texts:
In Blender 2.8 I tried to join several objects together using CTRL + J: function doesn't work and can't find it elsewhere. I want to join into 1 object so that I can append that file to a new one and not have to import several objects. Anyone know how to join in 2.8?

Link to .blend file


texts: I have never tried to do this so I am sure I am doing something wrong, but I have no idea what. It shows in the preview window but not in the final animation.


texts: Animating a bone to turn 360° doesn't rotate correctly

texts:
I'm animating a character to do a 360° spin jump in midair but on the last frame of the spin he rotates the opposite direction instead
It basically does this

I could make it work if I used a bunch of keyframes, but that's sloppy and makes the animation jittery.


texts: I already subdivided a lot from the multiresolution modifier, and when I draw with the sculpt brush it doesn't sculpt details. What am I doing wrong?


texts: Can I remesh an object including all modifiers?

texts: I appied different modifiers to a text (curve + subdivision). The text is curved now but I want to shift and rotate some of the letters a little bit. This is not possible at the moment because the curve modifier is still there. I want to make a new mesh of the text as is and then finetune some of the single letters. Just like in photoshop where you can merge down all effect to a new layer and keep working from there. thank you!


texts: Sculpting smooth model with jaggered vertex

texts:
I've applied Shade smooth to my model and I am sculpting it to make some kind of head (I'm new to Blender!)

For some reason everywhere is smooth except for here, any suggestions?

Sorry for th vague info, if you need to know more please ask, and I'll try my best to give you more info.


texts:
I followed a CG matter tutorial for mocap and am having trouble making the results look good and natural. The cube doesn't fully follow the motion. Any help would be appreciated.
Tutorial
Blend File


texts:
I'm following a PluralSight Blender fundamentals course. It's my first attempt at using Blender, love it so far!

However, during the course I have to inset some circles. This worked perfectly until I accidentally deselected the right faces. Now when I re-select the faces and try to inset them I get this weird result.
It looks like some faces are somehow connected to other faces?

It supposed to be a circle, like most of it is.

Been fiddling with this for over two hours. Any help is appreciated!

After using Clean up -> Merge by distance I get the following, interesting yet unwanted, result. It looks like still something too much is being selected.


texts:
I try to pin some points in curve.
I see we can add a soft body modifier in the curve and play with vertex group but i can't apply a vertex group to it.

How can use a vertex group with a curve in the soft body modifier.


texts: Updating cylinder's properties using a scipt

texts:
I created cylinders using the bpy.ops.mesh.primitive_cylinder_add() command (I used this example). How can I update their radius (or any other property) using python script, instead of deleting the objects and recreate them?
I'm using those cylinders to display connection between areas in the brain, as part of an addon I'm implementing. I want to let the user to pick the radius of the cylinders (for rendering purposes), or to automatically change them according to the connections' strength (which may vary).


texts: Create and move bones using BoneList (BoneCollection) python

texts:
I try create script for my self to rigging. I create adn snap bones using this code for all bones(copy and paste)
RIG.data.edit_bones.new("RemRoll_bone1.L")
RIG.data.edit_bones['RemRoll_bone1.L'].head = RIG.data.edit_bones['bone1.L'].head
RIG.data.edit_bones['RemRoll_bone1.L'].tail = RIG.data.edit_bones['bone1.L'].tail
RIG.data.edit_bones['RemRoll_bone1.L'].roll = RIG.data.edit_bones['bone1.L'].roll

RIG.data.edit_bones.new("RemRoll_bone2.L")
RIG.data.edit_bones['RemRoll_bone2.L'].head = RIG.data.edit_bones['bone2.L'].head
RIG.data.edit_bones['RemRoll_bone2.L'].tail = RIG.data.edit_bones['bone2.L'].tail
RIG.data.edit_bones['RemRoll_bone2.L'].roll = RIG.data.edit_bones['bone1.L'].roll

I want do someting like this now, but im to new at the Scripting(
remroll_list = [

("bone1.L"),
("bone2.L")

]

for n1 in remroll_list:

    RIG.data.edit_bones.new.['RemRoll_'] + (n1)
    RIG.data.edit_bones['RemRoll_'] + (n1).head = RIG.data.edit_bones(n1).head
    RIG.data.edit_bones['RemRoll_'] + (n1).tail = RIG.data.edit_bones(n1).tail
    RIG.data.edit_bones['RemRoll_'] + (n1).roll = RIG.data.edit_bones(n1).roll

And I don't even know if it is possible to create and move with bones through the list.
hlp pls


texts: Blender 2.92 Cannot import OBJ and linked MTL File correctly

texts:
OBJ Import ignores MTL File therefore not importing Textures at all. I have tested with several Assets from different Platform as well as my own export. All are imported blank. I followed the instructions from other post, but no difference. Checked the OBJ and MTL File internally, nothing suspicious. Are many Assets just broken, Blender having a bug or I am missing something? Is there an example where the import together with a MTL File is working?
MTL File:
# Blender MTL File: 'Moon рабочий.blend'
# Material Count: 1

newmtl Moon
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2


texts: How to to align those vertices keeping the angle?


texts:
I wonder if it is possible to download poses from the internet.
I have a Fortnite-Skin as an object and i want it to make a specific pose, but im am not able to do it.
Can i download one from the internet?


texts:
Close to a final result but not yet ... I have this irregularity in my rendered image (left bottom corner).

I guess it is caused by a small irregularity in my mesh ??

Is this correct ? And how best to solve such issues ?


texts: Different Materials appearing in Rendered View vs Preview View

texts:
in this model I originally applied different variations of a basic building material for a variety of objects. I later went back and changed the material of some of these objects as well as used Cube Unwrapping and the UV editor in order to change how some of the textures tiled. But for some reason, the changes I made later did not apply to the rendered view nor do they apply to the finished render.

The first image is the preview viewport, which has a portion of the shot that is uv-wrapped correctly. The second shot is the render preview viewport, which has incorrect wrapping and mapping on some of the buildings. This occurs for more buildings throughout the camera shot. Included are some of the settings of the object and the render settings of the scene.

Edit: Here's a screenshot of my material node. The different building materials shown are all identical to this, with the only change being image file that is applied.

Edit 2: I wanted to have another screenshot of the problem. Here's one of the entire material differing from one viewport to another.


texts: Connecting faces that are out of alignment

texts: I'm working on a face mask in Blender. I have gotten to the point where I'm trying to make ear loops for it. I've used the spin tool and gotten it pretty close, but I can't think of how to line up these faces or rotate the whole ear portion without it looking wonky. I feel like this is an easy answer, but I've lost some skill on Blender the past few months. Pictures are included. Please let me know how to solve this!


texts:
I render the vector pass on the cycle engine and save it on the OpenEXR format (no Z-depth data) and zip lossless compression.
I use the following script to extract the values of the vector pass:

def exr2flow(exr, w,h):
    file = OpenEXR.InputFile(exr)

    # Compute the size
    dw = file.header()['dataWindow']
    print(file.header())
    sz = (dw.max.x - dw.min.x + 1, dw.max.y - dw.min.y + 1)

    FLOAT = Imath.PixelType(Imath.PixelType.FLOAT)

    (R,G,B) = [array.array('f', file.channel(Chan, FLOAT)).tolist() for Chan in ("R", "G", "B") ]

    img = np.zeros((h,w,3), np.float64)
    img[:,:,0] = np.array(R).reshape(img.shape[0],-1)
    img[:,:,1] = -np.array(G).reshape(img.shape[0],-1)
    img[:,:,2] = -np.array(B).reshape(img.shape[0],-1)
    hsv = np.zeros((h,w,3), np.uint8)
    hsv[...,1] = 255

    mag, ang = cv2.cartToPolar(img[...,0], img[...,1])
    hsv[...,0] = ang*180/np.pi/2
    hsv[...,2] = cv2.normalize(mag,None,0,255,cv2.NORM_MINMAX)
    bgr = cv2.cvtColor(hsv,cv2.COLOR_HSV2BGR)

    return img, bgr, mag, ang

My understanding is that the two first components of img correspond to the X and Y motion of a pixel from image N to N+1 (optical flow). What does the content of the last img channel correspond to ? It looks like the X motion from image N + 1 to N + 2 ? In that case, how can I get the Y motion ?


texts: Is there a way to convert a mesh's UV's into a second mesh using a script?

texts:
So what I've been doing to bake Cycles depth maps is based on the following thread found on the BA.org forum and I've mentioned this here already but I'd like to take this a step further using a script but I'm not sure how to do this myself.

If you have a look at the following  thread, there is a method for creating Cycles Depth maps using an Orthographic camera but it's limited to planer objects.

http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements/page34

I've expanded this technique slightly by baking an objects' color as white and with no Margin overdraw so that I have a guide for using the above mentioned technique but in a more 3D way since the resulting texture will match up with the 3D Objects UV coordinates.

Basically, this is how I modeled the pillars on the following model.

and the setup looks like this.

The problem is that we have to be very careful around the UV Island boundaries because if the depth map does not match up perfectly with the UV's then the Displace modifier will make a big mess at all the seams.

So this brings me to the question.  How can we convert a UV coordinate set into an actual flat 3D mesh that would still match up perfectly with the UV's of the model they were created from.
Here is an image to help illustrate this.

So does anyone have some thoughts on how to make a script that can make this conversion from UV's to a new mesh that looks exactly like the UV's of the first model so that the Cycles Camera Depth map technique can be used to make perfectly aligned displacement UV maps?

X and Y should translate directly into the new meshs' X and Y positions and z would be set to be all 0's. This worked when I did it with GLSL so it should work here as well.

So I guess my question is how can we write a script using Blender Python that does this?


texts:
I have recently modelled a lego figure and wish to UV unwrap it.
This has mostly been easy, as you would expect, however I am running into several problems, all of them being either distorted unwraps, or inconsistent unwraps.

The following is the top hole of a lego figure leg, the one I am having trouble with:

The other hole, however, does not unwrap like this at all. It unwraps as a clean and proportionate circle, as I would expect.

