texts: Why does the screen turn completely white in render view when using 2.8 eevee?

texts:
I know this version of blender is just a beta but this wasn't happening the entire time I was creating my scene. After adding in furniture from CGtrader, the rendered mode began showing up completely white.

I have tried deleting the furniture I imported and adjusting my lighting and bloom settings but that did not fix the issue.

When I switch to rendered view the scene stays in lookdev mode for a while before light slowing starts illuminating and eventually turns the screen white.

Any possible suggestions?


texts: How To Create A Circular Camera "Safe Frame"

texts:
I am working on an animation. The final output needs to be circular. I have a hard time seeing if my animation fits within the bounds of a circle while I work. I need a way to place a circular frame in front of my camera.

I have built a circular rig (pictured) but I have to key it separately from the camera and it becomes a pain to readjust the circular frame every time I move the camera.

What I need is a way to setup some kind of circular frame so that I do not have to readjust it every time I move the camera.

Thankyou in advance!


texts: Does the file size of the blend file influence the render performance?

texts: If I pack all the textures the file size of the blend file can grow substantially. How will this influence the render performance ? Does GPU/CPU rendering make a difference ?


texts: Import Unreal Engine T3D files into Blender

texts:
Does anyone know if there's a way to import Unreal Engine .T3D files into Blender?
I was doing a mass export of all the models and textures from the content browser for a game but it looks like I'm stuck to using the skeletal mesh for now. When I gave this a quick search, it looks like most of the information online has been deprecated or not relevant for me. There was a person that made an exporter from Blender 2.8x to UE4. (Linked below)
I'm unfortunately also not aware if this is the appropriate question to ask, since I'm not sure if T3D files can be renamed into PNG and carried on from there
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1520204-blender-importer-for-t3d
Thanks for reading!


texts: Are there any resources for learning CG related math (especially the math used by Blender)?

texts:
I want to get involved in developing Blender, maybe writing add-ons and stuff for the community. As far as I can tell, there's a lot of math involved with this (generally stuff like matrix/vector algebra, dot/cross products, quaternions, and complex numbers, and I'm sure a lot of other stuff); are there any resources for learning this stuff (in particular, that focus specifically on CG applications): books that are generally in high regards in the blender community or tutorials?

Addendum: I feel I should mention, I don't find my post to be a duplicate of this. First off, my question is about resources specific to learning CG related math and how it is implemented, specifically in a CG context (i.e. other applications of the math are not important.Because of this and a heavy emphasis on various algorithms, I also felt it would be considered off topic on the math SE), conversely, the other post appears to be focused on resources for using blender (add-ons, stock images/textures, other software that can be used along side it, tutorials on using it, etc.). I'm not looking for books on how to drive a car or looking for a different engine to add on; I'm looking for books on how engines work. What are the formulae for ray tracing, how do quaternions work, etc.

Secondly, math is a really fundamental part of CG works; I would think that since the other post didn't so much as even mention math (the closest thing I could find was some documentation about the Python API but even that is still pretty far off the mark), it wasn't because it was some tiny, obscure topic that was overlooked. So, it stands to reason that the resources I'm looking for aren't a good fit for it.


texts: Example of creating and setting a Cycles material node with the Python API

texts:
I'm trying to set the properties of a Cycles material, which is linked to a Plane object, using the API.

So far this is what I've got:

Create a floor plane object:

bpy.ops.mesh.primitive_plane_add(radius=3, view_align=False, enter_editmode=False, location=(0, 0, 0))

my_floor = bpy.data.objects["Plane"]

Create the material for my floor, (I'm assuming it does not already exist):

my_floors_material_name = "Material"

#create the materials object
my_floors_material_object =    bpy.data.materials.new(my_floors_material_name)

#Enable 'Use nodes':
my_floors_material_object.use_nodes = True

Add a new node type from the list [types.ShaderNode][1]. I'd like to
choose the equivalent of node_groups["Shader Nodetree"].nodes["Anisotropic BSDF"]:

#create the input node
shinny_floor_input_node = my_floors_material_nodes.new(type='ShaderNodeBsdfAnisotropic')

#create the output node
shinny_floor_output_node = my_floors_material_nodes.new(type='ShaderNodeOutputMaterial')

#link the input and output nodes, on the node tree of my object
    my_floors_material_object.node_tree.links.new(shinny_floor_input_node.outputs[0], shinny_floor_output_node.inputs[0])

#this runs and returns
bpy.data.node_groups['Shader Nodetree']...NodeLink

Assign the floor material to the floor object:

#assign the material object, to the plane object
my_floor.data.materials.append( my_floors_material_object )

Unfortunately it does not work? Here's the floor I want to create, (the shinny one below the statue)

Here's what I get with my current script:

Seems like it should an easy thing to do, but I'm confused? Here's the a link that I used to get started, Control Cycles material nodes and material properties in Python

Thanks a lot for any help!


texts: Blender Python convert units to imperial

texts:
I'm writing a script that needs to make geometry using imperial units. The scene is set to imperial however this has no effect on Pythons end of things. I need to know the value that equates to an inch when using traslate functions.

Note this is not a duplicate of another question asking to get imperial lengh from Blender units.


texts: Combining Black and White with Color Rendering

texts:
I'm looking to create the effect of sliding a window across my scene and to have everything in that window rendered black & white. (Everything outside the window will still render via color channels).

I've considered multiple layers, multiple cameras and using a glassy material, and have tried the last of these directly. (It didn't have the desired effect).

I imagine the solution could be one of a few things: maybe rendering a black and white camera at the same time as rendering a color channel camera and later splicing the scenes together in editor?; or maybe slowly switching from one scene to another (as if a panel effect)?

My thanks in advance for any tips!


texts: 2D hack using 3D, Maybe? Your Thoughts required

texts:
I was thinking, (first of All, I am new to blender), I am making a 2D/3D mobile game in unity, Everything is 2D but I wanted to give off a 3D vibe. For many reason, 3D models( low poly) are readily available, easy to make (for me). I can make low poly 3d models in blender now ( very beginner level).
My Unity game is a platformer game.. But I am confused whether to go for full 2D or Full 3D or somewhere in between. Lets suppose I want a 2D game since 3D is more performance heavy...
Is it possible that I make a model in 3D but slice it in half Since I am always showing only one side of the model. Is it possible that I Make the model in 3d (just as i want) and after making it, Slice the model in half and export it to unity. That will save the tris count etc and would serve the purpose as well as will be an optimization hack aswell.
what do you guys think?


texts:
I try to make fur around the mouth of a fantasy creature, but the hair on chin is in the inside. I don't have make anything with the particle edit yet, I'm still in the weight painting.

