contain intensities greater than 1. However, if I'm only working with 24bit input material, then this should never occur, shouldn't it? Or is Filmic not able to detect this limitation in the input material and always assumes a "buffer" on top of the 1.0 intensity?

To clarify: I already figured out how to get the desired output for the VSE (i.e. do not use Filmic). This question is exclusively about the Why of this solution.


texts:
When it comes to scale, rotation, move, there are two display modes:

One that doesn't show 3D manipulators
One that shows manipulators.

You are in that second mode, say your are in scale mode, with your scale manipulators visible that you are able to grab, it you hit hotkey R to rotate, you can rotate but it doesn't change the (scale) manipulators to rotation manipulators, to do so you have to click on the button down bellow.

It would be nice that if you hit hotkey G (move), R (rotate), S (scale), it changes the manipulators accordingly. Would this be possible?


texts:
I have a  strange problem with Normal Map in Cycles. It's look flat, but when I switch on Eevee, it's look well, as I make in Sub...
(Is this name not forbidden here? =))

Here examples (Note the pattern and handle.):
Cycles:

Eevee:

Blender 2.82 Steam.

Material Nodes:


texts: Make a mesh inside another mesh appear over the the outer mesh

texts:
I'm trying to make an effect similar to this but in blender instead of unity :

The darker inner part is a cylinder which is inside a larger cylinder with inverted normals and a solid blue material, which makes a solid blue outline around the smaller cylinder. How can I achieve this in blender?


texts:
so I'm trying to use the new 2.8 Update to do a grease pencil animation behind a dirty glass window in Eevee, but the grease pencil object does not get refracted or effected at all by the glass shader, it instead renders as if it is in front.

So here is my grease pencil object behind a Principled BSDF glass material with some textures effecting the roughness and specularity. It appears to not get tinted or effected by the glass' refraction the way you would expect it to.

For comparison, here is an image applied as a texture to a plane, and the glass' refraction and roughness does smudge and effect the image the way I would want the grease pencil object to.

As a side note, I did find that setting the plane's material blend mode to "Alpha Blend" instead of "Alpha Clip" or "Alpha Hashed" results in a similar effect that the grease pencil object had, so maybe it's something to do with the alpha blend mode of grease pencil objects?


texts: Problem with" clamp to "where object is stuck when the constraints is not set as cyclic

texts:
was just applying  clamp to constraint to my model [ basically a retractable air to air refueling probe of a fighter jet , note i hid the other parts of the jet to make it easier for you to view . I used a curve as the track which was clamped onto the refueling probe but it works only when cyclic is on but not when its off
when cyclic is off its stuck >>>
when its on  it moves perfectly >>>>  i faced similar problems where the empties that i applied with limit location would be stuck until i removed the limit location constraint , please help me out coz i got to do an animation before lockdown ends over here in india . please please help me out .


texts: How can mesh have different material than particles?

texts:
I'd like to make the earth brown and the grass (particles) green. I've tried to follow tutorials and I don't find anything wrong about my settings.
Here's the file:


texts:
I've been looking all over the place and I can't seem to find the right constraint for this. I have a circle that needs to be constrained to a triangles area.

Limit Distance Constraint doesn't seem to work because it limits it to a sphere which can go out of the bounds of the triangle.

Limit Location Constraint doesn't seem to work because if my triangle's vertices are (0,0,0),(2.5,5,0),(5,0,0) and I max out x at 5 and y at 5 the object can go to (4.9,4.9,0) which is not in the triangle.

Any help would be greatly appreciated.


texts: After Merging Duplicate Vertices, Sculpt Mode Model Drastically Effected

texts:
Ultimately, I am trying to subdivide my current model, but I can't until I clean it up. Subdividing without cleaning causes crazy protruding vertices everywhere.
Using Blender 2.8, I've begun the journey of cleaning my model by first removing duplicate vertices within the model. As soon as I do however, the model has crazy protruding lines as show above when in sculpt mode.
Solutions I've tried:

grabbing and smoothing the crazy protrusions for hours. it never seems to end up properly, not to mention, some of the lines seem to go into infinite space.
removing the faces in edit mode and then readding them. This is a terrible idea, it garbles up the model significantly.
Seeing if I can add vertices in edit mode to get rid of any triangles while maintaining other quads

I'm at the point where I wonder if I should just start from scratch again because I have no idea where I went wrong.
Note: I've added a link to my .blend file
EDIT: Re-uploaded my .blend file to the point before I merged my duplicate vertices


texts: Weird lighting in rendered viewport shading

texts: So I'm getting this weird colored lighting thing going on when I have the viewport shading set to rendered. I am very new to blender and am just barely doing the donut tutorial from blender guru, so I have no clue what is going on and not the slightest idea of how to fix it...


texts: Hello! I wonder if someone could help me to achieve this kind of “nebula blurry” effect. I ve been watching a lot of nebula tutorials but the result is too cloudy. Thanks!


texts: Whenever I try to assign multiple materials to a mesh the view port displays the mesh as a mess of black faces. This happens on all the models I've tried. It does not effect cycles rendering but it shows this way in LookDev and makes it very difficult to work.


texts: why extrude or move move not moving fluid

texts: when I try to move or extrude part in my modeling is not moving fluid is just jump to the next position how I do to rester like before fluid?


texts: Particle emitter not rendering but particles are rendering

texts: Okay; Im rendering a shot where the ground burst open, so I have a grass particle simulation on my ground. There is a large column of dirt that shows up in my rendered viewport but disappears when I click render. The strange part is, the grass particles still show up. The object doesn't have rendering disabled and, under particle settings, rendering emitter is definitely enabled. Weirder still is that when I disable the particles, the object will render. I have the exact same particle settings on other objects in the scene but they render just fine. Also, the duplicate setting are set to none and I have no clue what's going on. HELPP MEEE


texts: UV problem. Artifacts appearing on material

texts: For a while now I can't find the reason for these artifacts appearing. It seems to happen when I do boolean cuts and creates overlaps in my UVs. I thought it was maybe because of the edge split modifier creating double vertices and the UV map is overlapping them. How do I fix this?


texts:
I have this lighting artifact in render mode (only eevee though) that leaves a "square". Both meshes are manifold, everything is quads (no ngons, tris). The light source is an area light, but the same artifact shows from point light. Subsurface modifiers are the only modifiers that are present and even when applied the problem is still there. Here are screen shots:

Any ideas, is this only eevee stuff that I can ignore?


texts: Only Emission shader is reflecting off glass, objects with Diffuse show up as black

texts:
So even though I am not planning on using a Glass shader for the ground, I noticed that only objects that have Emission shaders attached are reflecting off the ground even though the Diffuse lit objects have the same level of brightness.

Basically everything that has a Diffuse shader shows up completely black.  I've outlined these areas in the image that I've attached.

It does seem somewhat logical that an emission shader would show up brighter in reflections but since the brightness is the same as the Diffuse lit objects it also seems very strange.

So is there a way to get the Diffuse lit objects to show up in reflections just as the Emission lit objects do?

Here's the .blend ~1.5MB http://www.pasteall.org/blend/30054

I've checked the Ray Visibility and everything is activated.


texts: I am working on animating with grease pencil, but have found it hard to display my work when there is a weird speckling of white throughout my stroke. The opacity of the palette stroke is set to 1.00, so I don't know what to do to fix it at this point.


texts: Object disappears when trying to set origin to geometry

texts:
Im trying to get the cursor to the selected object. The Cursor wont move to the selected object.
I tried resetting with all transformations, and tried origin to geometry, but my object disappears
and I get some dimensions and some type of code in the location boxes.


texts:
I wrote the script, begining looks in this way:

bl_idname = "mesh.tree_add"
bl_label = "Trees Generator"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOL_PROPS'

I installed my script from User Pref. menu and checked this box:

but still I can't find my script in menu called by Shift+A. Also I can't find others extra objects. But I can find it by SPACE menu and it work correctly. Any ideas?


texts: Moving a bone moves only the first level of child, not all levels of children

texts:
I have a cylinder, with a child piston coming off it. I made the piston by following this tutorial. The piston is stuck to the cylinder by making one of the "bearings" at the end of the cylinder into a child.

When I move the cylinder around in edit mode, the piston moves with it, which is what I want to happen.

I am trying to rig some bones up for this, and I have put a bone and set the cylinders parent to be the bone. When I move the bone in pose mode, the cylinder moves, but the piston does not. I rigged the cylinder to the bone by selecting "Armiture Deform -> With automatic weights". I tried to set it as a bone, but it teleports the cylinder somewhere else. No idea what is up with that.

Why does the piston not move with the cylinder when I am moving the bone? How can I make the piston move with the bone in pose mode?


texts:
I'm following the donut tutorial and got to part 6, everything was going well and I was switching back and forth between eevee and cycles just fine until... it no longer will render cycles in the viewport.  I can still render images with cycles, but the viewport isn't working.
I tried closing and restarting my computer + restoring blender to factory settings.  I'm hoping theres a setting I'm messed up.


texts: Why is light showing through a solid mesh object?

texts:
I'm creating an animation showing a wok with fire beneath it.  The wok is a simple model--a mesh circle that I formed into a bowl (wok) shape.  I used the quick smoke effect to create a nice fire right beneath the bowl, like the bowl/wok is on a stove top.