Why is this happening? I am new to UV unwrapping, so if I am totally misunderstanding seams please feel free to let me know and point me in the right direction.

I am using UV unwrap.
 I have already:

Applied scale and rotation (though not to the object I used to cut the whole out from, it was a default sphere).
Removed doubles
Recalculated Normals

I would appreciate help with this particular issue, as well as any tips as far as UV unwrapping goes.

Thanks for reading.

The .blend file of the leg


texts: Physically accurate glass surface touching diffuse surface

texts:
I have a solid glass block with a diffuse sphere inside. To keep the geometry simple, the glass has no hollow portion to fit the sphere inside. This means that I must "fake" the contact surface between the glass and the diffuse sphere.

The contact surface is just a diffuse shader.

The contact surface is diffuse with a clearcoat on it. Clearcoat because the ball is surrounded by glass, and glass is reflective.

What's the physically correct way?


texts: Character disappearing, normals are good

texts: I have all the normals of my mesh are all recalculated and I Turned on backface culling for good measure but my mesh still disappears when I press p.enter image description here(Thank you for answering, I've decided to make this game first person instead.


texts: I was about to learn sculpting in blender, and I noticed it's very slow. Just the sculpting. Navigation and everything else is very performant. I tried scaling the blender window so it's 1/4 of my screen, then there's a significant performance increase. It's performant when I split the blender view-port into a little section as well (two view-ports). What should I do? Thanks!


texts:
I connected noise texture to the roughness of the sphere. and then when i did the same for another object its not showing in EEVEE. but in cycles its working. In EEVEE when I tried to change the size of noise texture the material is just flickering and not showing the noise pattern.same case with voronoi, brick textures, etc. I encountered with this problem today. till yesterday it was working fine.

Same problem occurs when I connect the noise texture to the bump, base color, etc. the texture is appearing only on the very first object placed on the viewport. for the objects placed after the first is not showing textures in EEVEE. in the image both spheres have same texture, but the voronoi texture is only visible on the sphere on which the material is applied first.


texts: Boolean Modifyer dissapears if I delete object

texts: So after watching many tutorials on how to carve a 6 into the side of a cube (making dice), I followed steps to use the boolean modifyer to use a "6" object to carve into one face of the cube. All the tutorials say I should be able to delete the 6 object now. But when I do, the boolean modifyer deletes also. I end up with a blank cube again. Can someone help me? using the 2.8 blender. Also when I export as a stl file so i can put it in my 3d cutting software for the printer, it exports with all the numbers popping out of it, instead of boolean differences cut out of the cube.


texts: items are gray even tho i pushed texture soild and inverts my other items

texts: my objects are gray even tho they texture solid then my guns and car goes gray when I put my characters solid


texts:
I was wondering how to apply cloth physics to this cape vertex group. I do not need cloth physics on the rest of the mesh. The cape is apart of the mesh and is not separate. Any help is appreciated.

Updated: The main goal of the wind simulation is to test the cloth simulation of the cape. I have done both a cloth simulation, which yielded no results when baked with the wind, and a soft body simulation, which pushed the non-pinned cape away from the model but did not have the cape react as a cloth, just as a stiff object that translated across the view port. I feel like I am missing something more fundamental to this process, but I'm not sure what it is.


texts: How to increase number of turns when needed later in blender

texts:
When I work with the object the I "screwed" using blender then I see the turns property as I highlighted with yellow color in the image, but if I want to increase the number of turns after the work is completed then how can I see the turns property again.

I don't see it event I select the complete object by pressing 'A' please suggest if this option is available or not. If not then how can I do that? Is there any alternative solution to increase or decrease turns?


texts: How to push object straight in game engine

texts: How can I push an object in a straight line with another object in the game engine? I made both objects dynamic, but when I push the object it moves in a random way. So how can I make it move straight?


texts: Move Part of uv island to new island, but keeping original seams

texts:
I need to move the highlighted uv's down. This i can do fine but they will no longer be apart of that uv island, joining the new island at the bottom and creating new seams. Is there anyway to move them without creating new seams and keep them apart of the original island?

I tried spltting with Y but it creates new seams. This will be exported to srouce filmmaker and the new seam creates creases becuase of the way source light works with uv.
This is before i split, then after i split and joined with the lower island. Blender creates new seams and thats what im trying to avoid, if its possible

Thanks in advance


texts: Transparent textures that allow light to shine through

texts:
I was wondering if there is a way to edit a png texture to allow light to shine through its alpha channel. As though the transparent alpha not actually present in 3D space to block the light.  I am using Blender Internal with a spotlight to cast god rays behind my object, and as of right now, the transparency on my mesh plane is blocking out the light.
Any solution is greatly appreciated, and if you also know how to solve the problem in Cycles, I'm open to that option as well (as I know I will be completing similar projects with Cycles as well).


texts: Why do fractured parts act like an explosion?

texts:
In the following we are testing cell fracturing applied to a UV-sphere (remeshed to blocks, BTW). We then apply rigidbody physics to the generated parts.

When we start simulation as you can see below it looks like an explosion! Why? Secondly parts are continuing to bounce for long time even though their bouncing property is zero. To avoid parts going out of camera we put a passive rigidbody (big sphere). It's bouncing property is also zero. Why they act like that and how to solve this? For all parts and big sphere the collision-shape is mesh and friction value is 0.5.

Update:
Convex-hull collision, all shards are convex

Convex-hull collision, NOT all shards are convex

Mesh collision, all shards are convex

Mesh collision, NOT all shards are convex

For the above simulations:
Split Impulse is checked, Steps Per Second=120, Solver Iterations=50.

As can be seen from the above simulation results:

if all shards are convex, convex-hull collision results in the best.
if not all shards are convex, mesh collision results in the best.

Not sure why it is like this, after all!

Update:
We incorporated all the suggestions below you can find in the answer and comments, but it seems there are lots of difficulties that are not solved yet, after all! Look at the following simulations where an spherical shelf is fractured. None of convex-hull or mesh collision-shape works correctly. Check the animation in the right, it looks it is not a shard but a airplane!! This is because of use of convex-hull for shards. Check the middle one (mesh collision-shape for shards) they don't act like shard but like spring! :(


texts:
The depth map generated by the Cycles rendering engine seems to have (radial) distortion, while the Blender renderer does not.

However, I could not find anywhere information on the internal camera model used by the Cycles engine, leading to this very post.

Specifics

With the Blender default scene and default parameters, I use a Viewer node connected to the Z Render layer and a python script to read the generated depth map, compute 3D point coordinates and export as OBJ.

The node graph is very simple:

The export python code too:

import bpy
import numpy as np

print("exporting depth pointcloud to OBJ...")

scale = bpy.context.scene.render.resolution_percentage / 100

pixels = bpy.data.images['Viewer Node'].pixels
img = np.array(pixels[:]).reshape(int(bpy.context.scene.render.resolution_y * scale), int(bpy.context.scene.render.resolution_x * scale),-1)

camdata = bpy.data.objects["Camera"].data

sensor_height = bpy.context.scene.render.resolution_y / bpy.context.scene.render.resolution_x * camdata.sensor_width

f = open("/tmp/pointcloud_blender.obj","w")

for u in range(0, img.shape[1]):
    for v in range(0, img.shape[0]):

        d = img[v, u][0]

        if d > 100.0:
            continue

        x = d * (0.5 - float(u) / float(img.shape[1])) * camdata.sensor_width / camdata.lens;
        y = d * (0.5 - float(v) / float(img.shape[0])) * sensor_height / camdata.lens;
        z = d;

        f.write("v " + str(x) + " " + str(y) + " " + str(z) + "\n")

f.close()

print("DONE")

When rendering with the Blender internal engine, the generated point cloud looks like the square as it should (white), but the Cycles rendering engine gives a distorted point cloud (red):

When looking at the depth maps, one can clearly see a radial distortion (Blender render vs Cycles render, exported with File Output node):

This is a cut of the depth maps (blue, green) and difference image (red) at row 240:

(the two depth maps being different are not really the problem here, as long as I have the correct unprojection model)

Research

I looked in the documentation, in this answer stating that the Blender camera has no distortion coefficients, on this blog that is the correct model I use for the Blender camera.

I also studied the code for Cycles (src/render/camera.cpp, src/util/util_projection.h, src/util/util_transform.h) but could not find any trace of radial distortion.

Question

Does anybody have an idea of the internal camera model used by the Cycles rendering engine ? Or how to compute correct camera intrinsic parameters ?
I guess the lens has distortion, but I could not find parameters or even code running this.

I need to be able to use the point cloud from the depth maps from different views, but with distortion they are not usable.

Thanks !


texts: Duplicate displaced plane and have edges line up?

texts: I have a displaced plane (shown in image 1,) which I'd like to duplicate and move next to itself to expand it into 2 tiles. However, when I do that, the edges don't line up and I can't get the individual tiles to generate new bumps while also lining up properly with the last. How might I fix this? Thank you! :)


texts:
New to blender sorry if it sounds silly. In video editing I would like to copy a bunch of keyframes and paste them so that the last keyframe in the selection happens on the current frame. So like regular pasting but instead of starting at the selection the paste should end at the selection, is it possible?