I thought the normals are the problem. But according to edit they are on the right side.

In the inside there are no normals of the chin, only teeth, tongue, etc.

But I can't make any hair on the chin, because the hair is inside. Does somebody know what the problem is and how can I solve it?
I have try to delete the weight paint in the inside, but when I do this, the weight paint on the outside is gone, too.


texts: One shared material with different custom property for each object

texts:
I'm trying to procedurally generate a scene with several objects (cubes for now!) sharing a single material, but appearing and fading out at different times. So far, I have been able to place the objects and show them at the correct keyframes. See below for the current state of the scene.

Now I want to change their "glow" values independently of each other. If it's possible, I would like to use a custom glow property for each object, and have that drive a Value node in the material they share.

In other words, object Cube should set glow = 1.0 at frame 0 and glow = 0.0 at frame 5, Cube.001 should set glow = 1.0 at frame 14 and glow = 0.0 at frame 19, etc. So the scene would show several cubes, all at different levels of glowing. That value would drive the Value node in the material tree for each object.

After reading through a lot of questions and answers on StackExchange, I learned that there isn't a material node that can read an object's custom property. I also tried setting up a Value node (like in the screenshot) and using a driver from a custom property, but it can only be driven by a single object at a time.

So is there some way to have multiple objects pass their own property to a single instance of a material? I'm not familiar enough with the data model to know if it is. Maybe the driver scripted expressions could work, but I can't find enough documentation on them to be sure.

I can clone the material once for every object if I absolutely have to, but I would definitely prefer defining it only once to keep the scene clean. I want to swap out the cubes for more interesting objects with multiple materials, so cloning materials will become harder.


texts: How to make curve cylinder? Now I have a static ones, but I would like to make them curve. Is it possible to change them somehow?


texts: Shadows not calculated properly for some of the faces in the mesh

texts:
I'm running into this issue guys where I'm rendering these dark faces even though the normals are correctly placed.

I used the knife tool to cut-up the mesh for most of teh scars and cracks you see running through the faces. However I don't see what the reason for these dark faces is.

Normals are all facing in the proper direction:


texts: Accidentally disabled transformation keys?

texts:
I was working in Edit mode, merging a series of vertices, when I accidentally hit an unintended key combination which I now, unfortunately, don't remember. Nothing obvious happened, so I carried on.

However, now I can't use the keyboard transformation commands R and S. The transformation handles are greyed out, and though the transformation values are reflected in the Rotate (or Scale) status panel, there is no effect on the object and no change in the Object Data panel.

What have I done? And how do I reverse it?

I've spent some time googling, but I'm lost in a huge mass of hotkey information, and not knowing just what I've done makes it difficult to form a useful query.


texts:
When I make union of 2 planes with bool tool, they make 3rd face which overlaps. If I use Ctrl+J they stay the same but still there is shading issue on the overlapping part.
Is there a way I can remove this overlapping part automatically after applying bool tool?


texts: How to change thge orientation of the object without rotating the mesh

texts:
sorry in advance, I don't know a lot of the terminology for 3d and I don't know blender either but I am struggling through it.  I have two pictures here, the first shows an Empty (the orange circle) and its local orientation for Xyz.   The second a wheel and it's orientation for Xyz.  The wheel is a child of the empty (empty is the parent). I want to match the orientation of the wheel to the empty without changing the mesh position.  So I want the orientation Xyz arrow to face the same direction as it's parent.

How can I do this easily, or in as few steps as possible, I need to do it for about 20 objects, 5 for each wheel setup on the car.  The rotation for the parent empty is X=90, Y=0, Z=180 and for the other objects it all X,y and Z = 0.

Thanks


texts: Animating orthographic scale on a camera, can't select the action in the action editor

texts: I added some keyframes on the Orthographic Scale property of a camera to add a zoom to a 2D animation, and I can see the action it created in the NLA strip but I can't seem to find it in the Action Editor on the dope sheet when I want to go back and make changes. Is there any way to edit this action?


texts: Is there a "copy on a support" function in Blender

texts:
I learned 3D modeling in Hexagon 2.5 and now have switched to Blender. There is a function in Hexagon/Utilities called "copy on a support" and I was wondering if there is something similar in Blender. Here is a link to a video showing it being used, https://www.youtube.com/watch?v=z-YxGE4dB_4.

Ok, what it does is add many copies of an object to another object so you don't have to place all of them by hand. For instance, the bristles on a hair brush. There are many of them on a brush and it would take a long time to place them all.  This function places them there all at once, at the vertex/points.

Or say you had a mesh/circle and you wanted place all of the same kind of small object at each vertex facing the same direction you would use this.

Most excellent. I just clicked on the Dupliverts, Duplifaces links and that's the stuff it looks like, thanks.


texts:
Something strange has happend to my model of a balcony on a facade. I have rendered this several times without problems, but yesterday I just made some minor changes. Since then when I do a final rendering with F12 key the facade just gets white with no details. However, when I do a prerender with Shift + Z, the image looks just as the 3D model. Despite that I have 3000 samples, the facade is just white. I’m using Blender 2.79b and Cycles.

Any clue what has happend and how I can fix it?!

The prerender:

The real render:


texts: Armature refuse to be dupicated to the other side

texts: I have a dog armature that I created from watching a tutorial online. However, when I tried to duplicate the left side of the armature to the right side or symmetrize it . The legs end up 180 degree instead of on the other side of the armature. What can be fixed? Even if I move it to the other side manually. The mesh end up ignoring that part of the armature.


texts: filling a polygon with holes in it with one single face

texts: Sorry to ask such a stupid question, but is there a way to fill the polygon in the picture with one single face to avoid strange edge behaviour when putting up bevel modifier afterwards.


texts: I created two materials for world, World and WorldMask. How to change world from World to WorldMask using python script?


texts: I had trouble merging/dissolve two faces together, like merging these two faces in the screenshot. Any help is appreciated :)


texts: Is there any way to set these manipulators on the keyboard ? How can i set Move, Rotate and scale to W E R keys ?


texts: How to Create an Sci Fi "Plasma/Energetic/Force Field" Material in Cycles?

texts:
Hello mates im in Search of the answer to how to create a Material that looks like sci fi energetic/plasma/force field  in Cycles.