The problem is that the rendered image shows some of the light from the fire penetrating through the bottom of the wok.  It's not bright but, looking down at the wok, it is glowing in the area closest to the fire emitter beneath it.

How do I make the wok completely impenetrable to the the light from the fire?  Why is it allowing the light to glow through to begin with?

Thank you!


texts: Why does the dope sheet use (inconsistent) white for unselected / deselected?

texts:
Why does the dope sheet window in Blender uses a solid white color to indicate that a keyframe is not selected and a color (depends on your Blender theme which color e.g. orange) to represent that the keyframe is selected?

I'd like to know why the dope sheet uses the opposite to convention to the 3D view (which uses white to show a selected vertex). It seems inconsistent to me. Knowing why this is should help me to remember whether I have a keyframe selected or not. Currently, I have to remind myself which way round it is by pressing 'A' a few times to select all and deselect all.


texts: Need help rendering a panoramic equirectangular movie of a computer game recorded in box projection mode in cycles

texts:
Firstly, I clearly have taken on something for which I don't have enough blender knowledge, but as I have spent so much time practising to get to this point, I don't want to give in.

I have made a movie recording of a flight in a simulator called DCS World, and want to try and do a 360 movie of a flight. I have set the simulator to display as a box projector with 6 square panels in one video. The video is much smaller in length and resolution than what I will need, but I will record in higher quality, better side-matches etc, when I grasp how I can complete this.

In Blender, I have set the camera as panoramic equirectangular and put the camera inside a cube. I am using cycles render as the panoramic camera options are not available in Blender render. I have UV unwrapped the cube and added the video texture to the cube. If I view the cube in 3D View with material, I can see my the video texture on each of the sides as I would expect. However, if I try to render this as a single image, I only see the front panel, same for as a video. Is there anything I should be looking out for?

The video even though only about 5 seconds long is huge, but I can dropbox it and the blend file if anyone wants to take a look, and point me in the right direction.

Kindest regards

Andy


texts: Cycles Render in viewport extremely slow?

texts:
I have two 2080 TIs (both are checked on in the system settings), but cycles takes minutes to becone visible enough through the render noise to see my scene. This doesnt seem right to me....is it,
Octane and Keyshot rebder viewports are near intantaneous with my two gpus, so i dont know why cycles isnt the same.  Any ideas?
Thanks in advance!


texts: Move the camera view display back to the center of the screen.

texts: Something strange happened yesterday when I was working on a model. The camera just moved to the right in preview, and I have no idea what I did, nor what to search for. I'm not really sure what to do to get it back to the center..


texts:
i want to do this inside of blender

i already tried with transforming the edge to curve then having a rectangular extrude profile to this curve but the result is not flat , and not precise at all

is there any way i can do that inside of blender? any add-ons that can do that? if possible in a non destructive way

i also tried in extrude then solidify, this is the result i got, its already on "even thickness" im on 2.8. clearly its not precise at all, thoses angles are not straight

thanks


texts: I can't find the dynamic parenting add-on

texts: I am trying to find the add-on for dynamic parenting, and after hours of searching, i have not come to find a singe one that actually exists. Is there any working one? If not, how can i alternatively do dynamic parenting without the add-on?


texts: Objects/textures not showing when using command line render (Blender 2.5x)

texts:
I have a scene that renders differently when rendering from the command line and using the GUI.

Specifically, objects go missing from the render when using the command line.

I use the following command (tested in OS-X terminal):

/Applications/blender-2.5x/blender.app/Contents/MacOS/blender -b GzContrejour.blend -o bl_out/render.png -F JPEG -x 1 -f 1


texts:
I have a surface with a Subdivision Surface modifier, and when I render it in Cycles, there is a black edge at the edge of the surface:

If I render it without Subdivision Surface it looks like this:

What could be the reason and how can I stop this?

EDIT:

After adding the Edge Split modifier as suggested by Shady Puck, the result looks as expected:


texts: Advanced OptiX denoiser settings missing in 2.91

texts: Where are the advanced OptiX denoiser settings like radius, strength, feature strength, etc. in 2.91? They were in the view layer settings in 2.83, but I can't find them any more.


texts:
I clearly have a seam marked but blender is not "honoring" the seam in the UV's. Is there a setting somewhere I could be missing? Here is some picks, any help would be appreciated!

You an see the selected face, I would have thought the UV's would be spilt along the edge I highlighted in orange. I was looking for a way to manually split them but couldn't find it.


texts: some of my hdri thumbnails won't load, why?

texts: All hdri's are from hdri haven and all files work when loaded but some thumbnails don't show in the menu. Are they too big of a file or something?


texts:
I´m quite new to Blender and this is what I have achieved so far:

Now I want to print a little model of this helmet. Unfortunately there are a lot of sharp edge areas like this one here:

Is there any way I can get rid of them without editing every single edge by hand?


texts:
I just want to know if the fluid emitted from an inflow object, is subjected to scene's gravity... So let's say I have an inflow object which emit fluid, and it's at 10 of height: does the fluid fall to the ground?
(Excuse me if my English is not perfect but I'm not English)


texts: Can OpenGL Render handle (semi)transparency of an object?

texts:
Update:  Success with the translucent object under the emitting skydome!

Settings:

I want to make an object glassine, mostly transparent.  Maybe add some partially reflective coating on the top.  Is the OpenGL Render able to do this?

I'd love to try it myself first in order to find out, but every attempt I've made to (a) make something any-alpha at all ends in failure when rendering in OpenGL, and (b) whenever I try to render using anything else, like Cycles, I get no output at all, or the skybox texture isn't rendered at all.  And still no translucency.

Can someone show me how to take a cube (inside of the skydome I've already got), and make it half transparent?  And render okay?  Seems simple, but nothing's simple in Blender.

Thanks for any help.


texts: How do I apply color with Cycles Material Nodes with No UV?

texts:
After many attempts I can't figure out how to make the ends of the lemon green.
Here's my latest attempt. I've tried mapping, etc.


texts:
We normally save backups with .blend1 and so on (but I will ignore all the .blendNumber files), but if I wanted to have a repository and maybe 2 or more people working on it at the time, how should I go about that (is possible to resolve conflicts?).

Also what about the textures because if I pack them and only change the texture, all the blend file will be changed so it can conflict if some one changes the texture and other person change the model.

Or I should go in the path of one repo per asset?

I should also say that this is on the path of game develop, but it should be helpful for movies, short cuts and any other that want to use git as a history as on:

http://who-t.blogspot.mx/2009/12/on-commit-messages.html
http://chris.beams.io/posts/git-commit/
https://github.com/erlang/otp/wiki/Writing-good-commit-messages

From Neil answer

https://github.com/ldo/blendgit


texts: Is It Possible To Do An 80's Style Anime Shading? If So How?

texts:
I'm familiar with a lot of the basics of how to model, texture, apply materials, use nodes, basic rigging & animating, etc.

I ran across a YouTube video called "TIE Fighter - short film" from a user named "OtaKing77077" and fell in LOVE with the art style as it reminded SO much of the Transformers: The Movie from the 80's. For reference here's a screen shot from the YouTube TIE Fighter video:

So I'm mainly looking for IF this is doable and if so, how would I go about doing it? I'm not AS concerned with the models themselves (unless that is somehow tied to the shading effect), mostly in this type of SHADING.

Another frame of reference would be the recent Transformers: Devastation which is I suppose an obvious answer that this is doable in 3D because it's a 3D game, but I wasn't sure if it was doable in a 3D modeling environment, outside of a game engine with GPU shaders and code and such like what they did for the game:

Another note would be I've used both Blender Render & Cycles and prefer Cycles but if this is somehow easier to achieve or of a higher quality in the internal renderer I have no problem using either.

I would appreciate ANY help anyone may have on this topic, and thanks in advance to anyone who responds.


texts: disable render of all collections with python in blender 2.8

texts:
I am trying to disable all collections in the render with python in Blender 2.8

It works on top-level collections with the code below, but ignores nested collections.

import bpy
coll = bpy.context.view_layer.layer_collection
for x in bpy.context.view_layer.layer_collection.collection.children:
        x.hide_render = True

Is there a way to get all collections, regardless of hierarchy?


texts: Why can't I snap curves vertices to vertices?

texts: Widgets with help of which you deforming curve became orange instead of red. And magnet is on and mode is set to vertices. But vertices can't be snapped to each other.


texts: How do I roll a tube on itself down the sides?

texts: I'm trying to model an object where the 2D tube shape it rolled up along the sides, similarly to how you roll your sleeves up


texts: Is it possible to have separate output settings for preview/final renders?

texts:
For animation, I have the final output render to a PNG Sequence.
I want to use the viewport animation feature to test my animation.
Is there a way to have this independently set to render to an animation file such as mp4?


texts: How to make radius of one edge bigger than of a rest

texts: I have a round cube 100x150x100mm with radius 2mm (standard mesh shape). I want to make one edge more rounded than the rest - with radius 10mm. How can I do this?


texts: Volume section missing in material panel

texts:
I'm new to blender and trying to fiddle with materials. However, in the materials panel, the volume section is missing.