EDIT: Okay I've managed to put in picture what I am looking for. In the following image, I want to select the red dots, move to frame 7460 and them cloned where the green dots are; so that the keyframes in buffer are pasted ending at the current frame. Hope this helps.


texts: How do I repeat my script/macro across all selected objects?

texts:
I am trying to create an automated LOD process within Blender, that takes a mesh, creates a group using the mesh's name, renames the mesh to '_LOD0', adds a Decimation modifier and then creates 3 more meshes with progressively higher Decimation modifiers and LOD numbers:

This seems to work fine for one object selected, but if I have multiple objects selected it puts all of the objects in the same group, and makes more objects than I want, and also doesn't add the decimate modifiers correctly:

I know that bpy.ops isn't the most optimized way to do this, but that's not a huge concern for me, I just need it to work.  If anyone can point me in the right direction on how to achieve these goals it would be much appreciated, thanks!

import bpy

if bpy.context.selected_objects != []:
    for obj in bpy.context.selected_objects:
        bpy.context.scene.objects.active = obj
        bpy.context.object.show_wire = True
        bpy.context.object.show_all_edges = True
        bpy.ops.group.create(name=bpy.context.object.name)
        bpy.ops.object.modifier_add(type='DECIMATE')
        bpy.context.object.modifiers["Decimate"].use_collapse_triangulate = True
        bpy.context.scene.rno_bool_keepIndex = False
        bpy.context.scene.rno_str_subfix = "_LOD0"
        bpy.ops.object.rno_add_subfix_prefix()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "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, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.5
        bpy.ops.mesh.customdata_custom_splitnormals_clear()
        bpy.context.object.data.auto_smooth_angle = 0.785398
        bpy.context.scene.rno_str_old_string = "LOD0.001"
        bpy.context.scene.rno_str_new_string = "LOD1"
        bpy.ops.object.rno_replace_in_name()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "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, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.25
        bpy.context.object.data.auto_smooth_angle = 1.53589
        bpy.context.scene.rno_str_old_string = "LOD1.001"
        bpy.context.scene.rno_str_new_string = "LOD2"
        bpy.ops.object.rno_replace_in_name()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "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, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.1
        bpy.context.object.data.auto_smooth_angle = 2.0944
        bpy.context.scene.rno_str_old_string = "LOD2.001"
        bpy.context.scene.rno_str_new_string = "LOD3"
        bpy.ops.object.rno_replace_in_name()

(It may not matter for what I'm asking, but I'm referencing a batch renaming addon in my code called 'vtools_renameObjects' - dropbox)


texts: How to draw a thin line regularly across a cylinder

texts:
I have a vase at home that I found challenging for the newby I am in blender. I understand the title of my question is probably not very clear so I found best to share a picture of the vase. The part of the vase I haven't found any solution to draw is the thin vertical line. I tried using bevel but this makes something too regular between the "hole" and the plane surface. In addition, the thickness of the vase has to decrease around the top as the diameter decrease. For this, the best I found is to draw the line with the cylinder completely straight and then to scale the top of the vase by applying first a series of edge loops.

Any idea or suggestion would be most appreciated.

Steph.


texts: Save optix denoised viewport render as is?

texts:
I am looking for a way to save the optix denoised viewport render as is (view - viewport render image). I was told there was a plugin for 2.79 but I cannot find it.

Would hope there's is a way to achieve that in 2.82.

Thank you!


texts: How Can Data Sets Be Pulled From Database into Text Objects or As Parameters for Other Objects

texts:
I would like to build animations based on 2 scenarios that pull data into Blender from SQLite, MongoDB or MySQL database.

One scenario where a bit of text data would become a simple text object would be a movie post credit roll animation. In this case, numerical data from an external file would control the size, radius or constraint controls of objects in the animation.

How can I get information from an external file and use that to control properties (sometimes animated) of various objects?


texts: Align curve control point tilt with snapping target

texts:
Is it possible to extrude control points of a curve along the surface of an object and have the tilt of each point automatically align with the normal of the face that it snaps to?
EDIT
I want the beveled shaped to automatically stay normal to the surface I am snapping to without having to manually adjust the tilt for each control point. It starts off right.

But then the tilt changes dynamically as each control point is extruded.

EDIT, still have not found a solution. I have tried using sverchok to make a node tree that would find that closest face of the target object and adjust each control point tilt on the curve to make it normal to the surface but I could not get it to work.


texts: How to effectively UV unwrap a subdivided mesh?

texts:
Are problems usual to arise in unwrapping a subsurfed mesh? Specifically in my case, I have a mattress that I have modelled for a bed, when I try to unwrap this the first problem that arises is the message that pops up in the info header,,
first problem:  what does the message mean?

The UV layout that I have created after hours of untangling, is(the green box here marks the area with the only pattern in the entire texture) :
,
second problem: was this a proper way to uv unwrap the mesh.

Furthermore, I had created an experimental texture in GIMP which I applied to the mesh:

but the render turns out a bit stretched:

What are all these problems? How can I fix them? What is the correct way to uv unwrap and texture a subdivided mesh?

I have also included the file; with the texture packed:


texts: How to add external armatures to existing object

texts:
I'm trying to make an animation using an object that I found on the web (object.blend) and binding an animation (stick.blend) on it that I've prepared with help of a document that I found on the web.

I merge these two files, align and scale bones and finally set parent using "with automatic weights". The result is awful. I also tried "with empty groups" and "with envelope weights" but no chance.

When I repeat similar operations with a simple stick, it works as expected. What should be the correct way of merging these files?


texts: Blender Brush doesn´t work in Ocean Modifier

texts:
I just get stuck with what is actually probably a simple matter. I'm relatively new to Blender, so maybe I just overlooked something small here. I have a ship on an ocean that should leave a trail in the water while driving. To do this, I marked the ocean and created a Dynamic Paint and set Surface Type to Waves. The same for the ship, but as a brush. I attached a link to the file. When the ship goes, nothing happens. How can that be?
Blender File
I would really appreciate your help!
Best regards,
Tim


texts: Problem with particles, converted into mesh objects

texts:
I have an object with a particle system.
The particle system emits another object as a hair.
I use "Convert" button in modifers tab in order to turn the "particles" into simple mesh objects.

But then I face the problem:
It seems like those converted particles-objects, are still connected to each other somehow. So If I select one object and go to edit mode - all of them goes to edit mode. And if I change one of them in edit mode, all of them will be changed. I also can't join them into one object.

Why id it happening, and how I can disconnect them and get simple mesh objects?
Thank you very much in advance!


texts: How can i change the keyboard layout of blender back to english/default?

texts:
I'm new (actually just installed it a few hours ago), and wanted to access walk mode through shift ´ but i couldn't find the key Blender sees as ´ at first.

Neither the key left of 1 - which would be ´ in english keyboard layouts - nor the key left of backspace - which would be ´ on german layout - are the right ones.
Instead blender gets them as \ (the left one) and ] (the right one)

instead the ö key, which on english layout is the ; key gets recognized as ´, which i had to find out by trying out every possible key in the keybind menu.

TL;DR It's not any keyboard layout i know - neither english, nor german (which is the system setting) - and i can't use any hotkey combinations as of now, that don't just use letter keys.

i could theoretically set every keybind back to where it should be, but i don't think i want to do that for every keybind i might want to use in the future...

So how make i blender use the normal layout again?


texts: I would like to embed the stairs mesh in the picture onto the bridge mesh. I tried shrinkwrap but it didn't work as I wished. The bridge should recede like dough when the stairs are pressed onto it. In Shrinkwrap, the bridge behaves rather like water. My experience with Blender does not exceed two weeks' time, so any help would be valuable!


texts: How to make a sine wave distortion effect?

texts:
I'd like to achieve a simple wave distertion effect like the reflection has in this image:

I'd like to animate the reflection so I tried to do it with material nodes. I thought I should mix the UV mapping with a wave texture, but I must be missing something because I can not get enough control over the direction and the amplitude of the distortion. My current state:

How can this be done correctly?


texts:
I clicked opengl render in the drop down menu. Now I'm stuck and can't go back to full render. Can someone help me fix this please?

Edit:
Sorry, I really didn't give enough information. I meant that whenever I rendered my image it wouldn't come from the camera but from the view ports view in the default un-rendered style.
I want it to look like this isntead (Which i could only do with the preview render):

This happened after I clicked opengl render from the drop down menu.


texts: Making a procedural mask for a specific parts of a mesh

texts:
My question is similar to this: How to make a procedural hair strand texture?!
I textured some body parts of my model using images (.jpgs) as masks. Now I want all of them to be exchanged to procedural ones.
For example I succeed to make a procedural mask for an eye (as pictured below).

Now I wonder how to do the same trick on my jaw mesh. I want a mask to appear only on the teeth tips (the dark parts of the teeth pictured below), where transparent material would be applied. Is it possible, assuming that this is one solid mesh without any loose parts?


texts: OSL: Giving the texture method a color instead of string

texts:
Is there a way to give the OSL method

texture(string, float, float, ...)

a color input instead of the string which reads an image file?

Or is there any type of workaround?


texts: Is it possible to give a texture thickness?

texts:
I have a plane with a texture with both transparent and opaque elements. I would like to give that texture thickness. If I solidify the plane, the texture is only on the faces, not 'through' the solidified plane. I could apply array modifier in very tiny increments to build the thickness, but that's not optimal and seems not really smart either.

UPDATE: More details:

My initial request for this project:
Is it possible to convert image texture's black color to transparent?

I am trying to recreate series of confocal microscopic images into 3D structures. Each image is flat, I tried to give them thickness by adding array of 6 planes but it looks awful. If I could give each plane thickness, they would stack in nice 3D shapes.

UPDATE 2
David - I tried your suggestion, but I'm getting no effect after displacement. I added solidify modifier on top of that, but I only get fill on edges / rims:

FINAL UPDATE:
I followed atomicbezierslinger method - it gave me pretty decent results with very good 3D reconstruction. I used 100x100 cubes per picture, resized z-size to 0.2. Attached is a render of 13 z-stacks from confocal. I need to tweak noise a bit, but I guess there's no better way to go.
Now I need to write a Python code to automate it - each data set is 100 z-stacks - too much to do it by hand.
I appreciate all suggestions and your help.

FOLLOW UP:
I probably was unclear asking initial question and didn't explain my goal well. Confocal microscope uses laser to scan fluorescent-labeled animal tissue. Each laser pass reads a plane of ~1 micron thickness then, the next scan goes deeper and deeper. This way z-stacks are created. There is a software for 3D reconstruction of z-stacks (e.g. ImageJ) but I am exploring possibilities and limitations of Blender in this application. Please see below image for the explanation.

Picture source: Hammad et al., Arch Toxicol (2014) 88:1161–1183


texts: How can multiple Curves be used to control Camera movement?

texts:
I currently use a Track to Constraint to make the camera automatically point to an empty.