Here some Pictures of what i mean in general


texts: What is causing this model to be "shiny" in Object mode?

texts:
The lower/larger cube is "shiny." The smaller cube on top is not.
Materials do not seem to be making a difference. Normals appear to be facing outward as well. What could be causing this?


texts: How do I make objects ignore certain Light sources?

texts:
I have a scene which has a spot light as the main light source. To get the scene as bright as I want, I have to set the value for the strength to be quite high, something like 5000. The problem is, some textures get too bright and start losing details.

My question is, is there any way, maybe through nodes, to make an object not being influenced by a certain light source?

Thanks in advance
- Marten


texts:
What is the best way to locate a function from the bpy module in Blender's source code?  I've downloaded the source code and I'm aware you can also browse through it online.

As an example, I would like to inspect bpy.ops.render.render().


texts: Landscape tool isn't visible in the transform menu

texts:
Following this tutorial, I am trying to create a landscape.

The video shows settings on the right-hand toolbar to modify the landscape, which I can't see on my version of Blender (2.75):

Where are the Landscape tools?


texts: An image is attached after making the difference between the two object im not getting a clean geometry. The edges are not sharp. What should i do to get a clean geometry


texts: Loop Slide and Cut not working as intended. Any suggestions?

texts:
I am working through Andrew Price's (Blender Guru) tutorials on YouTube. I am following his tutorial titled "How to Make Towels - Blender Tutorial". In the beginning of this tutorial, he instructs watchers to create a plane and then use Loop Slide and Cut on that plane by clicking CTRL + R and then simply left clicking with the mouse twice to complete the action. He wants watchers to do this because part of the tutorial requires us to subdivide the plane into 50 cuts, but we have scaled the plane along the x-axis and so when we subdivide, those subdivisions are rectangular and we want them to be square. When I use Loop Slide and Cut and then subdivide, I get the following result:

If you can see it, there are little dots along the center of the plane. The result should look something like the following (but instead of rectangular faces, there should be square faces):

Has anyone seen this problem before? Can you help me get back on track? Thanks for any help you can offer. :)

EDIT: link to part of tutorial when asked to do Loop Slide and Cut: https://youtu.be/PEpsN1-W-Qw?t=89


texts: How to force copy location of a vertex to modified object?

texts:
I have two objects, out of which:

one (d1) is making rotation and translation.
The other object (d2) has curve modifier applied to it.

The requirement is: d2 should copy the location of d1 (actually, an empty that d1 is parented to) during motion, with vertices A and B sticking together all along.

But, since there is a curve modifier on d2, vertex B get shifted to a lower position and the copy constraint uses the unmodified location of B for the location copying resulting in a gap between the two vertices.

Is there a way to force vertex B of the object d2 to stick to vertex A of d1 regardless of the modifiers on either objects?

I also tried parenting an empty (e1) to the vertex and creating another empty (e2) at the modified location for d2 to copy the location of, but that didn't help.

Here are the steps to reproduce the problem:

Open the attached blend file
Go to the time-line view at the bottom and move the pointer to zero frame position. The objects (page_0...page_5) on the right hand side are all straight (i.e. unbent) and stacked on top of each other. Each page is parented to a rotation axis and has a curve modifier applied to it.
As you move the pointer to frame 13 the top object (page_0) rotates to the left side, the shape-key on the curve makes the page to bend, page_1 parent empty copies the location of the page_0 empty during this motion, so two top objects are stuck together
Now if you continue moving the pointer to frame # 25, page_1 undergoes rotation as well as translation, it shifts to left side, page_0 also rotates by a few positive degrees so that the two pages are aligned in their angle. Page_2 parent empty copies the location of page_1 empty during this time so these two pages are together.
The requirement is just as the right hand side page is stuck to the turning page, the left hand one should also have the same location so there is no gap between the pages during the rotation. But as you can see in the animation, this is not happening because of the curve modified bending the vertex that's supposed to be copying the location of the turning object.


texts: Ultra realistic excrement material needed

texts:
Hey I need a very realistic poop material for cycles, I already have the cracks and shape, but I need a material with the correct look. I'm looking for something like this:

Any help is appreciated, thanks!


texts: Do I need to apply a mirror modifier before exporting to Unity?

texts: I exported my character without applying mirror modifier and it seems it works well in both situation. Will it make any differences?


texts: Using argparse in script yeilds memory error

texts:
I want to get blender to work with argparse.
I found the following implementation in blender here and tried to sum it down to this:

import argparse
import sys
argv = sys.argv
if "--" not in argv:
    argv = [] # as if no args are passed
else:
    argv = argv[argv.index("--") + 1:] # get all args after "--"
usage_text = "Run blender in background mode with this script: blender --background --python " + __file__ + " -- [options]"
parser = argparse.ArgumentParser(description=usage_text)
args = parser.parse_args(argv) # In this example we wont use the args

However when executed named as argparse_blender.py like this:

blender -b -P argparse_blender.py --  -h

I get as the last line:

Error: Not freed memory blocks: 216

Is there a way to fix this?
If not, is it serious? I care about memory leaks.


texts: In Front has stopped working in Retopology

texts:
I have been using Blender 2.82.1 to retopologize a character when something went wrong with In Front in the Object Properties - Viewport Display tool.

Up until now the retopology layer has looked like the picture when I unchecked "In Front" and the retopo faces were solid green when checked.  Now it looks like this with "In Front" checked and the Retopo layer completely disappears when it is unchecked.  I have closed and restarted Blender a couple times as well as switched render engine to no affect.
Any suggestion on getting it working again?


texts: Is there a way to delete specific parts of a baked fluid simulation?

texts: I'm working on a fluid simulation right now. At some places the fluid is seen through the obstacles. Is there a way to select those "false fluids" and remove them?


texts: Multiple drivers on a single objects x rotation

texts:
I am working on a project that needs each of six arms to respond to more than one input.  I used several bones to accomplish this with the first driving a cube's rotation and each subsequent bone driving the x rotation of the first bone. Results is each bone rotates the cube's x rotation. I have the .blend of the test file at: brokensky.biz/blendfiles/drivertest.blend

My question is: Is there a simpler way to do this? Can multiple objects or bones affect a single driver?
Thanks.


texts:
I have followed numerous tutorials and this KEEPS happening. When I go into pose mode the left sides of the legs do bend and rotate properly but they bend BOTH legs and the right side legs have no function... I am not understanding, this should be fairly simple. I duplicated the armature from the left to the right, I selected the mesh and then the bones and ctrl+p, with automatic weights and(just as numerous tutorials instruct) and then this happens.
Thank you in advance!


texts:
UPDATE
Updating the Graphics Driver has solved this. Thanks.