I'm using Cycles. Is there something more to enable somewhere ?


texts: Issue importing .osm file with blender-osm add-on

texts:
I'm having trouble importing Open Streetmap Files.  When I do, I get this error:

<urlopen error [Errno 11001] getaddrinfo failed>

and it shows an empty:

I'm currently using blender-osm add-on but after reading the installation instructions I can't figure out what's going on.  I've used a number of .osm files (manually selected as well as general areas like a whole city) and it produces the same result every time.  What could I be doing wrong?


texts: Setting A Circle's Rotation From A Changing Number in the BGE

texts:
I have a timer that counts from 82 to -82 and back.
And I have a circle that should rotate (x rotation) from 82 to -82 and back.

How can I assign the timer number to the x rotation number of the circle?

My code so far is:

cont = bge.logic.getCurrentController()

circle = cont.owner

matrix_rotation = circle.worldOrientation

euler_rotation = matrix_rotation.to_euler()

degrees_rotation = [math.degrees(a) for a in euler_rotation]

circleRotation = int(degrees_rotation[1])

Now I want to reverse the steps but don't know how to do it. The timer is driven by the system time and the circle should spin accordingly (it is kind of a skybox).


texts:
I have a custom made object (no simple standard mesh, but nothing complex, see below) and lost a lot of time trying to make the edges smooth.
I tried the bevel modifier, sub surf modifier and bevel by select certain edges (ctrl+B). None of them worked fast and reliable.

Selecting them edge by edge (very time consuming) left me with problems where two different bevels where meeting.
the bevel modifier did no work as expected every time
sub surf modifier just created a very distorted mesh.

This is my mesh (viewed from different angles):

I just want all the edges to be smooth. No big deal...I thought :)
I only succeeded on the front ones.


texts: Cylinder becomes deformed at corners with curve modifier

texts: I'm trying to use a rectangle converted into a curve, used with a scaled down cylinder combined with an array modifier to use as decorative trim around some woodwork but the cylinder becomes deformed pinches inward around the corners. Is there a way for me to compensate for the deformation and maintain the scale around the entire modified curve?.


texts: What's the fastest way to turn a triangular face into three quads?


texts: Do you know how to make exactly the same shading? I tried with toon material, but I did not manage to get such shading, I want the edges to be shaded like this, simply identical.


texts:
I am new to programming.
Since Blender, I communicate with the PostgeSQL database. The purpose of the code is:

1 / Browse the table "works" and find new date_works for each object.
2 / affect the material to each object based on the date.
3 / if an object is in the group 'work', we find the parent.
If date_works of the child is higher than that of the mother, we hide the child object.

This is the point 3, which does not. What do you think of my code? What is wrong?
Thank you.

#Find the most recent work in the table "works"
    for  works ,recentW in db.prepare("SELECT mesh_ works,max(date_ works) FROM  works GROUP BY mesh_ works"):
       year=str(recentW.year)
       mat_M= bpy.data.materials.get(year)
       mesh=bpy.data.meshes["%s"% works]
       for obj in bpy.data.objects:
        if (obj.data==mesh):
                 c=obj
       # materials allocation in accordance with the date found. (example: finding dates 2015 => material it affects the "2015")
       c.active_material=mat_M
       # ensure that these objects are visible
       c.hide=False
    # hide child objects whose work dates predate those of parents
       #if it is a child,
       if c.name in bpy.data.groups["Child"].objects:
           #find parent
           parent=c.parent
           #search in the database of the most recent date of the parent
           recentParent=db.prepare("SELECT MAX(date_ works) FROM  works WHERE id_ works='%s'"%parent)
           #if the date of the parent is more recent than that of the child while the child is masked.
           for recent in recentParent:
                     if(recent[0]!=None):
                       yearParent=str(recent[0].year)
                       if(yearParent>=year):
                         c.hide=True
    return {'FINISHED'}


texts: Python 2.8 - updating code sample from v. 2.63 (image rendering and saving)

texts:
In 2.8, I am having difficulty adapting a code sample written for Blender/Python 2.63.  The intent is to save images of a scene using python.  The code was sourced from this post.

In 2.8, the code throws an error on the following line.  The error message is 'AttributeError: 'SpaceView3D' object has no attribute 'viewport_shade''

area.spaces[0].viewport_shade = 'RENDERED'

The full code snippet is here:

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        area.spaces[0].viewport_shade = 'RENDERED'

bpy.context.scene.render.image_settings.file_format='JPEG'
bpy.context.scene.render.filepath = ".pic%0.2d.jpg"%i
bpy.ops.render.render(use_viewport = True, write_still=True)


texts: I'm a long-time Blender user and my projects are becoming more and more complex and I was thinking in buying a new GPU. Now I'm using a GTX 970 V1 Windforce and a Intel Xeon X5660. A lot of people suggested me to buy a HD7870 Triple Vent since I will use this machine also as Hackintosh, is it possible to use the GTX and the Radeon together? I heard that you can combine the two by using OpenCL or OpenGL


texts: How To Render PNG's With Transparent Background?

texts:
I have a series of PNG images that I've placed in the Video Sequencer.  I want to render them as an mp4 video, with a transparent background.

I've checked the Transparent box; selected FFmpeg video as the File Format; ticked the RGBA button; selected Quicktime as the Container; selected FFmpeg video codec #1; gone to Render Animation...and the resulting video cannot be opened with QuickTime Player ("file isn't compatible).

I then opened the same video in VLC, and the background is NOT TRANSPARENT.  I want to render the PNG images as an mp4, with a resulting transparent background.

I've tried many other Format/Container/Codec options as well, but cannot achieve a transparent background.  Hope this is concise enough that I might get some help? The file is here:waving_flag


texts: Beginner: Dealing with normals to avoid ripples & artifacts

texts: I'm a beginner to blender. In the pictures below you can see how there is distortion around the windows and roof vents of this factory. With Unity, you can just click a box that says "calculate normals" and it fixes it. Everything becomes flat and there is no distortion. I'm using three.js and can't use this. Is there something I can do to prevent this distortion? I know I'm probably not modeling with best practices, but event the roof vents which have square faces are having distortion. Any help here? (the third pic is three.js)


texts: How to control the force of the fluid onto object?

texts:
I'm creating a simulation in which flow of water is impacting on an object. problem is it's not impacting the object as strongly as i want it to. The water is just setting on the object and dripping down the sides. I want it to hit like water does to a spoon when it's being washed. Is there any way of controlling the force of the liquid so that it hits the object more strongly, thus creating a big splash?
Ref: https://www.facebook.com/LADbible/videos/every-time-i-wash-a-spoon-in-the-sink/4464864986893990/
sorry if this has already been asked before or it's a dumb question.


texts: Mirror modifier making verticies overlap

texts: I had a little problem with the mirror because i had he mesh and the mirror mesh were on the wrong side i switched them by applying the mirror and deleting the vertices then i added the modifer again and this happened


texts: How do I animate the texture mapping location in the node editor?

texts: I have linked a magic texture to the base color of my principled bsdf in the shading node editor. In the menu on the right under item, there is a section for texture mapping. When I change the location, the texture moves on my object. I want to animate this movement. If I try to insert a keyframe to the slider for location x, it says failed to resolve path to property. Try manually specifying this using a keying set instead. I have no idea what that means. How do I get the location for a texture node to animate?


texts: Offset animated color change over many objects?

texts: So I'm making an animation where I want about a dozen or so objects which all look the same to change their color, but with each object doing it at a different point, making a kind of swipe color change effect. But I don't want to make a bunch of different materials and animate each individual one. Help Please?


texts: Blender 2.92+ asset browser / environment asset import. How to apply it to a new scene?

texts: I am using the new asset browser and saved an environment to my library. So far everything is fine. Did anyone figure out how to apply it to a new scene?


texts:
Good afternoon!
My task is extremely simple to understand, but I still do not understand how to implement it in a blender.

Imagine that you have a scene with a ready-made model, lights, and cameras-let's call it a master scene.
On the render, I should get ~10 shots of this scene with different materials.

Through compositing, I want to build a queue for the render with pre-set settings, and output everything to a MultiEXR file.
The catch is that there are two types of scenes: 1. Full copy, or 2. Full Instance that cannot be edited. 2.82 a does not allow making it local, because it says that this function has not been entered yet.

Since there will be many such projects in the future, I am trying to build a template.
In which, for example, I would put the desired model with lights and cameras through a Proxy. And already on the stages, I set up the materials I needed.

Please help me figure out how to implement this.

I am very sorry for my English.


texts:
I have complex meshes with rounded Edges. My goal is to reduce the number of verticles, edges an faces of the meshes while maintaining the "fine-looking" of the meshes (that's why I'm not using a modifier like decimate for example). Therefore I'm trying to simplify the rounded edges. So for example, I have this edge:

and I simplify it like on the following image.

For the moment, I'm doing this by selecting "a vertical line of edges" and collapsing them. My Question is: Is there a way that allows me to do it faster? A plugin maybe? I searched but did not find anything that answer my question. My way to simplify all the rounded edges is really, really slow.


texts: Try to export as json, blender throws this error: AttributeErrpr: 'Image' object has no attribute 'file_path_from_user'

texts:
Hey guys,
I recently started working with blender for a game which will be programmed in three.js. Therefore I export my model as a json file. As I load textures from png files in it, blender throws an error pictured in the photo.
Thanks for every advice!


texts: Does Nvidia SLI matter for modeling in Blender, rendering in Cycles, rendering in Eevee?


texts: Projecting multiple images onto an object with UV Project modifiers

texts:
I've just about got to grips with the UV Project modifier. I've unwrapped my object into a UV map with the image I want to project, and then applied it using a camera as a projector.