In an animation the camera is moved along a bezier curve (follow path).

How could I change the curve and track to constraint at a certain frame to focus on another aspects of the scene?


texts: Proportionally editing an object using a given/exact angle

texts:
I can proportionally edit an object (see animation below) but if I want to alter an object to have an angle of 63.45 how can I go about calculating/doing this (I'm testing parameters/limits/tolerances for a 3D printer).
The measure tools are just giving a ball park range. I'm trying to be more exact and would like to type in the exact value needed to get the desired angle.

The measure tools are just giving a ball park range. I'm trying to be more exact and would like to type in the exact value needed to get the desired angle.


texts:
i am new to Blender , and in C4D ,i know it is very convenient to use motion graph to generate such kind of effect , Besides it is very convenient to adjust text content , and i discover Blender for a while and google stuffs , but there seems no relative tutorials .

some similar methods are feasible ,but you cant change text content anymore after you convert it to mesh!

Any one know specific or probable solutions or tutorials?


texts:
I am new to baking and animation in general, but I was in the process of trying to add a basic fire/smoke animation in Blender 2.82. In the process, I create my smoke domain (using quick smoke) and fiddle with Cache Type until I can actually get the render to display.

Once I run it through the replay, I switch type to final, bake it, and it seems to be working - YAY! I then go to my other object and follow the same workflow, yet when I bake this one my original animation seems to just disappear? There is nothing that happens, the domain just becomes completely empty.

I thought maybe this is just a short-termed cache and once I bake the other animation it deleted the original, so I tried baking through object > animation > bake action, and this seemed to do the same thing.

What can I do to get this working? This seemed really interesting and fun, but now I can't seem to get it to work at all.


texts: Efficiently loading large blender files, translating large amounts of objects

texts:
I've been struggling for some time now with dealing with large blender files, full of lots of objects (which are clones of the same original object, think an atomic crystal). An example file I've just loaded up has:

2.05GB of disk space
8.3GB of memory
10,413 objects
50,791,104 Tris
26,360,256 Faces
25,416,374 Verts

I have 32 GB of system memory (so I'm not capping that), and commonly my CPU (Ryzen 3600) is only using ~ 12% of it's potential, according to task manager. I'm using the CPU to run cycles, over my GPU (RTX 2060 Super).
The specifics: When I try to perform group functions, such as selecting a large amount of objects and pushing "G" to translate, there's a large amount of time taken before Blender becomes responsive (ie, selection is highlighted white, and is responsive to mouse movement for translation). It's by no means capping my resources, and I'm pretty sure Blender knows that I have 12 threads (6 cores). It's the same with switching between large files (and trust me, the disk isn't bottlenecked, I'm using an NvME M.2 SSD and it loads 2G in a second) although starting blender fresh for an existing file seems to load relatively quickly.
I have also dabbled in the scripting side of blender, and been using efficient code such as described here, but I wouldn't have thought the ops version of transform for the front end would have been that intensive...
Questions:
What can I do to speed up Blender? What are common things I should have checked in settings, how can I perform actions efficiently? Is ops transform too inefficient to use for large numbers of objects?


texts: Boolean intersect two 2d extruded bezier curves (non destructive)

texts:
I understand that the boolean modifier is not available for bezier curves that are 2d and have been extruded.

However, is there a way to apply a simple "conventional mesh" modifier to this curve and then stack on top of that a boolean modifier?

Basically, I want to boolean intersect two 3d object in Blender, these objects are both 2d bezier curves that have been extruded to give them a 3d shape.

EDIT: I really need to use non destructive actions on these objects.

EDIT 2: I am very surprised there are no modifiers in Blender that simulate alt-c, Mesh from Curve for these types of purposes.


texts: Surface shown in Eevee but not in Cycles

texts:
I'm trying to model a cylinder (basket) on top of a wooden surface. For the material I use an emission shader with a picture image. Here's how the bowl material is set:

(The wooden surface is similar, both taken from a picture I have, using projection UV).
When I try to render that using Eevee, the results seem reasonable:

But when I switch to Cycles (my intended renderer), the materials are not shown:

What am I missing? I didn't use any special nodes or anything for this, but here's how the node graph for the basket looks like:

Thanks.
Context: I have a short clip I camera tracked, and I want to replace the surface and the basket.


texts: emission lights not working as needed in cycles or eevee

texts:
I have this scene that is finally starting to come together but I can't get the lighting to work properly in 2.79 or 2.80 (Cycles or Eevee).  This is what it looks like in the viewport:

I know the dome needs to be optimized.

This is what it looks like in Evee:

The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:

If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:

I have ambient occlusion turned off.

The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.


texts: Phyton code to get text remaining at the same size all the time to be readable

texts:
I want to get the text with a fix dimensions although there is near or far from the camera.

At the moment I have a text facing the camera all the time with this code:

"from bge import logic

scene = logic.getCurrentScene()

text = scene.objects["Text"]

camera = scene.cameras[0]

text.worldOrientation = camera.worldOrientation"

What I need is that the text remain at the same size all the time to be readable (not too small neither too big).

thanks


texts:
I have a following problem: when I render my final image with mist pass, the mist pass itself becomes noisy, see in these images:

Mist pass combined in image:

Mist Pass itself:

Could the problem be that I am using complicated objects in  my scene (grass particles, volumetric fog, etc.)? How one would proprely render mist pass?


texts:
Is there a way to hide the colours of the facesets we have created without hiding the geometry that belong to them?
A sort of a.... Shift +F in Zbrush Equivalent. A toggle to hide or show the mesh with the facesets.
Thank you.


texts:
I am trying to model a 'Modern kitchen' with this tutorial as a base guide. I have already modeled the exterior assets. Unfortunately, I can't figure out how to model those indentations in the left side. Please help

The original image

The CG render


texts: Motion blur for fluid sim particles (Cycles)?

texts:
I've got a fluid sim with pretty convincing motion blur by enabling vectors in the fluid domain and using a vector blur node in the compositor. this works nicely.

I also have a fluid sim object of type Particle. Under its particle settings I chose Rendered and assigned a Metaball object as the dupli object. It renders OK.
However, I can't get motion blur working for the particles.
I also tried enabling motion blur under the Cycles Render properties.
My guess would be that for every frame, the baked fluid particles are loaded without reference to their positions in the previous frame. Thus, to Blender they appear to be perfectly stationary

Is there a way to make it work, or what would be the best workaround? (eg. rendering the particles to a separate layer and blurring that layer

Another possible workaround might simply to render a video. we are talking about fast moving tiny droplets, the video codec might blur them, though probably in an ugly way


texts: How to transfer uvs from static mesh to the same rigged and animated mesh

texts:
The problem is quite simple, I have a static character, which is not rigged, this one is fully unwrapped and textured.
Next to it, I have as well, the same mesh, this time rigged and animated, but uvs aren't done yet.

So what I would like to simply do, is to apply uvs from my static mesh to the one animated, as they are the same, that should work whitout any problem. (Although I mostly use this only on statics meshes usually, first time I try with an animated mesh and that doesn't work).

Anyway, I use CTRL+L (the join uvs function in fact). When I open the uvs of my animated mesh, they look good, well unwrapped, but on my model, the texture seems totaly messed up, not applied correctly.

Does anyone know the answer of that question ? The best solution ?

EDIT:
Another test with CTRL + L => OBJECT DATA, this time the mesh has the texture applied well, but gets deformed.

EDIT2: I just would like to mention also this. To be sure it doesn't come from these manipulations. In fact, at first, I received the animated mesh, but the uvs were not done, so what I did, is I applied the armature of this animated mesh, which was mirrored, to get a static mesh. From that mesh, I started to create the uvs. But, I deleted the half of the mesh, to work on my uvs, and then, once the uvs were done, I applied again a mirror modifier, this way I could save some uvs space (as you can seen on the screengrab below).. Do you think the fact I can't copy my uvs to the animated mesh could come from these manipulations I had done previously !?


texts: Issue with exporting .STL after shade smoothing

texts:
I've just finished modeling some object in Fusion 360, exported it as an .STL file and opened it up in Blender in order to make it smoother. So I applied Shade Smooth with Auto smooth enabled on 45 degrees. Surfaces got smooth enough as I need them to be.
After that I tried exporting my model again as an .STL, but after exporting, it didn't export smoothness I applied. I tried exporting many times, also with .OBJ and .STL and nothing. I've searched similar problem on many other forums and communities but nothing helpful was found. I've tried Meshmixer but it distorts my surfaces instead of smoothing them out.
I got to the point where I'm not able to perform even that simple step in Blender. There should be a simple answer on what I'm doing wrong or why Blender won't do what I want.


texts: How can I make an object that is already animated follow a path correctly?

texts:
I'm trying to make a 3d model that is already animated to follow a path.

Again, my model is already

I tried to shift select path -> Ctrl+p -> Follow Path or just add the follow path constrain, but no luck. I'm using a NurbsPath.

As a experiment I tried to do the same thing with a simple cube, and surprize is working ... what I'm doing wrong?

Demo file  -> http://flester.ro/demo.blend
Demo file2 -> http://flester.ro/demo1.blend


texts: Why isn't the Loop tool add-on turning the selection into a circle?

texts:
I'm trying to do a circle in a cylinder, I unchecked flatten as it was explain in the forum but it does nothing. I probably forget something.

It doesn't work if I put 100% influence, see the result:


texts:
if it isn't much trouble could someone tell me how to get my robot and it's actions to show up in the NLA editor again? been trying everything i can think off but it still wont work.

its action's were muted in the nla but the Outliner still says they are there and the dope sheet remembers the actions but the object wont show up in the NLA editor


texts: so i am trying to learn texturing so that i can render my cars, but these car paint materials are pretty hard to make for a noob. I did some research and tried making this shader in cycles but failed miserably. Can anyone help me here? How can i get car paint shader like one shown here in cycles?


texts:
Can I move the parent object without the children?
In all 3D software there is an option to turn on/off to move only the parent without the children. It is a fundamental function that is often used.