I downloaded Blender 2.8 (blender-2.80-windows64) just now.

Started it with a simple cube.

Clicked on Look Dev & it crashed. Does this every time Look Dev is clicked.

System Info:

Graphics Info (Intel(R) HD 4000:

Updated GPU Info

Any other info I can provide?

Thanks & Regards.


texts:
I recently got new laptop (Dell XPS 15 9560) and I've bee having this issue where blender will crash when I try to select cycles as the render engine. I've tried reinstalling and rolling back my nvidia and integrated GPU drivers multiple times. Any suggestions or workarounds? I'm taking a course in blender later this year and I need my laptop for it.
Thanks.


texts: Sampling difference between Cycles 2.74 to 2.78a?

texts:
On Friday, we setup six machines to act as our render farm for a short (3000 frame) animation. All machines were loaded from a single saved blend file on a network drive. Five were Windows machines running blender 2.78a/b and one was a Linux box running 2.74. The blend file is set to render at 100 samples. Output was set to .png files with 95% compression.

All machines rendered over the long weekend.

This morning I found that the frames written by the Linux box (2.74) were all significantly larger than the frames from the other machines (~5k vs ~3k). Looking at them, the reason was obvious: they are all much noisier than the others.

I might have expected that between 2.74 and 2.78, the time it took to render 100 samples might have improved, but I wasn't expecting the noise of 100 samples to change much.
My question is this: What is the source of the differences in noise between these two versions?

Thanks in advance!


texts: "Extend" a UV map for use in volumetric materials?

texts:
I have a cube, and it's UV unwrapped, I can't get around that, and it has a transparent texture on multiple sides. I thought I could fake depth by plugging it into a volume, however, I quickly realized that UV coordinates are two-dimensional and only apply to the surface.
My question is, is there a way to perhaps extend the UV map inwards (along normals or by scaling, either works), so that the volume is able to grab the colour of the nearest face? (it doesnt have to extend all the way through, but it can if it's the only way)


texts: How to split a beveled surface to two parts to use different materials

texts:
Recently I asked this question and got a very nice answer:

What is the easiest way to smooth the intersection of two planes?

However, now I would like to use a different material for each face. Could anybody help me on how to do this? Written in python script would be best.

Thanks,
Mojmir.


texts: Been trying to get smoke to appear on my "plane" object, but it won't seem to emit on that or any other object.  What am I missing in my settings? Not sure if there are changes to the newest version of Blender, as most tutorials I've been watching are for older versions.


texts:
I made a mug as my first blender artwork, and it looks pretty good. I unwrapped it using smart unwrap, and it still looks good. I exported the UV layout to GIMP and painted it, then exported it back to a png. Now I can load the image into the UV editor and it all looks fine, but it won't render on my 3d object. Any ideas?

(Let me know what else you need since I'm sure you're going to ask for screenshots, but I'm not sure what screenshots you need.)

The texture does show up in texture mode, but when I go to view it as rendered it disappears. Additionally in texture mode it shows up very dull and the specular mapping isn't working properly. Eventually I'd like to bake in the specular and diffuse settings so I can export the UV map and object as an FBX for Unity.

Finally, I realized the thing is not retaining the grouping when I export (it exports the torus and the cylinder as separate pieces) and that the UV unwrap is in the wrong place. The words on the side of the mug are cut off.


texts: Cutting a "channel" halfway into a shape?

texts:
What I mean:

How can cut this groove?

The "channel" doesn't go all the way through, probably only half way or so (Using a picture to build my model so I can't tell for sure). It's suppose to be a height adjuster like you would find on a lawnmower for the height of the blades. was wondering if I could use the boolean modifier but I didn't know if one shape has to go all the way through the other shape for the modifier to work properly.

What do you's think?


texts: BGE: Getting rigged door mesh to update for collisions

texts:
I set off to create a rigged door, thinking a single mesh object with moving parts should be easier to manage than having each part as a separate object - especially once there are a large number of doors in a level and some doors have many animated parts.

If the physics calculations turn out to be too slow I will reconsider this approach, but I want to test it out. Besides, knowing how to update the physics mesh will be useful for many other situations too.

Here is my test scene with a player object (Character collision type) that falls onto a trap door mesh object. Collision with the mesh object triggers a Message to its parent armature and an Action Actuator plays the rigged animation of the door opening. This part is working fine.

From what I've read, when a mesh deforms, if collisions are required it must be updated using reinstancePhysicsMesh()

Official documentation on it is here, but to be honest I don't understand all of what's written there. For example, it seems that arguments are optional, but are they optional in my case? Not sure.

I tried writing a simple script for this, but I believe my syntax is wrong because the player object does not fall through the trap door, and as you can see from the physics debugging visualization, the physics mesh is not updating.

Logic:

Script:

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

char_coll = cont.sensors["CharColl"]

if char_coll.positive:
    print("Character collision detected")
    own.reinstancePhysicsMesh()


texts: Blender 2.8 How to hide vertices overlaying half of object in rendered view? See pic

texts: My viewport is split. On the right side of the split my object is in rendered view (see image) but half of my rendered object shows the vertices of my object instead of the fully rendered mesh. How do I disable this setting? Blender 2.8


texts: Why isn't the render showing realtime progress?

texts:
Sometimes when handling scenes from other users I get a render that doesn't show until it's completely done.

It's probably just a setting that's ticked on or off but I can't figure out where to find this or even what it's called nor what the purpose of this is.

Operating system: Windows 7 professional
Blender version: 2.78
Render engine: Cycles
Occurs both on CPU and GPU (msi GEFORCE GTX 980Ti)  rendering

Some in depth explanation on this matter would be greatly appreciated!
(advantages/disadvantages/...)