However, I want to project from multiple angles. So I created another UV map the same way with my second image and created another UV Project modifier. But this won't work, because I can only select 1 UV map at a time. I want the two projections to be blended together (or, even better, chosen programmatically according to which surface normal has the closer angle to the projector when I eventually move to automating this process in Python).

Here's what it looks like when projecting from the camera on the left. It's projecting the same image it would see if the house were textured properly. Likewise, the camera on the right has an image of the properly textured house from its angle, ready to "fill in the gaps" of what the left camera cannot see.

P.S. Please try not to include steps that could only be done manually/by eye. Because I am applying research to a large collection of objects, this will have to be done programmatically eventually.


texts: Can control particle emission from material’s texture?

texts: question is if I can emit particle from texture which assigned as material.


texts: Transparent object isn't showing the intersecting object inside it

texts: The cylinder has raytrace transparency on and it does show the texture of the globe through it but not the squares. How come the grid doesn't show through the cylinder?


texts:
I am currently supervising a render farm which is working using the simple "create empty file when starting a frame" and "don't overwrite existing files" on a shared network file system approach. Unfortunately, one of the computers bugged out a few days ago (without me noticing) with a Cuda error and kept rendering hundreds of black images.
The problem is that these black images prevent other computers from taking over where that one computer failed.
The other PCs stopped as they thought there's nothing to do anymore.

Is it possible to set Blender to not create a black image if there is an error, but instead delete the placeholder file?


texts:
I'm confused about IOR in Blender Internal as used in raytraced transparency.
To demonstrate my issue, I set up a camera looking through a transparent sheet with IOR>1 (and slightly tinted) at a textured surface.
You can clearly see the expected refraction.

But when I flip normals, I get exactly the same render!
My question is therefore:  How does Blender Internal determine the "in/out"-side if it does not use the normals for that?

Placing the camera inside a properly closed transparent volume with IOR does not change anything.

Clearly, I can invert the IOR to treat camera rays, but I came across this issue when reflections going out and then back into the glass material misbehaved.


texts: How to unfold an entire mesh into a flat object? (Not UV Unwrap)

texts: Is it possible to unfold the geometry into a plane without distorting the faces, Just like a paper cutoff inside blender?


texts: How to generate a mesh based on MakeHuman model

texts: I am using a makeHuman to model different body person. I am wondering if it is possible to generate a mesh by sampling this model on cube or triangle or any other geometric form. Is this suggestion make sense? it it is not. How can generate a human mesh? Thanks


texts: Separating each object into a blend file

texts: I got a kitbash recently, But the kitbash has a problem, all the models in the kitbash are saved in a single .blend file. Is there a script I can use to separate all the objects in the .blend file into separate .blend files. I wanna do this so that i can take advantage of KIT OPS


texts:
I'm creating my first model and it's going fine so far. One thing though - I probably did something wrong in the beginning, and default orientation (normals) of faces is pointing inside the model. I can easuly fix it with Ctr+Shift+N, to set normals to point "inside" the model, which happens to be correct in my case. However if I create a new face, sometimes it creates flipped, so it always tried the default orientation, and I have to re-calculate normals again.

Can I somehow set Blender in such a way, that what he now thinks of a "normals pointing inside the model" to "normals pointing outside", which is correct (in my case)?


texts: I'm making a dog head and am trying to seperate where the mouth goes but can't figure it out. The entire head is solid. The part still needs to be connected to the head.


texts:
I am trying to make it so when you hover the mouse over a button, the diffuse will change.

The buttons are made out of planes.

I want the white plane to change to an orange color. I cannot find a way to do it with logic bricks, but I have done it before and cannot find out how to again.  I have tried action and visible actuators.


texts: Create Depth Pass Based on Real World Units

texts:
I'm trying to generate synthetic training data as part of some research for my university. This data should resemble depth images captured from my camera (Realsense L515). I've been able to get good results by running the depth pass through a ColorRamp node.

However, rather than gradually tweak the color ramp, I was wondering if there is a way to directly tie the real-world units to the depth color/information? Such that the minimum distance that the camera can detect (.25 meters) is deep blue and the maximum distance (9 meters) is red as shown in the "ground truth" camera feed below.

I really appreciate any suggestions on how I can leverage the compositing nodes to mimic the camera feed as close as possible.


texts: File optimization: Duplicate or linked duplicate?

texts:
I'm currently in the process of optimizing my blend file.
I am still relatively new at blender and would like some documentation on file size and render time reduction using linked or unlinked duplicates.

For Example: I have a architecture scene wich is currently 2GB in file size with a LOT of trees and bushes. Should I best use duplicates or linked duplicates? and what are the advantages/disatvantages? could I cut down on render time and/or file size?

As a former 3ds Max user I was quite familiar with proxys but I don't have the  knowledge to apply this technique in blender (yet).

Therefore I'm reaching out to this awesome blender community for a little help.


texts: Enable/disable 3D cursor tool properties from python

texts:
I'd like to enable Surface Project and set the orientation mode of the 3D Cursor from python, as if I did it from the header's tool settings.
Note that I only want to change its settings, not move the cursor in the process.

For example I'm pretty sure that

bpy.ops.view3d.cursor3d(use_depth=True, orientation='GEOM')

requires to move the cursor.

So I looked inside

bpy.context.tool_settings

and

bpy.context.workspace.tools['']

by tabbing like crazy in the tree of python objects but didn't find those settings.

Is it actually possible to change them from python?


texts: How to "simplify" an entire project in order to import it in another?

texts:
I have a character created in Blender which consists of a complexity of rigging, material, clothing and control bones.

I have to import it into another project, but as the first project is almost an controlled accident, I am wondering if there would be a technique to do a kind of "compiling" in order to make it simple to manipulate in the other project.

In time, this project works as a kind of "statue", which doesn't need new clothing simulations, new bone poses and etc. Any help would be useful. Thanks.


texts: Blender to Godot: Export as glTF without materials, but with empty material slots

texts:
I want to export objects that have multiple materials, without exporting the actual materials, since I'm making materials in Godot.
Disabling Geometry > Materials in the exporter makes it not export materials, but then I end up with only 1 material slot, when the meshes have faces assigned to multiple materials. I also tried having emptying the material slots in Blender, but that also makes them be exported with only 1 slot.
For example, I have this mesh:

It has 4 material slots:

The materials currently loaded in those slots are basic materials I make with only a color texture, just to help me UV map the meshes. I make the "real" materials in Godot, so I don't need to export them.
After importing to Godot, I load the real materials:

This is with Geometry > Materials enabled. With it disabled, or with empty slots in Blender, I only get 1 slot, with all faces assigned to it:

Apparently it's added automatically by Godot, since this glTF file has no materials node, unlike the one exported with materials.
This is the materials node in the glTF with materials exported:
"materials" : [
    {
        "doubleSided" : true,
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "plastic_black",
        "pbrMetallicRoughness" : {
            "baseColorTexture" : {
                "index" : 0,
                "texCoord" : 0
            },
            "metallicFactor" : 0,
            "roughnessFactor" : 0.5
        }
    },
    {
        "doubleSided" : true,
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "chrome",
        "pbrMetallicRoughness" : {
            "baseColorFactor" : [
                0.800000011920929,
                0.800000011920929,
                0.800000011920929,
                1
            ],
            "metallicFactor" : 1,
            "roughnessFactor" : 0.0416666679084301
        }
    },
    {
        "doubleSided" : true,
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "wood",
        "pbrMetallicRoughness" : {
            "baseColorTexture" : {
                "index" : 1,
                "texCoord" : 0
            },
            "metallicFactor" : 0,
            "roughnessFactor" : 0.5
        }
    },
    {
        "doubleSided" : true,
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "screen_padding",
        "pbrMetallicRoughness" : {
            "baseColorFactor" : [
                0,
                0,
                0,
                1
            ],
            "metallicFactor" : 0,
            "roughnessFactor" : 0.5
        }
    },
    {
        "doubleSided" : true,
        "emissiveFactor" : [
            0,
            0,
            0
        ],
        "name" : "screen",
        "pbrMetallicRoughness" : {
            "baseColorFactor" : [
                0.800000011920929,
                0.800000011920929,
                0.800000011920929,
                1
            ],
            "metallicFactor" : 0,
            "roughnessFactor" : 0.5
        }
    }
],

Changing it to this
"materials" : [
{},
{},
{},
{},
{}
],

does remove the materials and leave empty slots. Can I make it do this automatically? Also, Blender still exports textures, so I'll have to manually delete them every time as well.


texts: Creating a Curved/concave shape from a flat surface

texts:
I'm attempting to create a retro style TV in blender but I've come to a halt. The basic shape is done but I want to create the concave inside of the TV screen.