I've seen an answer in 2015, I would like to know if there are new ones and if anyone has other suggestions?


texts: What should i do with cloth if i want to rig my character

texts:
I have the eyes parented to the character and the cloth are separate objects, i want to start ringing an i'm not sure what should i do with the cloth, if i should join it parent it or what, the same question goes to the hair

I read that the body and the cloth should have a similar topology and i think they are pretty close. I know to that i can delete all the mesh under the cloth but i want to try to rig them together so i can learn more about this topic and how to avoid clipping when deforming them.
For the cloth i use solidify, and i will add details later on with normal maps


texts: fSpy importing camera into an existing scene

texts:
It seems relatively easy to use fSpy’s camera to build a scene from a reference.
However, i am struggling to use it to add a camera to an existing scene.
For example, when the camera is imported, what are the criteria for where it is placed? In reference to what in the existing scene?
For context, a client sent me a photo of their largish product, which they wanted to be placed into a laboratory scene. (I cannot share screenshots bc this is an in progress, proprietary project)
I used fSpy to figure out their camera position, height, lens etc on the product.
On importing that camera into my scene, I found myself struggling to put the camera where it needed to be in the room, without messing up the height and angle along the way.
Any ideas or helpful hints?


texts: I'm using the grab tool in sculpt mode on a sphere in the latest 2.8 build. I'm trying to stretch out the top but for some reason it automatically stretches out in 5 directions, creating a star shape. what is this and how do i turn this off?


texts: Blender preview in video editor is really slow, barely using my computer's resources

texts:
I set the memory cache limit to 12gb, I'm running on ssd, I even set the resolution to 5% yet blender is ungodly slow. I'm only getting around 5 fps and blender starts to lag heavily when I start to add effect strips like speeding up the video or adding overlays. The playback is set to No sync.
I know I have a slow system but this is ridiculous. I'm running on a AMD Ryzen 2400g and a Radeon 570 with 16 gigs of ram but I noticed that its only using 13% of the CPU, 235mb of ram and it barely touched the GPU.
Does anyone know how to fix this? I'm editing a 3 min phone video, uncompressed 1080x1920, using the Eevee engine


texts: Text input field panel add-on blender 2.8

texts:
I am integrating a database in Blender.
For this, I want to use text input fields. But at the moment I can't edit these fields. And I can't figure out whats wrong with it.

The code used for this is:

class SelectByQuery(bpy.types.Operator):

    bl_idname = "object.select_by_query"
    bl_label = "Selection of object by query"

    query: bpy.props.StringProperty(default="testtest")

    def execute(self, context):
        try:
            bpy.data.objects[self.query].select_set(True)
            return {'FINISHED'}
        except:
            print('Could not select object')
            return {'CANCELLED'}
class PanelThree(View3DPanel, bpy.types.Panel):
    bl_idname = "VIEW3D_PT_SelectionQuery"
    bl_label = "Selection Query"

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

        col = layout.column(align=True)
        rowsub = col.row(align=True)

        rowsub.label(text="SELECT *")

        rowsub = col.row(align=True)
        col2 = layout.column()
        rowsub2 = col2.row()
        props = rowsub2.operator("object.select_by_query", text="Query")
        rowsub.prop(props, "query", text="")

I was able to add a default text and print the text by editting the SelectByQuery but I can't seem to make it that the user can edit the text.


texts: Can I model with in a mode where quads are all planar?

texts:
I have started modelling with triangles and quads.

As many novice blender user before me, it took me a while to understand that my quads were in most case not planar.

For my project, I need my quads to be planar. I understand that I can use the Mesh->Clean_up->Make_Planar_Faces to flatten quads.

However, I find this a bit messy as soon as you have a lot of quads.

I would like to know if it is possible, when you make a face or move a vertice, to impose a "quad needs to be planar" constraint.

I mean, that if I select 3 vertices, Blender should be theorically able to put  the 4th vertice in the same plane as the 3 others.

I hope I am clear... is there a way to model quads with this constraint ?

Or if not, is there a way to make a quad planar, by specifying that 3 vertices should not move, and only the fourth should ?

Thanks in advance for your help


texts: Using Lattices to create non-spherical eyes cause problems when rigging the eyes for tracking. What can I do to fix it?

texts:
https://www.youtube.com/watch?v=SBs8rjlUbwI

This video basically goes over how I've rigged this model's eyes. It goes over the constraints used, and how things are parented. The problem I am having isn't apparent until I rotate the head. When I rotate the head, the eyes start to not properly track to the eye controllers I have set up. Obviously, the way I have the eyes rigged with the lattices are part of the problem, but I haven't figured out a proper solution yet.

Here's the .blend file plus the eye texture if anyone wants to have a closer look at the rig.
https://www.dropbox.com/s/jknki5xbbuf7l1x/eevee.zip?dl=0

EDIT:
Animating UVs won't be an ideal solution. I'll eventually be adding geometric detail to the eyes, which wouldn't be able to animate with the UVs.


texts:
I want to change the default parameter from '0.010' to '0.0001' of the select similar by area box. The parameter can be found here:
Edit > Face Select > Select Similar (Shift+G) > Area


texts: Diamond Material on Blender Render engine?

texts:
Is there a way to create a convincing diamond like material on a render made with the Blender Render engine?
On the internet it seems to be dozens of tutorials for the Cycles Render engine, but as unbiased path tracing engine it's just way beyond what i'm looking for. Instead of realism I'm looking for a cartoonist looking refraction.
Something akin to THIS instead of THIS.
Thanks.


texts: Where is the inset operator options menu in 2.9.2?

texts:
I am following a tutorial in which a face must be inset in a specific way. When the tutorial author selects the face and presses I, a small menu appears in the bottom left corner to specify options more precisely. This is referred to as the "Inset operator options" menu in the Blender docs. This menu only appears when I initiate certain operations, such as extrude, but not others, such as inset.
How can I force the operator options to appear for all operations?


texts: Is there a way to get a whole bunch of planes to mirror themselves along a single axis in game using logic bricks? I have my planes parented to the bones of my armature to make a 2D character and I want him to be facing left when I push ← and right when pushing → because it is a 2D game. Right now I have two copies of my character. One facing right and one left and I have it set up so that all the planes turn invisible when the opposite button is pushed which makes for a lot of logic bricks. Does that make sense? If they just mirrored along their net origin point on the z-axis in my case, that would be way easier. I will post a pic of my current situation when I get home if you need it.


texts: How to do a rigged character that supports different anatomy types with morphs?

texts:
I wish to create multiple rigged low poly characters for a game. To cut production time, I want to know how to merge morphs and bones rigging.
My goal :
https://www.youtube.com/watch?v=Jn5j2tvjI7A
How do I go about this ?


texts: How to add an emission node with a specific color to a material and add that material to an object?

texts:
So far I have seen this and this both which did not work for me. Currently I have:
import bpy

bpy.data.scenes['Scene'].render.engine = "CYCLES"

bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(1.00003, 0.176902, 0.72441),
                                layers=(True, False, False, False, False, False, False, False, False, False, False,
                                        False, False, False, False, False, False, False, False, False))
bpy.ops.object.material_slot_add()
bpy.ops.material.new()

mat_name = 'Material.001'
bpy.data.materials[mat_name].node_tree.nodes.new("ShaderNodeEmission")
bpy.data.materials[mat_name].node_tree.nodes["Emission"].inputs["Color"].default_value = (1, 0, 0.07, 1)
mat = bpy.data.materials.get(mat_name)
ob = bpy.context.active_object
ob.data.materials[0] = mat

When I perform this process in blender the hover text for use nodes in the material->surface section the code is: bpy.ops.cycles.use_shading_nodes() and I get: RuntimeError: Operator bpy.ops.cycles.use_shading_nodes.poll() failed, context is incorrect so I'm not sure if I can/have to perform this action or there is a prerequisite to doing it?
I tried starting blender with --debug-wm but this didn't give me more information of how to perform this action in a script.
Is there a better way to show what blender is doing than --debug-wm? Because I can do what I want in blender itself just not in a script.
I also read a lot of api documentations and the tips for blender scripting, but this didn't really help me.


texts: How do I make this non hidden vertices bug happen on purpose?

texts:
a friend sent me a peculiar blend file...
See these hidden vertices? they are not hidden in view yet they are hidden from editing.
they wont move when selecting the surrounding faces.
Alt+H fixes it on my blender (2.91) yet not in his (2.90) is there a way to do this on purpose so we can lock vertices without visually hiding them?


texts: How can I evenly but randomly distrybute particles in a mesh?

texts:
I'm working on a project and I want particles to create an object together randomly. Something like this:

But as you can see, it distrybutes the planes randomly but even. There are more of them in the buttom, than in the top.
I tryed to change the seed and I tried to enable Even Distrybution in the Emission-Settings of the ParticleSystem but I get the same problem!

This is, what the mesh looks like:

And here is a part of my ParticleSettings:


texts:
I did this tutorial https://www.youtube.com/watch?v=nvxcy8ISsHE
and would like to apply the material to some text, this is what happened when I tried.


texts: Trying to make a pie menu with custom operator

texts:
Trying to understand how i can add the operator i made to a pie menu for me to use, when i run it nothing shows. Treat me like a noob at coding, thank you for your time

import bpy
from bpy.types import Menu, Operator

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class hyperbevel(Operator):
    bl_idname = 'Hyper.Bevel'
    bl_label = 'HyperBevel'

    def execute(self, context):
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_mode(use_extend=False,use_expand=False, type='EDGE')
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.mark_sharp(clear=True)
        bpy.ops.transform.edge_bevelweight(value=-1)
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.transform_apply(scale=True)
        bpy.ops.object.shade_smooth()
        bpy.ops.object.modifier_remove(modifier="Bevel")
        bpy.ops.object.modifier_add(type='BEVEL')
        bpy.context.object.modifiers["Bevel"].limit_method = 'WEIGHT'
        bpy.context.object.modifiers["Bevel"].segments = 3
        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.ops.mesh.edges_select_sharp()
        bpy.ops.mesh.mark_sharp()
        bpy.ops.transform.edge_bevelweight(value=1)
        bpy.ops.object.editmode_toggle()
        bpy.context.object.data.use_auto_smooth = True
        bpy.context.object.modifiers["Bevel"].width = 0.02
        bpy.context.object.modifiers["Bevel"].use_clamp_overlap = False
        bpy.ops.object.modifier_move_up(modifier="Bevel")
        return ('finished')

class VIEW3D_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Operators"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        pie.operator("Hyper.Bevel", text = "Hyperbevel")

def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")


texts: Cleanup Low Poly Model for both Pepakura and 3D Printing

texts:
I have a low poly helmet model that was auto generated by a tool. I am attempting to learn Blender which I think is probably the best free tool that I can use to accomplish my goal.