EDIT: (included a screenshot that shows the settings I'm using.)


texts: Chaning bone parent after automatic weighting

texts: I've rigged my model and have used the automatic weighting option. After rigging I've modified some bone's parent to get better deformation results. But, should I re-parent the rig after doing this? Testing it out it seems everything is fine. Or rather the question is: does the rig hierarchy order affect the automatic weighting results?


texts: Child of constraint with bone is not following the parent

texts: I'm doing a simple ball pitch animation. I tried to do child of constraint for the ball to the hand, it works till set inverse step and comes back to its original place. But when I try to move the hand, the ball doesn't follow the hand and just stays there. I have a feeling that my target for the constraint is wrong. The target is called WGT_Hand_IK . But that's the only available option for hand(I can't even find arm option). I'm using the free rig Rain 2.1 and Blender 2.90.1.


texts:
how do I customize color for border edge between two window areas, please? Is there some item in UI Themes preferences?

I think it would be useful, if you often resizes windows and miss this edge, or mistake it by buttons line hider.


texts:
I am trying to reproduce this rooftop, but I have some trouble.

I tried with a "clouds" texture to create the random dirt, but it looks more like waves in the ocean.

I tried with a more dirty ground, like the one I found here :

I tried to recreate the dirt myself, it looks good only when it is one image. But once it is in Blender, the texture is repeated and it gives a bad repeated effect. So I tried another version with light gray and blue, and the map effect, so that we don't see the borders, but it is too simple :

Would you have some tips for me? The texture will be large enough to fill the size of the rooftop, and the view will be close to the ground, so I must add some details as if we were close to the ground.

Thanks


texts: Plane track does not follow marker through duration of frames

texts:
I make stop motion animation, and am trying to figure out how to overlay a mouth on a pattern I have for a characters mouth.

Everything is working as it should with the compositing, etc, aside from my plane track. The plane track will not follow the markers that I have placed on the character's mouth. I made a series of markers, traced it over the camera movements, and then merged them.

I then copied and pasted the marker 3 times over to have the required 4 markers to create the plane track.

Once the plane track is created, it appears for the first frame, but any frame past that point it disappears....

What am I doing wrong here?

Image attached of first frame with the plane tracker present. The following frames only show the marker.

Thanks,
Ben

UPDATE:

After following the steps on the suggested link (How would I attach text to a tracked point on video clip)

I get the following:


texts:
Since these questions are closely related I put them in 1 post, but else I can separate the questions into multiple posts :)

For example I have this layout:

If I move border 3 to the left, it cannot be moved further than border 2. Is there a way to move border 3 such that it 'pushes' border 2 to the left as well? (Same if I want to move border 2 in the direction of border 3)
I would like to close the middle panel by border 2, but I can't because on the left there are 2 panels. How can this be achieved?
Can I make 1 panel at border 1, such that it is next to 3D view panel AND timeline panel? But I can only make a panel that shares space with either the 3D view panel OR the timeline panel (Same for border 4)

This are multiple questions, but I can separate them if I have to. :)


texts: Animation Nodes - Trigger Armature’s instances action?

texts:
I have quite a complicated shot to do: as the camera moves in the scene, hundreds of props are constructing themselves. One same props can be like 50 times in the scene.

What I did for now is create one animated object in one blend file, then linked it in the master scene, place it as I wish, offset the armature’s action, and restart all over again with a symlink of the object’s file. (Unless Blender won’t allow me to offset one action by props).
With all the symlinks it’s becoming to look like a mess an I’m sure this can easily be done with Animation Nodes.

So, is there a way to trigger armature’s action with offset for each instances of an armature ?

For example, if the distance between the camera and the instance’s object is less than 10 units, then fire the action. Or a simple delay can be enough.

For now I successfully instanced the armatures and spawned them in my scenes but the objects don’t follow their bones ( I suspect because they are parented to the bones not skinned with a modifier). And I have no clue how to trigger or delayed animation’s instances.

Thanks for your help.


texts: Issues baking normals and ambient occlusion

texts:
I have made a fairly simple house in blender using a single material with an image texture:

However, when I try to bake ambient occlusion I end up with a really weird result, I am very new to this so could be I'm making a simple mistake, but been searching for solution for a few hours and can't find any.

If I try to apply that to the model in my game engine in looks horrible:

I want to bake normals and AO, but not sure where I'm going wrong. I go to render -> cycles -> ambient occlusion -> bake. Same for normals.

My .blend file:


texts:
"I'm looking for a way to reverse my animation so it is identical the other way."

This is commonly asked and so I am presenting my solution.


texts:
I'm fairly new to blender, and there's something I can't manage to solve. I'm making a simulation with dynamic paint, and I want the mask as a texture, so no vertex paint but an image sequence. I set up everything but when I click "bake image sequence" an error shows up saying "dynamic paint: bake failed: canvas mesh not updated". I tried with a very simple scene too, an animated cube on a plane, and it gives me the same error. I made the UVs, set up the brush and all, so I don't understand where the problem is... On google I couldn't find anything.
I'm using 2.8, so could it be a bug? Or am I doing something wrong?
Thanks in advance!


texts: I watched I video https://youtu.be/j759IlM4UNI and was wondering how to give that neon glow and shade to flip fluid like he did in this video.


texts: My blur node does not affect a shadow between rendernodes

texts:
so I'm sort of new to blender. I've recently started to experiment with nodes and render layers. Currently, I'm trying to make one object (and the shadows cast by it) blurred. I've tried running the object through a blur filter node, but that doesn't appear to have done anything with the shadow on the other object (which is sort of cool because I can use it for focus and perspective trick, but isn't so convenient for me.)

How can I get both the object and it's shadows in other render layers to both be affected by this node?


texts:
So, I did everything from the tutorials right, I also removed doubles and took away all previous textures and materials and did all of the things right. But, how come the Normal map is still grey. If I turn off Select to Active, it becomes blue... I read litterally all of the problems, but never found this one. I also re-sized the meshes and played around with bias but nothing happened.