I tried to do this first by placing a flattened sphere and using the Boolean modifier to mold the concave shape into the main model. However now this looks terrible and out of place, and I want to make this look better, but I have no idea how.

Here's what my model looks like now

Any Help is gladly Appreciated!

Reference image:


texts: How to create a flat vortex force field?

texts:
I'm trying to make a sort of accretion disk around a black hole, except I can't figure out how to create a vortex that forms a flat ring shape rather than a tornado shape. I've tried scaling along the z axis, but if you scale it to 0, it just stops working altogether.

How do I flatten this vortex force field (for use with smoke effects) so that it will form a flat disk rather than a tornado shape?

I added a vortex force field. If I scale it to 0 along the z axis, the radial force it exerts on the particle system disappears. If I add a falloff to the force field, the radial force disappears also. This is my scene: imgur.com/GbIm3sE The dark gray circle in the center is the gravity lensing object, the sphere in the very center is the black hole object, and the spiraling lines mark where the vortex force field is. The rendered image is posted in an earlier comment of mine.I need particles to be sucked off of the star object on the right and spun around the black hole in a disk shape


texts: select specific mesh when there are two meshes

texts: I'd like to put the puzzle pieces together modify some vertices and then separate the two again. However when I try to select one of the puzzle pieces I can't cleanly select it because some of the faces aren't showing where the pieces connect I've tried to go inside the mesh and select the faces but I always seem to miss a bunch then when I use the move tool the unselected faces get stretched. What is the best way to connect the two puzzle pieces modify some vertices and then separate the two again?


texts: Blender Internal. How do I add a texture for part of the object, while keeping the rest of the texture

texts: Can someone tell me how to overlay the texture for the eyes? If I go to texture, the outfit isn't there. I have the same problem with other textures as well.


texts:
In every tutorial I've looked at, it says that to parent an armature to another one, I select them in the order I want them to be parented and then hit CTRL+P or right-click and select "Parent", "Bone" then  not "keep offset".
But when I try to do this, nothing happens.

Does anyone know why this is?
(In Edit Mode:)


texts: Deleting object also deletes associated material

texts:
I create an object with a script. I assign it a material. When I delete the object, the material is also deleted.
Is this normal? How to I prevent the material from being deleted?


texts: Update values of objects for python script?

texts:
I'm completely new to blender and scripting and trying out some things:

I created a cube out of several smaller cubes (blue) and have one big cube called master (grey). The master cube overlaps with some of the smaller cubes.

I am now iterating through my small cubes and check with the help of this function (slightly updated):

def is_inside(p, obj):
    result, location, normal, index = obj.closest_point_on_mesh(p)
    p2 = location - p
    v = p2.dot(normal)

    return not(v <= 0.0)

If they are inside the master cube they turn green, of not they turn red. This works pretty well so far.

But now I want to move my master cube around to overlap with some other of the smaller cubes. If I run my script again it seems to check from the old position of the master and not the new one, because the same cubes as before are coloured green.

This is the situation after the second run of the script, where all visible small cubes should be red and the ones inside the grey cube should be green (FYI, they are not):

How can I get the function to work with the updated postion of the master cube? Do I have to update some other values that I am missing?

This is my code:

master = bpy.data.objects['Master']
bpy.ops.object.select_all(action='DESELECT')

# select all smaller cubes
bpy.ops.object.select_pattern(pattern='Cube.*')

# create colors
green = bpy.data.materials.new("GREEN")
green.diffuse_color = (0.0, 1.0, 0.0)

red = bpy.data.materials.new("RED")
red.diffuse_color = (1.0, 0.0, 0.0)

for cube in bpy.context.selected_objects:
    if isInside(cube.location, master):
        cube.active_material = green

    else:
        cube.active_material = red

Thanks in advance for any helpful tips!


texts:
Please note that the answers to other questions have not applied to this problem.

I have a large number of shards created in the Fracture Modifier that I've converted to Objects.  I want all of these objects to have Collision enabled.  There are too many to do one by one.

I've tried the suggestions in this forum.  None work.

Use Copy from Active (no go)
Ctrl-L (no go)

I've tried applying Collision before I apply the Fracture Modifier.  The resultant shards/objects do not maintain Collision.

I've tried the same procedure used to change the scale of multiple object (Select them all, Alt-Click on the x, y and z Scale settings).  It does not work for Collisions.

Thanks Duarte but your solution does not apply to Collisions.

Thx for any help.


texts:
In blender game engine i have a main menu scene with 2 buttons and the main menu board,with surroundings.
I have set up an action for the main menu to slide (rotation)(Main menu slide) and saved as an action.

I have a:
sensor: Mouse over and mouse click - controller: and - actuator: Action(cube action) and Action(main menu slide)

when i click on the button it applies Action(main menu slide) on the button instead of the main menu.
So the question is... how do i apply this action by clicking the button without the action affecting the button instead of the original saved action?
(i would add blender file but idk how to add a file to this specific online help page)


texts: I have tried shade smooth but it completely torques the object into a weird shape, I tried the subdivision surface modifier but it does the same thing. Any suggestions?


texts: Is there a way I can use Zbrush's ZMT matcap files in Blender? I found a lot of very good matcaps on a website for matcaps, but after downloading them it turns out they're all ZMT files, and I cannot find anyway to put these into Blender. Any help would be great.


texts:
I am studying Blender with T-shirt from game.

I want to put a color on my T-shirt.

What should I add to the Node Editor?

.blender file: https://drive.google.com/open?id=1hPpF22-GI4c_R0fbcAFM8VG6ut4KzCJP


texts: FBX imported model has no shadows and feels too light

texts:
I've got a problem that I can't find any answers for. my model that's made in zbrush

and exported to a FBX model doesn't have any shadows when imported to blender.

I have tried strengtening the light, softening it, putting in a sky texture to no avail.
here's the materials but it's not much, just an attribute to material node.


texts: How to create outgrowing stripes/planes from object center?

texts:
I am trying to create the 'pumpkin creases' like it displays in my poorly created image.
I can't explain it with words but it looks like magnetic fields? It is also the reason I am posting a question because I simply can't find the right words for describing this.
I need it as shader of course.
So the 'texture' from top would look like outgrowing spikes or lines from center.

https://i.imgur.com/9cgI20e.mp4 -- somewhat visual representation of how the lines grow along the planes and towards the ends of the lines.


texts: How do I recreate these Bouncy hair Physics?

texts:
Reference Video

https://www.youtube.com/watch?v=FqBmxRmI5OM

How Can I recreate these Hair Physics?

From what I can tell, the hair can:

Jiggle

Bounce opposite directions (<--- (head) ---->)

^ Kinda Like Anime Physics.

  Reference File: https://drive.google.com/open?id=10SZJ1oqHpUndhmQSrd_IFhEescsaYOgp

  Includes: Animation Test File / Model (Rig)

If you can post the end file, and give me an replied Tutorial here, on: how to recreate it. That'll be Really appreciate...!

Looking forward to reading your responses!


texts:
How do I fix this message?

I need to reparent a bone to fix a glitch, but this little guy pops up.


texts: How can I Make a Cycles material with gradual gradient fill?

texts:
I would like to use a material to create a blending effect from the edge of geometry to the mid point like I can with the Erode Node in the compositor. I don't know how to get edge to edge distances, but I feel like it could be hiding in pointyness attribute? I don't want to paint it or preprocess it (otherwise I'd stay with compositor)

See image:


texts: How can I use the NUMPAD_PERIOD function to focus on an object when I'm on a Macbook Pro?

texts: I already know that you can emulate the number pad through the User Preferences, but that only seems to provide the numbers 0-9. I'm trying to focus on an object by pressing . ,however nothing seems to happen. I've heard about KeyRemap4MacBook, but it isn't available for Sierra.


texts: How do I Fill a Subdivided / Smoothed Barrel's cutout With 2 Sided Right Angle Face?

texts: I have a barrel that I need to make a shelf in. I need to fill the cutout section. The barrel has already been subdivided and smoothed. Preferably with a right angle corner fill.. or curved corner might work. The blender file is located here: http://www.aworkofmarc.com/1/Templeton Any pearls of wisdom are greatly appreciated.


texts: Creating bumpy glass effect on an extruded path?

texts:
I want to make a glass material with specific bump pattern on an SVG image that I've extruded and converted to mesh.I've been using bump node and connected its normal output to the normal input of glass node but that doesn't affect the final render.
I'm using blender 2.81 with Eevee engine.


texts: Why don't metaballs show up in group instance?

texts:
I created a particle system, with metaballs as my object. I then added this particle system and a few other objects to a group. When I add a new instance of that group, the metaballs are not visible in the instance.

Does anyone know what is happening? Is there a way to make the metaballs visible in the group instance?


texts: How to randomize particle effects along a curve guide?

texts:
I have set a curve guide as the Effector Group of my particle flow. Now, the particles move along a linear path, I want some of them to take a more random path -- like some of them follow the path but then slowly deviate away from it -- so that it seems less obvious. Is there any way I can do that?