My goal is to use the low poly model to accomplish two things.

a) Export my helmet for use in Pepakura, unfold it, turn off tabs, and print it out to use as a pattern to cut foam.

b) Make the visor object more suited for 3D printing, I will fill and sand this piece to use it as a vacuum form mold.

For the visor I know I need to extrude to add depth to 3D print it, and I understand why.

What I don't know is:

1) How to improve the helmet object for Pepakura? Should I extrude it? Should I convert triangles to quads? What should I do, and what terms should I search for tutorials on? If you said, turn the triangles to quads, I've seen that and I could figure it out. Do I increase the roundness somehow so I get good patterns?

2) The visor looks chunky, and I am sure I want to print it as round/smooth as possible so there is as little fill and sand as possible.  What do I do?  What terms do I search to teach myself.  I can consume lots of different videos and techniques, and then figure it out by trial and error.  But I don't know what methods I'm searching for because I don't know what steps I should take.

I've tried to ask multiple experts, but it is tough getting a basic overview of methodology to use to accomplish my goals. I know people do this, I've seen several posts, but nobody goes on to discuss the basic direction to move like this.

If I can learn at least the basics, I'd like to give something back and create some tutorials online.  If you are REALLY knowledgeable in this area, I'd love to have a brief discussion.  I'm a software engineer, but am very new to 3D modeling.


texts: Is it possible to create editable 3D templates in blender?

texts:
I hope someone can help me:

Is it possible to turn animations created in blender into editable 3D templates that can be used in websites or apps where users can edit the scale and add textures etc I’ve seen this done before, I just don’t know how this was done perhaps there are 3rd party platforms such as “unity” that can transfer animations from blender into code to be edited later and added into a mobile app or website

I greatly appreciate any help

Best regards
Aggers


texts:
I have this model here and it is symmetrical.
I removed doubles, I recalculated the normals, I fixed non-manifolds, I removed existing vertex groups. But still, when I try to parent my mesh to the rig it fails. What could be the issue here?
My .blend file


texts:
in version of Blender 2.72, where is the option recalculate?.

Like in this video https://www.youtube.com/watch?v=IZPqxADetWE&feature=player_detailpage#t=108

Here is a screenshot:


texts: How can i improve the quality of my baking?

texts:
This is my low poly hand

and this is my high poly hand

I bake the high poly onto the low poly with uv SAMRT PROJECT and this is the result

Now this is very bad i think . . . i would like to understand if this bad results depends on

it's my low poly too bad? Maybe should be more similar to the shape of high     poly?
it's my normal map? Maybe with the unwrap and mark seam could be better?
This is my normal map

it's my a problem of settings?
For the bake i used this one

EDIT

After UV SMART PROJECT and BAKING i did these steps:

I add new material and i don't change anything here so settings are

then i go in texture i click on new texture and then i add the image of the baking like that with these settings.

In the end in order to see the render i go on object mode - shading - GLSL then i use Ctrl + z


texts: Extrapolation doesn't work in the Dope Sheet

texts:
I can't understand why, in the Dope Sheet, when I try to extrapolate the rotation of my propeller (Channel > Extrapolation Mode > Linear Extrapolation, or ShiftE) it doesn't work. It works fine in the Graph Editor though. What am I missing?
The file is here.


texts:
I want to create an animation where a arrow points from the red circle to the blue circle.

My standard approch would be, to start with a cube on frame 1, deform the cube to a rectangle in frame 2, than to a long line and eventually in frame 4 I have the full arrow.

Now in this approach two things are not optimal:

The arrow looks really bad.
Its hard work to do this.

Is there a shorter approach to get a more accurate looking arrow which is developing during time? I know the curve->path object, but I dont know how to explain to blender that it should develop during time (as in the image below).


texts: Understand how to make EXTREMELY large objects if i should?

texts:
So intend to make a space colony ship for a VR game I'm messing around with and I'm wondering if i should even be doing it this way.

The ships length measurement is going to be 18000 meters obvious this is massive I'm not too experienced in Blender but i found how to increase the size of the grid.

Unfortunately no matter what I try 18000 goes far beyond it and when i try to zoom out the screen goes weird.

What is the correct way of doing this or is Blender not the right place to do something this large.

I have seen videos on youtube comparing sizes of ships but i cant figure out how you can see everything in that


texts: When I Render my image, the result is a Black Screen

texts:
I am trying to make a simple ink drop animation. The image looks great in Preview, but when I Render a second later the screen is just black. I can't figure out why this is happening.

Here's the project file!

https://drive.google.com/drive/folders/0B0iOn3LRcf5-YzBGRzlDQjgwQkE?usp=sharing

Would love some help!


texts: Build a simple GUI that runs full Blender in the background?

texts:
I have a Cycles-Blender model, which I want to release to the layman users who don't know Blender and give them some freedom to manipulate and explore the model a bit (simple operations like rotating the model around or setting visibility of a certain object, etc.).

For this use, I want to build a simple GUI that "wrappers" Blender inside. For example, I can add a button that sets an object invisible in rendering.

Another important feature I need is the user being able to drag/rotate/zoom in/etc. the model, and as soon as user interaction is done, the render starts progressively. It's the same thing when you are in Object Mode with Rendered as Viewport Shading.

Is there an easy/clean way of doing this?

I am a CS student and know how to code in Blender-Python. So if there isn't a clean way, please also teach me the dirty way to do it. ;-)

This question isn't the same as How to create a custom UI?, which wants to customize around the Blender GUI. Instead, I want to build from scratch, as the layman users really need super simple GUI's.


texts: How do you use the AO node with a baked image texture?

texts: I downloaded a texture off of poliigon.com and it has an AO image texture. I'm familiar with AO, but I don't know how to use the image texture. All I have is the image


texts: How can I make these inner surfaces smooth?

texts:
I'm trying to get rid of those lines while still keeping that solid feel to the object. I want the object to be sharp, so smoothing would make it look like plastic.

Any help for removing those lines while still keeping the solid feel?

Thanks.


texts: Is there a way to make a render animation take its information from texture mode?

texts: I have created a scene in cycles render mode.  I have followed the instructions on how to bake all the objects, and everything looks great in texture mode.  I can smoothly move through the scene.  However, when I am starting to render it, it is taking the information from render mode, and not from texture mode.  This is very slow. Did I do something wrong? Is there a way to make the render animation take its information from texture mode?


texts:
I'm new to rigging. I saw the videos for Blenrig on the cloud so I downloaded it and watched all the videos. Everything seems ok except for the deform cage, which is not symmetrical. I wouldn't have too much of a problem with it except for the fact that the x-axis mirroring seems to be permanent, so when I adjust a misplaced vertex on one side it screws up the properly placed vertex on the other side, so that I can never get a symmetrical

Is there any way to either turn off the x-axis mirroring, fix it, then turn it back on? Or a way to make sure it is symmetrical in the first place? Using Blenrig 5 and Blender 2.78c.


texts: So the mesh looks clean, but when I try to merge the seams and remove doubles and whatnot. I start to get this odd normal going on. I checked my normals and they are all facing the right way. Is there any way to fix this?


texts: How to create LEGO mountainous landscape?

texts:
I wanted to create a LEGO landscape based on the LEGO Movie's way of doing it. I've tried turning a LEGO fluid simulation from a tutorial into a stagnant landscape, without any results. Here is an example picture of a desert scene from The LEGO Movie:

Thanks for any help!


texts: Is there any way to turn coordinates into curve?

texts:
I recorded fly camera movement, so I got keyframes with coordinates.
Is there any way to turn the camera coordinates in keyframes into curve?


texts:
I take a circle, extrude it, and solidify and obtain a kind of cylinder.
If I deform the cylinder, the border becomes skewed.

How can I have a flat border as if the cylinder was cut with a knife?


texts: How to apply displacement modifier on globe with mask?

texts:
So I have a globe, made with this texture that I am using as a mask.
I wish for the land to be extruded outwards slightly a la this exactly like this question (see below), with the oceans either completely transparent or excised.  Wireframe too (but I can probably do that on my own).

How do I go about doing this?  Maybe I am missing something, but mine looked like a very spikey sphere when I tried to do a displacement modifier.  I tried several tutorials/SO questions, and I am embarassingly more confused than when I first started.
Thanks for any help you can provide!

Update #1
Right, so progress has been made!  I tried susu's suggestion (again) and unlike the first time it worked!
One last thing:

How do I increase the "height" of the displacement?  I.e. extrude "outwards" or normal to globe's origin.

E.g. like in the first image above (see how NE Brazil/Eastern Spain has what appears to be a ~50km vertical cliff, as it would appear to a person).

Given the level of detail, I would imagine that the edges need to be smoothed, possibly significantly crisp?  If so, how does one do that?

So complex topography, e.g. the Chesapeake Bay/coast of Norway would not look like a ball of rubber bands/M.C. Escher having a stroke.

Without "ocean" visible

With "ocean" visible

Materials

Outliner (might be helpful to experts/hapless noobs stumbling across this in the future):
 - Scene
   - Camera
     - displacement globe
       - displace sphere
         - globe displacement material
       - Modifiers
         - Subdivision

     - solid globe
       - solid color sphere
         - globe solid material
       - Modifiers
         - Subdivision

     - Sun

     - wireframe globe
       - Sphere
         - globe wireframe material
       - Modifiers
         - Subdivision
         - Wireframe

(as you can see, 3 spheres inside each other, with displacement sphere extending outwards.