Link to .blend file The Problem File of DOOOOOOMMMMM!!!!!


texts:
I have made a sphere and assigned a hair particle system. I'd like to scale the hair particles in one area when higher than that of another area and would like to animate that too.
Q: How to animate the particle hair size?


texts: How do I "smooth" out odd stretches and rotations on my human mesh?

texts: I made a human prototype mesh and get these odd stretches across the facial region. I'm not sure if this is a vertex issue in Edit mode or needs to be worked on in Sculpt mode. I have never sculpted before, but was wondering what the best method is to fix these odd stretches?


texts: Weird white fuzz around textures with transparent areas in Viewport (2.91)

texts:
More of a visual frustration since this doesn't affect the actual Cycles renders, but since I upgraded from 2.9 to 2.91, materials with a Transparent BDSF + Mix Shader have a weird white fuzz even when set to Alpha Hashed. This oddity doesn't appear anywhere in 2.9, as these files were from that version directly. Any fixes? Or do I have to put up with it?

Node setup:


texts: importing (appending) materials from File

texts: I am using Blender 2.8 and cycles render I wanted to download a few materials from websites like http://matrep.parastudios.de/ when I download the files I follow what others have said to do. select file-append and then select the blender file and select the materials in the material folder in that blender file. when I do this I select the blender files but then there is nothing there is no other folders..what I am doing wrong, is there a plugin for 2.8 that helps with stuff like this there is the material library addon you can load by default.


texts: Can blender take a mesh and protect areas of detail before applying a decimator?

texts:
Agisoft Photoscan created a 12million face mesh but a lot of that I dont need on pipes and things, but I do need it on some fine detail. decimate if applying 10% of the faces wrecks everything. We can enter a face count but its tricky knowing what will retain detail yet lessen faces, to be honest any lessening is not good on the fine areas that I am just about seeing anyway !  I need to protect the detail areas and reduce the face count of pipes and tyre walls except for raised data on them and other smooth surfaces and such things.
could I import into blender and then do that and what would happen to the mapped image texture ?

Otherwise I am rotating a mesh sluggishly before importing into rhino for surface work where again it will be very slow or crash.

Steve1


texts: Objects disconnecting when exported to Unity (FBX)

texts:
I have a number of objects parented to one another in Blender.  I want to export them to Unity.  I've used an FBX export (many times, successfully, for single objects in the past) and ensured that all the objects are selected.  I have also confirmed that all scales/rotations/locations have been reset, for each object, and checked all normals are pointing the correct way.

I export to Unity, using FBX 7.4 binary, with "selected objects" checked.

The result is the picture - all that stuff is supposed to be connected.

There are numerous objects, but they're all selected, parented, etc.  What is causing them to explode like this, and how do I get a clean export?

Thanks,

A


texts:
UPDATE: Included the .blend file:
Blender novice here. I'm trying to model a kitchen sink and i'm having an issue immediately with trying to bevel a certain edge. I've looked through various of the suggested questions/answers but it didn't really help me. This is the sink i'm trying to model:

I've created the basic mesh in blender as shown below:
Solid view:

Wireframe view:

I'm trying to bevel the edge as shown below but the beveling doesn't seem to happen along the expected edges:

By contrast, when i attempt it on one of the other edge, it seems to happen as expected:

I suspect it's not working because there are additional edges/vertices that i need to be taking into account or including at the bevel attempt? Could someone assist?
Many thanks!


texts: How to remove unneccessary vertices without affecting outer shape?

texts:
I'm really new to blender and the world of 3d. I've got a model made with solidworks and I have a lot of unneccessary vertices. Is there a way to remove those without affecting the outer shape? There are so many, it's impossible to do this by hand.

Using the "decimate" modifier I'm not able to improve this shape without loosing quality. especcially those weird connections on the surface become weird shapes.
This is how it should look like. It's a pretty simple shape in this case, should be doable somehow?

Sorry if  this question is commonly asked but I'm missing terminology here for doing more research.


texts: How to adjust color of custom brush in texture paint mode? (issues with color ramp)

texts:
I have an image where the brush part is black and the background is white.

After I loaded the custom brush in texture paint mode, I thought that I could adjust the brush color and background color using the color ramp in the textures menu (image below).

From how I understand it, I thought that the color ramp would map blacker values in the image to the tick color on the left, and whiter values to the tick color on the right.

So to test this, I tried setting the left tick as black with 1 alpha, and the right tick as white with 0 alpha. But then the brush draws nothing. Sliding the left tick around did not help. (What I expected was that the brush part would draw black, and the background would be transparent.)

What am I misunderstanding?

My end goal is to adjust the color of the custom brush (for example, toggle between black and white, like with the default brushes) within texture paint mode whenever I want, without having to edit the brush image externally.


texts: How can I scale and extrude a mesh proportionally?

texts:
I'm trying to create an arena.

Is there a quick way to extrude and scale proportionally the grandstands and make it more and more like that?

I would like to keep the height and the depth of each row equal to the other.


texts: Video Editor, Why there is audio in gap area?

texts:
I'm new in blender video editor. I have seen some tutorials about blender's video editor and I have applied it on a test video clip.
But I saw a strange thing: there is some audio in gap area.
There are audio in red rectangle area. Why?


texts: how to Rig / Animate a Multi Lobe Camshaft

texts:
Hi im Trying to animate multiple Cam Lobes on a single shaft
Like So
and each Lobe is at a different interval to each other which is where I have drawn a blank.
and each Lobe should drive their own individual Valve
Does anyone have a super Solid Solution to this
Here is the File if you need the Physical Camshaft and Valve Setup to help me with my rigging problems


texts: Can we smooth selected faces to make curved surface more precise?

texts:
Is there a way to smooth selected faces to make curved surface more precise?

This kind of mathematical accuracy is of course easier achieved by using nurbs oriented workflow, but it could be handy to have in mesh modeling workflow too.

There are commands like flatten and smooth vertices, but those commands try to make the surface more flat or planar and don¨t take into account the basic shape or geometry. So this wanted feature could set points to approximated curve and use that as reference to move the faces.

Subdivision-surface workflow could be a one option, but is not usable in this modeling scenario.

Thanks!

Original mesh. The selected faces shows the curved surface, of which I am talking about

Same mesh from above. Red curve indicates the wanted curvature of faces.


texts: Blender Eevee lighting Rendering - Flashes of light in animation

texts:
I am experiencing a strange lighting effect with my last 2 rendered video animations in Blender.

The only thing I think my last to video animations had in common is the presence of more than one source of light in the fixed camera scene.

At random times during the animation strong and 1 frame long flashed of light appear.  They have the colour of one of the lights present in the animation in the screenshot below you can see one of these flashes.

I would like to know what I am doing wrong and if I can eliminate all the flashes.