This is my setup:


texts: Controlling object visibility with distance to other object's vertices

texts:
This is my first post so please forgive any noobish errors.
Here's the problem I'm trying to solve.
I have a grid made up of hexagonal meshes. I have a cylinder that's either going to translate across the grid or scale up across the xy until its touching all the meshes.
I want to make it so once one of the verts of the cylinder gets within a certain distance of the centre of each hexagonal mesh the visibility will turn on for said hexagonal mesh.
The original method I was working with was using a limit distance and location constraints so that the hexagons would be pushed up in the Z and intersect with a Boolean object and become visible (which was working to a degree) but I couldn't get the limit distance constraints to work with the vertex group of the cylinder. It would only judge distance from the centre of the cylinder which doesn't work if you're intending on scaling the cylinder instead of translating.
Any ideas?


texts: Is it possible to combine a Meta-rig armature with a manually made armature?

texts: I made a kind of basic dog armature. As I was wondering how I could make the face armature, I thought of using the face armature from pitchipoy metarig and manipulate it to suit the dog. However, the result didn't come out as I expected. It doesn't seem like they play well with each other. After parenting to mesh, it completely flipped my dog horizonally. So is it not possible to combine two different armatures?


texts:
I've exported a video in Davinci Resolve (Container: Quicktime, Codec:DNxHR) which is a codec that is alpha approved. But when i import the alpha video into blender, blender for some reason doesn't show the alpha channel.
Then I exported another video (Container: Quicktime, Codec: Grass Valley)
And when I import the alpha video into blender, it has strange green clipping (see photo). Why is this happening?


texts: Volume Scatter in Cycles Turning world black

texts:
I am working on creating a sunset and am having trouble getting the volume scatter node to not turn the entire world black. I have already tried numerous suggestions from other posts including checking that my light source is not a sun-light, checking that the light's power was high enough, and that I have plugged the volume shader into the volume, not the surface input. Despite this, the volume scatter turns the world black. Interestingly, it does this if the density is anything but 0 (e.g. 1.0 ^ 10^-7 still gives a black world).

I have attempted to use a cube encompassing the scene as well, however I have been unable to make that work. Nevertheless, on a matter of principle, I'd like to get this to work because I can do it in a normal scene without the rest of my objects in it, it is something in this specific file preventing it from working.


texts: Why doesn't this script extrude the cone base in edit mode?

texts:
I'm studying scripting in blender, I am pretty much taking notes of the actions I do in the blender interface and creating the same in a separated script.

One thing I can accomplish in the Blender UI that I can't in the script is extrude the base of a cone in edit mode, see script below:

import bpy

bpy.ops.mesh.primitive_cone_add(location=(0,0,0))
bpy.ops.transform.translate(value=(0, 0, 1.94102), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
bpy.ops.mesh.select_all(action='TOGGLE')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(-1.97143e-009, 3.68831e-009, 0.447236), "constraint_axis":(False, False, True), "constraint_orientation":'NORMAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False})

what am I missing?


texts: When I enter sculpting mode I can not find m

texts:
I import .fbx file in this scenes,the other model is all right, just "H" I can not find in sculpting mode.

I try to rotate\move\scale,but the "H" is still show in the sculpting


texts: How can I smoothen out these edges which I have extruded from 2 points ? Making the legendary donut

texts: So I have been learning Blender and while making the legendary donut I have stumbled  upon this problem where I cannot make the edges smooth and they look all jagged. This happened while I was making the donut icing drips.


texts: make an object's z axis parallel with another object's normals

texts:
I have a ball that's rolling around in a bowl, randomly, using rigid body physics with the rigid body motor constraint motor on the ball making it roll around.  I've put a cap on the ball by duplicating the ball and scaling it up, cutting off the bottom, and adding a Solidify modifier.  The cap stays on the ball using the Copy Location constraint.

The cap's local Z axis is always parallel to the world's Z axis.  How can I make it parallel to the bowl's normals for when the ball rolls up the side of the bowl?

Keeping the Copy Location constraint isn't necessary; it's what works for me.


texts: Why are there borders around faces when I extrude?

texts: I'm a beginner at blender and I'm following a tutorial on extrusion but I can't seem to figure out why there are borders when I extrude. I'm trying to make it so that the middle 3 cubes come down together without the borders.


texts: How could I duplicate these keyframes...?

texts: Whenever I try to duplicate the keyframes for my walk animation I've already done, it does what I didn't consider though makes perfect sense - it tries to re-position the character's legs back to the original starting point. Following a book I have, it suggests to insert the keyframes via Whole Character (selected bones only), which is what I've been doing. Should I have been inserting these keyframes differently or is it simply that I need to add all the keyframes manually and can't duplicate those I've already added?


texts: How do I stop Blender 2.8 from creating extra faces when I just want to stretch pre-existing faces?

texts:
I'm new to blender so I'm sorry if this is a noob question. Here is an example of what I want to happen when I click and drag the face along the Y axis (represented by the green arrow):

From this:

To this:

However, two extra faces appear when I try to drag along the y-axis:

Here's the face I'm stretching along the Y-axis:

Any help at all on this would be greatly appreciated. If you need more information I'd be happy to give it to you. Thank you all!


texts:
I merged 2 objects that were quite far away from each other by accident.

I removed one of the objects verts (X), but unfortunately the focus (pressing F to center object in camera) is still off since the old focus point seems to still be there.

I want to focus on the object that I did not delete, can I reset the focus point?


texts:
When are tris appropriate to use on a model and where are they usually seen?

For example, this image of a popcorn container (from turbosquid), uses tris for the top half circles and the edge corners on the bottom. Is this use of tris appropriate for this kind of model?

Why are triangles added at the bottom corners?


texts:
I have been attempting to weight paint the straps on this particular model for quite some time but have been unsuccessful in getting it to move naturally with the armature. I have approached the problem with the following techniques but have not found one that works well yet.

Automatic weighting
Transfer weight (Transfer mesh data)
Weight Gradient
Painting by hand

The straps tend to clip through the model when the hips are rotated and do not stay with the buckle.

Below is a few pictures of the model.

Any advice on how to go about painting this or link to a tutorial would be appreciated.


texts: Design dyson roller with unknown broken area

texts:
I am new in Blender, and doing hard to learn that. I was trying to made a Dyson vacuum cleaner parts by Blender and I made it, but the final model has a problem that I don't know why and how to fix it.
This is what it looks like in the object mode, I saw this problem after I have add solidity and subdivision on it:

This is the rendered image with clear broken area:

This is what it looks like in edit mode and without solidity and subdivision:

In my mind I haven't made any N-gon in these area, so I don't know why it happens, could anyone tell me the reason of that and how should I avoid on next time?
Here is the source file:
Blender File
Thank you very much for reading this thread.


texts: Animated FBX Export Glitch - Foot Bones Jerking

texts:
I've come across a troubling issue that I have not been able to solve. When trying to export an animated FBX file from Blender, the resulting file produces weird glitches in the foot bones of the character rig, despite the animation playing perfectly fine inside Blender initially.

I have included a link to a video of the rig with a ultra-simplified box-type mesh for an example. You can see the animation plays fine in Blender, but when you export the FBX and then re-import the FBX file you will see the feet glitching wildly. This behavior was first discovered inside UE4, but it is identical inside Blender after you import the FBX and watch the animation.

Thanks so much for your time in looking into this. If this behavior in the FBX can somehow be avoided by modifying the rig, please let me know. I have tried exporting over 30 times with different settings in both the FBX exporter and the rig itself, but have not been able to fix this.

-Adam


texts: how can i select all objects by type using python

texts:
How can i select all objects by type using python scripting. I am trying to select all empties in my scene.

I tried using bpy.ops.object.select_by_type(type='EMPTY') but thats doesn't work.


texts: How can I roll a cube (around its edges) with armatures?

texts:
I want to set up an animation of a rolling cube for a video game.
The cube needs to roll/tumble to all its sides.

When I add bones to the cube, only the parent bone seems to make the whole cube rotate (obviously) but when I rotate the next 'child' bone, the parent bones stays put...

How can I connect all the bones with each other (like my skeleton is one stiff bunch of bones) in order to make the whole cube rotate when I rotate a child bone?


texts: ANIMATION NODES_ PLAY ANIMATION IN COLLECTION

texts:
I'm trying to reproduce the earth animation from this tut : https://www.youtube.com/watch?v=jEYI4lnOprY
At the end, some arcs are animated. I have this node tree :

My problem is that i'dont get the animation when i play it on the timeline. The tutorial is from blender 2.79 and it was the object group system instead of the collection one of the 2.8x.
So i have replaced the "object from group" node by "collection info" on the upper left of the screen capture and it react good when i change values in the bevel start of the "Curve Object Output" (on the right), but if i plug the "Map Range" to it, nothing happen and normally it should play the animation. I tried to change "object" by "Collection list" in the "Loop Input" but i'can't plug it to the "curve object Node". I'm a beginner in AN, and if someone could tell me what i should do it would be great. Thanx !


texts: Texture paint paints random parts of model

texts:
In order to texture my models, I use "Smart UV project" to generate the UVs, using a margin of 0.5 to 1 to prevent bleeding. That doesn't seem to mitigate the issue however. Whenever I paint on one part of the model, occasionally it will paint other parts as well. This picture seems to describe it:

From original link to picture:

Hi all :)
I made this mech - not wanting to spend the next month of Sundays UV mapping it, I did a faces unwrap in UU3D, which takes a couple of seconds. What this does is to lay each face out separately, similar to what Blacksmith does. No use as a template, but great for 3D painting.
Problem is, the paint bleeds through in all sorts of unrelated places - there are close to two hundred separate meshes in there. I realise that the unrelated faces are probably laid out close together in the map, but this paints perfectly in both Blender and Hexagon. I've checked the map and Carrara has not messed up - the faces are not overlapped and do not touch.
I've even tried mapping it with Blender's "Smart unwrap", which does something similar but with more detail. Again, this paints perfectly in both Blender and Hexagon, but I get the same bleeding with Carrara.
Another thing is that Carrara does not seem to respect shading domains. If I select a shading domain it does restrict painting to that domain, but when I select another next to it and de-select the first, it will paint over the first. Not referring to this model, but others that have been unwrapped conventionally.
Is this just how it is and I must look to another solution, or am I missing something here?
Has there been any improvement in C8.5 (I am using 8.1) ?
Cheers :)
Edit to add : I've taken a look at the 3D paint file and see that the faces it is bleeding to are not laid out close - they are scattered all over the place.