First Attempt
globe

materials


texts: The material preview not working only showing a black model

texts: I'm new to blender and I was following a Udemy course on how to make ps1 or quake style graphics however when I try to texture the windmill nothing shows up in material preview mode it just turns black like in the picture, I tried changing the renderer from evee to cycling but that didn't work either this is in the newest release of blender if that helps


texts: Bug applying Simple Deform Modifier as Shape Key?

texts:
I create an animation with a plane is transforming to a sphere by using the method describing by @leon-cheung in this topic.

I want to apply the two modifiers (Bend in Simple Deform) as shape key but the result is not indentic.

It seems that it is the second modifier which is the problem.

There are no problem if I use only one modifier with an angle less than 180°.

Is there a way to have the same result (animation transforming plane to sphere ) by using shape keys?

This is the file about my question :


texts: Combine two different textures so that one appears in the shadows as Earth rotates?

texts:
I just watched to this amazing example on how to animate Earth: https://www.youtube.com/watch?v=0yz_-U7t8AU
So I ask: is it possible to combine the two different textures below so that the night Earth (with lights on) appears in the shaddow region as Earth rotates?

Sources of images:

https://en.wikipedia.org/wiki/File:Whole_world_-_land_and_oceans_12000.jpg
https://www.nasa.gov/feature/goddard/2017/new-night-lights-maps-open-up-possible-real-time-applications/


texts: How to simulate a dented surface for metal

texts:
I'm trying to model a conquistador helmet for a game. But I ran into a problem since I am quite new to blender. My model is too smooth, I would like it to have a dented surface (see picture below).

(My render on the left, wanted effect on the right)

I have tried to mess around with displacement and a image texture, but I could not find a imagine with the wanted effect. Is there another type of texture I could use or perhaps another method?

(My attempt to add displacement marked in red)

Any help would be greatly appreciated


texts: How can I scale particle size over lifetime within a keyed physics system

texts:
I am trying to make an alka-zeltzer in a glass, creating bubbles that form a logo on the water surface. To do this I am using keyed particles and everything works fine.

However, I would like to have the particle's (object) size scale over each particle's lifetime. This is where I fail. I know the trick using a texture block with a color blend driving the particle's size, maybe against an object for mapping. It seems though that when using keyed particles, this is just ignored.

I'm wondering if I can get to a driver for the particle lifetime or age, as they must exist, because they are available as outputs on the particle-info node within cycles.
Maybe I'm getting ahead of myself. This may be particle nodes territory. Is there a way around this?


texts: Blender 2.8 Beta Vincent Eye movement problem

texts:
I'm testing the Vincent character in version 2.80-4ef09cf937f2.
It seems that the eye texture does not rotate correctly along with the eye object.
Even though it looks correct in the viewport. This does not happen in v2.79. How do I fix this?


texts: If I make one object with 2 hair particle systems, can I make each particle system on a different layer? If so, how? (blender 2.83)


texts: Blender 2.9, is there a way to select the collection in outliner when an object in that collection is selected?

texts:
I'm working on a large scene, I organized the objects in collections and I need to duplicate some of these collections and transform them, the process so far is:
1- Select object in viewport that is included in the collection I need to duplicate.
2- Go to outliner, press . in Numpad to focus the object.
3- Scroll up or Page Up until I find the parent collection (some of these collections have a ton of objects).
4- Select the collection, right click, duplicate.
5- Select the duplicate collection, alt+RMB to select all objects ("I assigned that shortcut to do this functionality").
6- Transform the objects in the new collection.
That's a lot of moves just to get a collection duplicated and transformed. to make this easier, I'm trying to find a shortcut to select the collection by one of it's memebers (so remove steps 2 and 3).
What I know is that I can select all collection members using one selected member directly from viewport by Shift+G and choosing collection, but that wont select the collection itself, only the members, and if I duplicate these, the duplicates will be inside the same collection. In the Outliner itself, there seems to be no menu or shortcuts, aside from right click
My question is: Is there an operation or shortcut to save at least steps (3 and 4) above? Which is to select the collection in the outliner when I have one of its members selected?
To Elaborate More: In 3DS max, when you put all objects in a group, the group itself has priority, so in the viewport, when you click an object, you select the group that contains that object, when you duplicate, you duplicate the group, you can still amend that group, by opening the group or exploding it, the concept with collection is the same, but ergonomically in Blender, it is flipped, the collection system is tucked in the background with too many required steps to reach and tweak, so am I doing something wrong? Is there something that I'm overlooking or I don't know about that will make this process intuitive?


texts: Cursor is set to move in decimal increments, how to reset to integer increments?

texts:
My cursor is moving by every selection by decimal increments rather than the normal, whole number increments.

Normally when I use Blender, I am able to select and move objects to any coordinate in whole numbers. Now, all of the sudden, when I select an object or mesh the selection moves by 1/10th of the usual amount in each direction (eg. .1 vs 1.0).

How do I reset it to normal?


texts: Hello I have a cylinder with 32 inner faces. I need to make 42 inner faces with the same width of faces. Subdivide doesn't help me bcs when i divide all faces to half i will make 62 faces. And when i divide some of faces, all faces will not have the same width.


texts:
Hi guys i need to make a 3d animation for my archivisualization, I ' m completely new about animate people or create people ecc... I' ve seen adobe fuse to create people but it doesn' t work on mac OS Catalina and for some reasons I can' t downgrade the OS. So that' s the question:
Wich software could i use to create people and animate in blender?
Thank you so much for the answers


texts: Calculate difference between two similar meshes

texts:
I am generating a LiDAR mesh of a scene and converting it to an OBJ file which I then import into blender. I have two scenes (taken at the same location) and in the second scene I added a bucket on top of the table. I've attached two images to illustrate the differences between the two scenes. The objects are similar but due to uncertainties in the LiDAR estimates, do not perfectly align. I would like to extract the different between the two objects (ie. just extract the added bucket on top of the table).

I have tried using the boolean difference modifier but it did not seem to remove the similar table area and leave only the added bucket (perhaps I am doing this incorrectly though). I was wondering what the best way would be to achieve the difference I desire using Blender? I know I could select the bucket, but eventually the differences I am actually interested in between the two scenes will be more subtle and so I'd like to do this with a tool.
Thanks for your assistance!


texts: How to make an animation play in the blender game engine?

texts:
Ok so I have created a character and rigged it and when I hit the play button for the animation it plays just fine.
I have set up the logic bricks multiple time yet whenever I hit P to play the animation never plays.  I cant seem to find my mistake if anyone could help me it would be much appreciated.

edit: here's the link


texts: How can a blender driver python script access scene properties like FPS?

texts:
I would like to be able to access properties of the current scene such as render.fps, frame_start, and frame_end from within a python driver script.  I have some data that is defined in terms of seconds, and I'd like the drivers consuming that data to work in two different scenes which have different frame rates.

edit: I tried using bpy.context.scene, but it turns out that is often wrong.  Let me be specific:  The driver is being evaluated to calculate the position of an object in scene "cave" and bpy.context.scene refers to scene "splash" .  In a 1-scene .blend bpy.context.scene works fine.  In a multi-scene .blend, bpy.context is not necessarily populated with what a reasonable person would consider 'the context of the driver'.


texts:
I am trying to make a procedural cloud. I followed a couple of tutorials, but every time I change to a volume shader, it gets blurry. This is the first time I'm messing around with this kind of stuff.
Is there a setting to control the blurriness? My first attempts went ok, but were also a little blurry on 2.83. I thought it might have been a version difference so I downloaded 2.9 but it is just as bad if not even worse.

Attempt using Blender 2.83

Attempt using Blender 2.9
None of the tutorials I watched looked like this. I saw some people having problems with the film lens but mine is at 1.5 (default).
Q: How to control the blurriness of the volume in the viewport?


texts:
I am following this tutorial http://wiki.blender.org/index.php/Doc:2.6/Manual/Your_First_Animation/2.Animating_the_Gingerbread_Man

I am at the Skinning step and trying to look at vertex groups like the tutorial shows. Clicking "Select" on one of my vertex groups does nothing, however. Nothing new shows up on my screen.


texts: Applied mirror effect, want to UV paint without mirroring, but it still mirrors

texts: I'm having issues with UV painting without it mirroring the image. I wanted to mirror a section of the object, so I drew that section and applied the mirror modifier so it would work individually. However, I also wanted to paint an assymetrical section on that object, and I can't because it's not working individually on the UV paint function (it keeps mirroring). What can I do so part of the painting is mirrored but the other section isn't?


texts: Why my GPU rendering time is more than CPU rendering time?

texts: I have recently installed Nvidea geForce GT610 graphic card (CUDA enabled) to enhance the rendering time for a simple scene under cycles. To my surprise I found the rendering time with GPU setting is much longer (more than 2 time) than with CPU setting.  Searching the net could not provide any solution.  Can someone exlain me why this is so?


texts: How to create a good topology from SVG for 2D animation?

texts:
I have only the outline drawn as a vector in svg file. Click here to view. I import it to blender. It becomes a path. I convert it to a mesh.
Now, I would like to subdivide it and have it in a good topology (square faces or quads) so that I can animate it.
I tried many things but they  don't work such as: Right Click and subdivide > Adding subdiv surface modifier....etc.
How can I do it, please?
Why do I want to do this? Because I have a colorful png image and I want to simply animate it with bones. Just like what happens in After Effects.


texts:
Currently looking at the blender API I haven't seen anything of all about the Hex input.
This is frustrating me enough as it seems strange to me that there is no such input function (when Blender natively has it, where it is enough to simply copy and paste).

Now, the point of the situation is that all the scripts I tried, incorrectly convert Hex to RGB (Including some answers those present in other questions about blender.stackexchange).