Thanks in advance.


texts: What is the order of transformations when exporting to Collada?

texts: When I export models to Collada format, some transformations (bone animations, mainly) use transformation matrices. In order to decompose these matrices in the target program that loads the Collada file, I need to know the order of the transformations (scale, rotation, translation). Mainly I'm concerned if the scale is applied before or after the rotation.


texts: HELP! I tried to render some objects, but the result is only black!

texts:
I want to render 2 object, in the rendered preview it looks fine

butwhen I press F12 the result is only a black screen like this

I have switched the little camera icon in the left on, btw I deliberately switch off camera in object 'Plane' that I don't want to render,

If you want to help me please download this blender file, thanks http://pasteall.org/blend/index.php?id=50853


texts: Selecting specific control points on a mesh when using box selection

texts:
Is it possible to select vertices/edges/faces that the selection only touched
not all of the them?


texts:
For some reason, some of the vertices of my mesh are not being displayed in edit mode:

This is my mesh (it is all a single mesh).  I am in edit mode with vertex selection enabled.  You can see some of the vertices displayed on the hair and on the seams of the clothing.  However, most of the clothing's vertices are not there.  If I go into edge or face select mode, I can select the edges and faces of the blank areas, but am unable to move them.
The clothing parts were originally created using a solidify modifier that was then applied to make a solid region.  Not sure if that is a factor.
How do I get the vertices to display over the entire mesh?


texts:
I recently changed my computer. So I opened the blender, and I have so many custom parts that I want to transfer the startup backup file to a new computer.
I don't know the location of the startup file, but I couldn't find it.
So, how can I bring the startup file at new computer


texts:
I want to net render my project without GUI.
I know
blender command line.
I also know blender -E help
and tried the command
blender -b file.blend -E NET_RENDER -s 10 -e 50 -t 2 –a
but before running this command we need to set parameters like a master server, port etc. by GUI
Can you guide me on how to set Address(master) while net rendering through command-line?


texts: Where do I find the polygon and vertices count for an object in Blender 2.8?

texts: Where do I find the polygon and vertices count for a specific object that I've selected in Blender 2.8? I'm looking for something like this:


texts: How to get rid of excess vertices lined up in a straight line

texts:
I have a cube that is subdivided and with a hole cut through it, but there are 2 excess vertices on each edge between the real vertices. How do i properly delete them without upsetting my project?

EDIT: what to do if the vertex is in the middle of an edge?


texts: What is the difference between IK and FK in animation on blender

texts: I am in the final phase of my project. I want to do animation using model imported from MakeHuman. I remark in the properties of the model there is two mode FK (forward kinematic) (default mode) and IK (inverse Kinematic) to move our model. What is the difference between both modes. I could use easily the FK mode but in the IK mode some lines are added (see figure 2)and when  I try to move it in order to move leg or arms of a person, i get nothing!!


texts: How do I parent two objects without unparenting another two objects?

texts:
I created a plane. I divided it into lots of segments. I created a 3D object and, when I was happy with it, I duplicated it a bunch of times (ctrl+D,X). Then I went along some of the vertices of my plane and selected, and did hook to new object.

Now when I select a 3D object and then the empty object and press ctrl+P to parent one to the other that works... For a while. As soon as I parent the next 3D object to the next empty, the first one loses all relationship with its empty.

What have I done wrong and how do I fix it?

Update. In order to clarify, I reloaded my save and tried to take some screenshots.

Not parented, right? So, I parent the one on the far right...

Uh...?

I don't get it but okay. Let's do number 3. (Select hoop, select empty object)

Nope...

I am, at this stage, a very baffled newbie. Clearly, I have stuffed up but how and where?


texts:
In Blender Render (bpy) how can I run the python script on start up. So as soon as the file is loaded the script runs without having to click the Run Script button.

Or is there a way of creating an executable file with auto runs?

Thank you

Sean


texts: "Child Of: Bone" Objects Export With Separate Animations in Unreal

texts:
I have recently created a character with separate objects associated with the main body via the child of bone constraint. My character animates as intended, and the objects move with the bones to which they are linked (e.g. right shoulder pad animates with the right shoulder rig, goggles animate with the head, etc.)

However, when I export the file as an FBX and import the character with the animations into Unreal Engine, the objects no longer animate with the rig itself, and simply stay stationary. Additionally, there are two other animations that come with the imported "walking" animation of the character; these are for the shoulder pads. Their respective animations do not exist for the idle animation, or the other animations I have created, and there is no such animation for the "belt" or the "goggles" objects in Unreal Engine.

As you can see, the objects are not associated to the rig when imported to Unreal; however, they are children of the rig in Blender and animate properly. Does anyone have any idea why this is happening or how to fix it? Thank you.


texts: Making objects fall into a pile with Particle Emitter

texts:
I am trying to make objects fall onto a plane and actually pile up like normal objects would.

Instead of that, the objects fall, bounce around a few times, and end up merging with each other until they're all totally flat on the plane:

I've tried many different settings in Physics for both the plane and the cube, I've even tried to play with Molecular add-on but I couldn't find what settings relate to "Particle Self-Collision" in Blender and/or Molecular.

End goal:

Being able to create a pile of objects that looks realistic (as if objects were dumped on the ground from a container) as such (bills only, not the coins):

Note: There are some similar threads around but the website "blenderartists" seems to be down as I write this.


texts: How to add to a floating object, several other objects, so they swam with it?

texts:
I made the ocean and floating object, using this tutorial (https://www.youtube.com/watch?v=11F1NRpqrzY).

How to add to a floating object several other objects, so they swam with it? For example, how to add a mast and sail to the hull of the ship, but don't combine all of these objects into a single object?

I wanted to use constraints, and give them a "copy location" and "copy rotation" of the floating object, but I don't know how to apply these constraints to a group of objects. If I apply them individually to each object - they will move in the wrong position, and I have to move them back in edit mode. I have a lot of objects, so this is not an option.

How to solve this problem?
Thanks in advance!


texts:
I have 0 experience with any 3D application. I was told to start looking into it as I have been looking for a quality hobby.

Today I found Blender that seems like it might be a good place to start (and it's free too!). My problem is where do I start? I want to learn the ins and outs of Blender as well as all the terminology that has to do with 3D but I prefer reading books than working through tutorials.

So my question is, if I were to get this book: https://store.blender.org/product/blender-for-dummies/ would I be able to learn the basics of blender from scratch while still understanding the terminology involved in 3D applications?