I don't know how to fix this issue, any help is appreciated. Thank you.


texts:
I know it has something to do with screen space refraction but I cant find it with a few google searches.

Behind this window is a png backdrop with alpha mask and a plane with an emission shader.

When the camera slide along the backdrop fades grey.

How can I fix this?


texts: Fire simulation in vewport (not render) dont appeared. bug?

texts:
I have started to learn Blender few months ago. Eventually, I have encountered a problem with fire simulation. although I have added a domain and a flow, with all the settings default, when the animation started some fire cloud appeared at the flow site and stayed in place while the animation continued.
Video: https://drive.google.com/file/d/1UUFJZ1vObaIyZTVRbMYavl5gStbLuMkI/view?usp=sharing
Screen: https://drive.google.com/file/d/1UUFJZ1vObaIyZTVRbMYavl5gStbLuMkI/view?usp=sharing


texts: No compatible GPUs found for path tracing NVIDA Ge-Force

texts:
I'm sure someone else could have asked this but I cant find any questions that are the same as me. I have a NVIDIA Ge-force RTX 2060 and I have an up-to-date driver installed for it: (https://www.nvidia.com/en-us/drivers/results/165689/) I have GPU compute selected in the side bar (scene). I went into preferences, system, cycles rendering device and selected CUDA. Underneath, it says "No compatible GPUs found for path tracing" I've gone through so many forum posts but have not been able to fix this. Thanks (:
Also I'm not sure if this matters but i am using Linux mint cinnamon 20 (Ubuntu)


texts: How to enable Intel denoiser using python?

texts:
I'm creating a scene from scratch in blender (2.83+) using python, and I'd like to turn on Intel denoiser for the Cycles render output.

I've got some code but it's not working yet:

  bpy.context.view_layer.cycles.denoising_store_passes = True
  bpy.context.scene.use_nodes = True

  tree = bpy.context.scene.node_tree # inputs, outputs, nodes, links
  comp = tree.nodes[0]               # result goes into here
  render = tree.nodes[1]             # render layers: images come from here
  denoise_node = tree.nodes.new(type='CompositorNodeDenoise')
  # Link it in:
  links = tree.links
  # links.new(output ---> input)
  link = links.new(denoise_node.outputs[0], comp.inputs[0])
  # XXX: find outputs by name
  # XXX: use "Noisy Image" output (31) rather than "Image" (0)?
  link = links.new(render.outputs[0], denoise_node.inputs[0]) # Image
  link = links.new(render.outputs[32], denoise_node.inputs[1]) # Denoising Normal
  link = links.new(render.outputs[33], denoise_node.inputs[2]) # Denoising Albedo

The problem is that even though I've enabled bpy.context.view_layer.cycles.denoising_store_passes = True it doesn't seem to have taken effect by the time the rest of my code runs; the render node still only has 31 outputs. It should have 39.

Anyone know how I can wait for that setting to take effect before continuing?


texts: Rendering only black cube for video editing

texts:
I'm new to blender and is doing a simple video editing. Just some audio and video files, no animations.
When I render the animation it only shows a black cube when rendering like this:
The rendered video file also only displays this cube and no audio in spite of having both in the project.
Also if I select the sequencer option from the "Post Processing" tab in properties and render it, the render file shows all black screen with correct audio.
Here is the video after sequencer is selected.
Here is the link Google drive where you can find my project and screenshots of other properties.
Google Drive folder with project and SS
Someone please help me to fix this as I loved this project and want to do more in the blender.


texts:
I seem to be stuck moving a '3d cursor' and can't find the way to return to the default object selection mode. Every time I click in the view, the cursor (picture down below) moves around and I can't select what I want.

Is there a button to reset the view? If I reload my file, it remembers what I did before.


texts: Why is my asset appearing as non-transparent?

texts:
I just downloaded a 3d plant asset in FBX format from Megascans and this is the way my model appears.

The wheat seems to not be flat, and non-transparent. How do I make it transparent around the grains, and not as rectangular?


texts: Setting an object to a random position in the BGE

texts:
I'm programming a game, and I have an empty that I want to be dropping enemies randomly throughout the map.  I have the following logic bricks and Python script right now:

import bge

def main():

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

    sens = cont.sensors['mySensor']

    if sens.positive:
        own.worldPosition = [own['xPos'], own['yPos'], 30]

main()

My empty is staying in the same place, but it is at least adding enemies every second.  How can I make the empty go to the random positions that are being generated by random actuator (I would have used the random module but it wasn't working last time I tried it).


texts: Blender is not rendering the camera view

texts:
I'm new to blender so I don't know what happened to my scene but anytime I render this appears instead of my camera view:

What did I activate and how can I fix it?


texts: Zoom--why does it stop so short of the primitive here?

texts:
Start a new model
Shift D
Esc
Tools!Vector X:  -30
Manually pan the new faraway duplicate cube into the center of the screen
Manually zoom into that.  Zooming stops far short of it, is prevented from further nearing it


texts: I was given a model that has most of its faces separate from each other. The model will be 3D printed, so I need to make it into a solid object with wall thickness. Is there a way to connect the edges of the faces quickly?


texts: Importing arbitrary per vertex information with a model

texts:
I am working with some models from a game (Treasure Planet Battle at Procyon), which have their own proprietary binary format (.mdb). I have managed to decode it to some extent, and export the vertices, faces and textures to a Wavefront .obj file, which I can import to Blender.

The models, however, also have lighting or shading information, which consists of two numbers, ranging between -pi and pi, and -pi/2 and pi/2, and the transparency. These three values are defined for each vertex.

I can write this information in the wavefront format as additional coordinates after the x y z coordinates.

Is it possible to modify the Wavefront import (and export) scripts to import and retain this information for each vertex, and be able to export it again.


texts:
Does anyone have a similar issue? I have a i9 9900k cpu stock with a Dark Rock 4 cooler. While rendering the temperatures rise to 100C and it begins throttling. Blender is the only software on my pc that can reach this temperature.

I believe the cooler is quite capable of cooling this cpu, so why does overheating happen in blender only?

Thank you for your answers!


texts: I have modelled a pencil sharpener as in the attached image. Now I want to prepare it for sale at CGTrader or Turbosquid (or some other, doesn't matter at this point). I would like to deliver a professional grade result. I need to texture the model, but to put it on a site for sale, I will probably need to bake the textures, because I will also need to deliver the model in some exchange formats, such as FBX, OBJ, 3DS, DAE, which won't understand Blender's materials and special qualities of how light reacts to it, am I right? And now comes my question. I'm trying to understand the baking process. If I have a material such as Anisotropic BSDF (Cycles) or Subsurface Scattering material, if I bake, do I loose the special qualities of the material, how it reacts to light? If I understand correctly, baking is like flattening the texture and special qualities of the material, they are lost, right? Also, I see that I can choose what to bake, such as Subsurface Color, Subsurface Direct, Subsurface Indirect, Transmission, Glossy, Diffuse, etc etc. How does it work, how to use it properly? What do these "channels" do exactly? And if I bake all these separate "channels" how to put it back together in one finished material?


texts: Why do I get this error? Loading large text file to Blender

texts:
Hello Blender Community,

I am trying to simulate a machining process in blender. The cutting tool used is simplified via cylinder and its position is extracted to space delimited text file from NC Code.

Currently, the code I am running via text editor is

import bpy

with open(bpy.path.abspath("//cutting position trial.txt"),
       'r', buffering = 1) as content:

    for line in content:
        # extract tool position
        x, y, z = line.split(' ',2)

        # create tool
        bpy.ops.mesh.primitive_cylinder_add(
            vertices = 3000,
            radius = 0.5,
            depth = 10,
            location = (float(x), float(y), float (z))
            )

        # add BOOLEAN modifier
        bpy.data.objects['ISO 10791 M1 blank cd 0.0025'].modifiers.new('Boolean', 'BOOLEAN')
        bpy.data.objects['ISO 10791 M1 blank cd 0.0025'].modifiers['Boolean'].operation = 'DIFFERENCE'
        bpy.data.objects['ISO 10791 M1 blank cd 0.0025'].modifiers['Boolean'].object = bpy.data.objects["Cylinder"]
        bpy.data.objects['ISO 10791 M1 blank cd 0.0025'].modifiers['Boolean'].solver = 'CARVE'
        # activate the blank
        bpy.context.scene.objects.active = bpy.data.objects['ISO 10791 M1 blank cd 0.0025']
        # apply modifier
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Boolean")

        # Remove cylinder
        bpy.ops.object.select_all(action='DESELECT')
        bpy.data.objects['Cylinder'].select = True
        bpy.ops.object.delete()

The code works for small amount of lines, around 15 lines are tested.