Basically the conversion from Hex to RGB produces a Hex value different from the Input value, and this is not good, I need absolute precision on these Hex values

I see that it is gamma corrected, now, I don't know much about Hex, so I don't want to comment too much, but I just wish that what I get is the same thing I get by copying an Hex in the RGB node

The most beautiful thing would be to be able to directly input the Hex input value in the RGB node, that gives me exactly the result I want.


texts:
I'm trying to learn animation and I'm making an animated lamp but the mesh is deforming even with the deform tickbox unticked. What might be causing this?

The base is a child of stem bone, arm is a child of arm bone, head is child of head bone. The deform tickbox is unticked for each individual bone.


texts: I want to mirror a building across the Y-axis, but I want the mirrored side to be flipped along the X-axis (I.E. be flipped). Is there a way to do that?


texts: Different render effect on different machines

texts:
Hi I wanted to render my work on different machines - I tried to use both SheepIt Render Farm and Google Cloud Machines but both of the turn up with completely black renders. One time i managed to get something with changed colors from google cloud. Could you tell me where the problem is?
I'm using Blender 2.79b Cycles - Experimental features (I know tha sheepit doesn't support it, but it just should render without it) I really care about Adaptive Subdivision.
I append the blend file and the done render that I did.

(.blend file) https://drive.google.com/open?id=1cDffl04Jo1vVioZYEoN360yx7TA0ZIYj


texts: How to make a liquid without doing a simulation

texts: Is there a way to make honey in blender without running a simulation? Thank you.


texts:
I was trying some textures out based on Blenderguru's tutorial and this is what I came up with. Does anybody know why parts of the wood look grey and how to change that?
Thanks!


texts:
What's the most efficient way to draw edges for an object?
By efficient I mean quick in drawing and efficient in rendering.

Example:
Adding red edges to a box.


texts:
I want to neatly connect these two meshes together (the spokes on the rim)?
How can I do this?
Hi everyone, I made a new rim and did what you say, but if I want to bridge the short sides it will be somehow crossed (see photo). Tried everything but couldn't get it done. What am I not doing right?


texts: How do I create array of objects of alternating color?

texts:
I want to create a chain that alternates between two colors every x chain link.
This is what I want to model:

The best I could do was use the wave texture node, but then I get chain links that are half orange half black:

Of course, I could just apply the array modifier and change the texture of every x set of chain links, but I want to have the option of later varying the chain length.
Thanks!


texts:
I'm looking to create a simple animation.
Where sphere are moving and rotate

but when I'm parenting them to the bone I get deformation on them.
I tried to weight paint in blue but same result.
I tried to use the Empty group as explain in this video. : https://youtu.be/eF4CuIX40XE

What am I doing wrong ?
project here : https://drive.google.com/open?id=1tc3AgbKAzb-9KU3-iu3UngiwGwwrC2LD

Best
Z

This what I get when using "Bones" relation
I'm totally confused about this result I don't know what to do to resolve this


texts: Ignore objects for navigation in viewport

texts:
I'm facing an issue when trying to view some relatively small objects from a different angle by clicking the large planes by mistake which will throw me away from the object.
A temporary fix was hiding the large planes from the viewport but I'm struggling with this issue especially when working with materials from the materials panel on the right side because I need to see how they are interacting with the environment "the large planes".
is there any method to make Blender ignores any attempt to navigate through the large planes as if they were "hidden"?


texts: How do I put an image onto the surface of a mesh?

texts:
How do i get the .tga image on the right onto the mesh on the left?

thank you


texts: I have looked every were and cant find out why I cant subdivide this face. I split a default sphere and filled the top with a face and it wont let me subdivide that face. I need to so i can  use the displace modifier on it!


texts: How to properly use displacement node in blender?

texts:
Every time I insert a displacement map in shader node (I plugged in to the height socket and used scale) I only get the flat surface texture , there is no displacement texture to the mesh I'm applying it too. But when i use dispalcement modifier and use the same map it works just fine , so the problem isn't with the map itself. I tried following the tutorial below but the issue remains.

https://www.youtube.com/watch?v=arvhK4tvYuY


texts: Missing toolbar and cannot resize areas?

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My first problem is the toolbar. My toolbar is hidden and not showing File, Edit etc..

By mistake I just remove the center image to get the tool bar but the timeline covers my model working area now and it's now re-sizing. When I drag my mouse pointer to that bar where pointer changes to up, down arrows to re-size the window, but when I click and drag pointer to make my working area bigger and timeline smaller than nothing works, the areas are not moving, just split in more and join.


texts: Snapping one mesh to another while rotating

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I'm using Blender 2.91.

I've snapped the Mesh A onto Mesh B at point 1. I've made the pivot point of Mesh A to be at 1.
I'd like to be able to rotate Mesh A on the X axis and have it snap to Mesh C at 2. I can get it super close by hitting (R)otate, then X, then holding the shift key while mousing, but I would rather it snap precisely onto its target.
Am I missing any setting for this? The "magnet" feature doesn't seem to work.
After I've gotten it super close, I know I could do an Edit Mode vertex snap (the two vertices of the right side bottom end) to Mesh C at 2, then do another (left side bottom end of Mesh A) to snap to Mesh D. But, this will change the width of the Mesh A. Super close, but not precise.
Someone on my last question (that was also about working with precise, angled objects) mentioned Blender not being a purpose-built CAD software. I can understand that, but it seems like this feature would be one that would come up whenever working with precise dimension objects at non-XYZ angles. I'm not terribly upset about the feature not existing, I just want to try to make sure I'm not missing something.


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I have an orange juice splash in a jug. I want to render only the jug and juice in order to edit it in photoshop. Can you please help me how to do that?
I want to have all light and shading effects that the other objects may cause on the jug but without having the actual objects in the render. I don't want the floor and background either.

Here is the scene rendered below, thanks.


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I have a parent object with numerous child objects and made also a bunch of linked copies (via alt+D) of said parent object inside my scene.
As it turns out, I need to merge the child objects into the mesh of the parent object now and was wondering if there is a way to accomplish that without breaking the link to all the linked copies and basically propagate the same change to all of these linked copies.
The problem is, that memory usage of the scene would just explode if I loose the linked duplicates.


texts: BGE Add object action deforms a sphere mesh

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I have watched Blender Game Engine Basics Tutorial #24: Shooting While Walking (Combining Actions) video tutorial from BornCG, but when I shoot the bullet (Left Ctrl key), it appears deformed.

The bullet is a regular sphere.

Could someone help me? I'll be glad for some comments.

Here my blend file:


texts: "No valid selected objects." - Preventing me from baking material

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When i move my mesh piece to another layer.
Blender either crashes on latest version.
or says this on older versions:  "No valid selected objects."

When i have it on the 1st layer however it does bake.
but its full of hidden objects that are interfering with my bake.
hence i am trying to bake on another layer.

Any idea?


texts: Dope sheet and graph editor are kind of "dark"

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This strange thing happens when some books falls on my keyboard. It doesn't affect to my workflow at all but it's really annoying.

As you can see, it's seems like i have switch off a bright option or something. I can't explain this very good and neither know how to search for a solution.
This only happens on that project. I've tried reseting blender and opening other projects but they looks cool.

Anyone knows the shortcut or the key i missclick or it's other kind of problem?
Thank you


texts: How to disable motion blur on a single object in Blender 2.8 EEVEE?

texts: How to disable motion blur on a single object in Blender 2.8 EEVEE ?


texts: Preventing text or object from reflecting in scene (blend file included)

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I have an object / text that reflects in a scene is there a way to have the text / object be excluded from creating reflections onto other objects?

I would like the text to look "normal" and not have it create reflections in the scene.

See attach image and blend file below.


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So in my attached .blend file, (I have also attached .jpgs of my original design for you to see what I'm trying to model) you can see that I have two separate meshes. I can bevel the bottom one properly, but the top mesh cannot be beveled; this is most likely due to bad geometry on my part from creating too many of the top faces and crevices with curves (please note that no booleans were done on this model). I've already done a quick and dirty way of making all the faces into tris and quads with a few clicks from a youtube video tutorial. But of course that didn't solve the problem either; it still didn't bevel (likely due to the tris).

Should I just go in and manually change all the ngon faces to quads? And even then, would that truly make it possible to bevel, or would I just be wasting time? Is there a faster way that I just don't know about, or is this unsalvageable? It's the only option I can think of at the moment besides relying on the Bevel Node, which I'd rather not as I want to solve the root of the problem and not just hide it with a node.

Blender file: https://drive.google.com/open?id=1kKDFScmYSetTtOO8_wSyaIiJJBMm27r6


texts: When I render my image, and select composite and combined for the render view, only one of the layers is showing

texts: I followed a tutorial on YouTube about how to make a planet in blender. Unfortunately, he didn't show you how to render it. The tutorial has a planet layer, and an atmosphere layer. Then in a compositer, I put them together but when I render with "slot 1" "composite" and "combined" in the bottom, only the planet layer shoes up. Please help soon as I am trying to do this quick. I can't seem to find any help on this same issue.


texts: How to make mesh lights brighter without washing out in the render?

texts: Sometimes to get a mesh light to illuminate a scene fully I need to crank the emission value way up, however this causes the object itself to be washed out in the render.  Is there any way to keep this from happening?


texts: Is it possible to render a 360 equirectangular OpenGL view from camera? I already know to set it up on Cycles and BI, but I would like to know if it is possible to set this kind of camera to make a realtime render of the OpenGL view for speed render purposes.


texts: How can I change the way my cup looks (from top view)?

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I think I've rotated a face of the cup at the beginning and now it looks a bit off. Is there an easy/ beginner friendly way to look like a 'perfect' circle when in top view ?
Here is my blender file.


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I am making a cup of coffee. I created the liquid as a mesh with transmission as 0 and applied volume absorption to the mesh in order to create that darker look, however, there is no change in the appearance of the liquid after applying the volume absorption.

I cannot figure out why the absorption is not applying. I have set the density to 584 so that can't be the issue. So why does the appearance of the liquid not change?