However, when loading full file blender quit after a few seconds and give error file:

Is there something wrong with the code? I thought the file was read line by line so the the problem should not happened.

The complete zip file can be downloaded from:
https://drive.google.com/file/d/1aUYUExuDTMFPYKpgOcB34_cXWutqMTPV/view?usp=sharing

Kind regards.
iwan


texts: Parent Grouped Objects in Animation Nodes

texts:
I have a simple scene featuring a cell-fractured Cube object with the following Animation Nodes setup, based on Jacques Lucke's tutorial here.

I was wondering how it would be possible to effectively parent all of the individual fractured pieces to an animated Empty object and have them rotate as if the cube was a whole (see the .gif for reference, below), whilst retaining the individual piece matrix transformations defined within the AN setup?

This is using Animation Nodes 2.1 for Blender 2.79.

Thanks in advance! :)

UPDATE:

Using Omar's suggestions, I have been able to parent the Fracture Group objects to the Animated Empty object by multiplying the Animated Empty's matrix input by the manually generated ID Key initial transform matrices of objects in the Fracture Group (see below).

I would also like to parent the Sphere Empty object to the Animated Empty. I have been able to do this again by manually creating an ID Key of the Sphere Empty's initial transforms, however, I was hoping that there would be a more automated method, rather than having to generate ID Key's by hand for each object I'd like to parent. Below are several attempts at automating this approach. @OmarAhmad, the first .gif below is a reference of what I'm trying to achieve, although obviously, this one uses the manually created ID Key's.

Reference:

Unsuccessful Attempts without ID Keys:

Using World-Generated Matrices:

Using Object Transforms:


texts: Converting Archimesh to standard Blender objects

texts:
I initially used Archimesh to create a house plan, including windows. I have since decided that these are difficult to manipulate and have gone back to using native Blender tools. However, some of the windows are as I want them visually so I decided to remove these from the WIndow Groups (that Archimesh assigns) and use these as individual objects.
One thing I noticed was that these could not be manipulated in Object mode (such as rotate, move, scale, etc) and I could only carry out these actions in Edit mode, with the whole mesh selected.
Has anybody else come across a situation where objects are not behaving as objects in this way? And if so, can these be converted into correct Objects? I have tried convert to mesh but this did not change how they behaved.


texts: displaying a powerpoint presentation in the background of a video clip

texts: How do I display a powerpoint presentation in the background of a video clip, changing the slides in time with the speaker talking in the foreground? thanks.


texts: Is there a dynamic light-amount dependent material change node setup?

texts:
I have a mountain scene and I want to reduce snow only from the bright areas of a plane.
Is there a way to do this dynamically, so I dont have to use vertex paint, and it reacts to light change?
Like is there a node setup that detects light amount or something like this?


texts: Blender 2.83 TLS and Blender 2.9, Can't view changes to quick smoke

texts:
I've looked all over and can't seem to find the answer, if there is one. I am making some candles and started using Quick Smoke. I'm curious so after I set up quick smoke I hit play and watch the beautiful smoke, very cool. So I make a change and change it to smoke + fire, I hit play or animation and I see pretty smoke but no fire. I have the smoke domain selected and change the cache type from Replay to Modular and then back to Replay. Poof there is now smoke and fire!! So now it seems like I have to do that for every change I make to the smoke and/or fire. I've tried refreshing the nodes and nothing.
What am I doing wrong, please help.


texts: What is the difference between scene camera and data camera and how to set the FOV?

texts:
I tried to set the FOV of my camera but could not do it via bpy.context.scene.camera. When I tried to access the angle property I got AttributeError, but I found bpy.data.cameras["Camera"] has an angle attribue that I could change. My script now looks like this:

def setup_camera():
    camera = bpy.context.scene.camera
    camera.scale = (-1, 1, -1)
    camera.rotation_mode = "QUATERNION"
    cam = bpy.data.cameras["Camera"]
    cam.angle_x = 69.4
    cam.angle_y = 42.5

I just wanted to know if this is the right way to change the FOV? I guess one is a camera profile the other one is an actual camera?


texts: UV unwrapping the exterior of a hollow cylinder

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I'm pretty new to blender, and only have some idea of what I'm doing when it comes to UV unwrapping. Basically I'm trying to add a texture to the exterior of a hollow cylinder, but every time I unwrap it it also unwraps the interior which is not what I want.

Screenshot:

Could the solidify modifier I put on the cylinder be causing this issue?


texts: How do I modify the diameter of a circle on an imported .obj file

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I have a F360 drawing I imported to Blender 2.9
I have a hole all the way through the item which is 2mm diameter
I want to modify the hole to 1.5mm diameter.
Thank you for any ideas or tips.


texts: I am relatively new to Blender and am doing Andrew Prices' tutorial on Youtube for "Make a Grassy Meadow". I am at minute 44:25 where he flips the mist cube upside down. Unfortunately for me when I flip my cube the gradient remains the same, with the fade ending at the bottom. Does anyone know how to work around/ fix this?


texts: What is the best way to take animations from Maya to Blender?

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In our studio the animations are done in Maya and they are rendered in blender Eevee.  Eevee saves a lot of time in rendering but the time is wasted in setting up the files for render. Right now we convert the files into alembic to take them into blender (Fbx format is not suited for this because somehow the fbx coming from maya does not work properly in blender). but the problem with alembic format is that we have to texture the character every time we take it into blender. Suppose there are 16 files for an episode in maya. So we have to take 16 different alembic files and open them in 16 different blender files and texture the characters 16 different times.
If anyone out there can tell a way to speed up things then that would be really helpful.


texts: HP Envy x360 Laptop- Blender is running slow and crashing and I have no idea how to rectify this

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I've been using Blender on my laptop for about a day now and I got this far in creating the donut, however the software keeps crashing, freezing and not responding. Would you be able to help me rectify this problem as I can not seem to move on from this point. I think I have too many vertices on my icing, that's why I think it is slow.
My laptop - HP ENVY x360 Convertible 15-bq1xx
Processor- AMD Ryzen 5 32500U With Radeon Vega  Mobile Gfx 2.00 GHz and 8 GB RAM
Not really good at computers either.


texts: Dual functionality for a single hotkey (S for Scale) - similar to the G hotkey for Move and Slide Move

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If you press "S" you activate the scale tool, but I'm trying to create a script where if you press "S" again while the tool is already active... you start to cycle between pivot point modes (median and individual specifically). It's similar to pressing the G key; press it once and you get the Move operator, press it again and it switches to Slide Move.

What command can I use to check if Scale is already running and ONLY THEN switch pivot modes?

I know it's easier to just do the cycling with a separate hotkey, but the point is to re-use the "S" key to both activate the tool and then start switching pivot modes if you keep tapping it.

My script already switches between two Pivot Modes, but I'm missing the "IF SCALE IS RUNNING" check. How can I go about doing that?

#OPERATOR WILL RUN WHEN "S" IS PRESSED

import bpy

#Using this in case I want to add more modes later
pivot_modes = ['MEDIAN_POINT', 'INDIVIDUAL_ORIGINS']
i = 0

#IF SCALE IS ALREADY ACTIVE:

#Store the original Pivot Point
pivot_point = bpy.context.tool_settings.transform_pivot_point[:]

#Change Pivot Modes
if pivot_point == pivot_modes[i]:
    bpy.context.tool_settings.transform_pivot_point = pivot_modes[i+1]

elif pivot_point == pivot_modes[i+1]:
    bpy.context.tool_settings.transform_pivot_point = pivot_modes[i]

#ELSE:

    #Make sure we always start with Mediant Point Mode
    #bpy.context.tool_settings.transform_pivot_point = 'MEDIAN_POINT'

    #bpy.ops.transform.resize('INVOKE_DEFAULT')

Edit 1

I found out I can do this:

#If tool is already running
if bpy.ops.transform.resize('INVOKE_DEFAULT'):
    #Toggle Pivot Modes
else:
    #Turn it on
    bpy.ops.transform.resize('INVOKE_DEFAULT')

... which I feel is a step forward but doesn't work because the IF statement also activates the Scale operator, so it's always going to be True.

Plus, the script doesn't seem to run again while the Scale operator is active so there's a deeper issue I haven't solved.


texts: Extrude along individual normals without changing the normal direction

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I have an insetted cube like this:

Their normals are quite, normal:

But after I "Extrude along Individual Normals", the faces change in direction:

How do I extrude them like this:

?


texts: how to bake texture from multiple overlayed uv Islands to individual uv islands

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I wanted to ask, how you could quickly bake/transfer the texture from overlaying UV islands to individual UV islands?

the "Selected to Active" option in the baking menu was activated while baking the hair texture to the newly unwrapped mesh with a new assigned texture  but that gave out a white result.