Thanks


texts: How to tell which objects are using a Bezier Circle as bevel object?

texts:
I have a large animation (over 200 objects) that I have been working on for a while. In the animation I use a great number of tubes, made simply by defining Bezier Circles as bevel objects for Bezier Curves.

Some of the Curves share Circles as bevel objects, and I'm now starting to realise that this is a problem, since I would very much like to parent each Circle to its belonging Curve and hide it, for the sake of order.

Rather than having to manually inspect every Curve and take note of which Circle it uses, I would like to do the reverse operation, i.e. go through every Circle and take note of which Curves that uses it as bevel object. This is nice because it would allow me to duplicate Circles used multiple times and parent each new version to a Curve. Can this be done? If not in the GUI, then possibly programmatically?

TL:DR
I want to go through each Bezier Circle and see which objects that uses it as bevel object, so that I can duplicate a Circle if it is used by multiple objects, and parent each new Circle to its belonging object, such that no two objects share the same Circle as bevel object.


texts: Object is not visible against the background of another object

texts:
I have two basic object in the scene

When I choose orthogonal view (X) the smaller cube is not visible against the background of the bigger one.

The problem appears in 2.83 and higher. Why can it be?
How it looked in 2.82a:


texts:
I'm pretty new to Blender so I apologize is this is a silly issue or has been answered before..

I'm trying to make a wagon wheel, but whenever I add the array modifier and apply 'Object Offset', in my case to an empty, the array pieces sort of.. hover around the empty in a weird way. They all vary in sizes and are stretched oddly..

I have Rotation and Scale lock applied to the original piece and all centers are lined up... Even doing exactly what a demonstration video does I get this weird result.. Not sure why it's happening.

Any help is appreciated!


texts:
I'm trying to use the face instancing workflow, but I would like to rotate the instance orientation for some of the instancer faces.
Using Alt+N (flip) will rotate the instance orientation 90 degrees, but I'd like to be able to rotate the instances on this face 180 degrees in this instance.
Is there a way to explicitly set or edit face instance orientation?
Thank you!


texts:
I am building a car engine and I want to set it to smooth shading. But for some reason it does not work.
Has anyone an idea how to fix that?

Here you can download the .blend file.


texts: Particle Flow along a Curve with Turbulence

texts:
I'd like to replicate the effect in the follwing the picture:

I did create a curve with a particle flow on it already but I don't know how to make this kind of eruption effect.
Scene Download
Would be nice if someone can me help out.


texts:
Why is there these strange shadings?
I've checked and I don't have any overlapping vertices, and the normals are all pointing the correct direction.
I think this started happening after I deleted a loop on the inside of the long straps, but when
I realized it, I wasn't able to control z far back enough, and I accidentally already saved after I deleted the loop.


texts: Blender Fluid Simulation Inflow From Particle System With Liquid Simulation

texts:
I can't figure out how to make liquid inflow come from the particle system. I know smoke and fire simulation can use particle systems. So how can I make particle systems work with liquid simulation? Or how could I make spray effect some other way?
Link to example project: https://drive.google.com/file/d/1Mi1Cn4jw-h5rlnegF6LBxAVLh3T7ydUr/view?usp=sharing


texts: Adding leafs to a tree not showing up correctly as they should

texts:
I'm making a forest pack and I've got everything down except for the leaves, the only problem is that I don't know how to get the leafs to the right scale and rotation so that they don't show up "wierd" and my goal is to make the leafs look like in the following image:

But currently my tree looks like this (the one on the left):

I want to know how I can make my tree (the one on the left in the second image) look the the other two trees, I am using the Sapling add-on in Blender 2.75.

Any help on how to get the leafs of the pine tree to look more professional and how they're supposed to will be greatly appreciated.
I am using a leaf texture from CG textures (now Textures.com).


texts: Obstacle on path does not interact with fluid

texts:
When I animate the obstacle with keyframes and in the animation the obstacle goes through fluid, it interacts. When I do the same with obstacle following the path, it does not interact. Am I missing something? Thanks

And here is the Blend file:


texts: Some partial animations cannot play as additive in Unity

texts:
I am making a character in Blender and animating it through Unity's Animator Controller.
I have a Base layer in Unity which animates the basic body movements, and an Additive layer which animates the expressions.

The setup is working fine, but something is wrong with some of the partial animations. They get imported into Unity just fine, but will only play as Base-animations or Override animations, not Additive. As Override (when they are the only animations playing) they play just fine in Unity.

None of the bones in the expression-animations are referenced in the base/body animations and vice-versa.

At first I thought this was a Unity issue, but I fear it is my Blender animations that are to blame.

Anyone have any ideas or pointers as to why this could be happening?

Best,

/John


texts: Can I model the Sun-illuminated planet system?

texts: I am not related with 3d business at all. I just wanted to model a Moon terminator paradox. It is when Sun is below the horizon on the right and the Moon is above the horizon on the right and you see that it is illuminated from upper right corner, despite you would expect the the moon must be illuminated from lower right corner, where is the Sun. Can I model this with Blender? I am pig-ignorant about the 3D tools. I see that Blender tutorials say about point light source but can you locate it arbitrarily?


texts: Ambient Occlusion and Volumetric Lighting

texts:
I am right now doing an interior scene for a customer. For trying out some stuff I thought about volumetric light. Unfortunately I can't get it to work thought I used it before successfully. My thought was, that the ambient occlusion got something to do with it. But even turning AO off won't show the known volumetric effect.
Since the scene is quite huge and has a LOT of linked objects I can't share it that easily.
Now this is no must have and I am short on time and I am just curious - I won't try out a lot (later perhaps) and therefor just asking  :)
Does anyone know anything about an interaction between these two?

Thanks in advance!


texts: Torus name keeps changing - keeps on adding index suffix

texts: When I add say two planes together the planes get the names Plane, Plane.001 and so on. But when I add one, delete it and add the second plane, it gets the name as Plane. But for Torus, I am getting Torus.001. I have deleted and added several times but it goes on increasing the number. For this I am facing problem in accessing the Torus through python script. Can anyone please say the possible source for this error and the solution to it? I have checked its not happening with other Mesh objects.


texts:
I was trying to create train tracks using NURBS path and everything looks to be great till I press play.

As soon as I play it in Blender Game Engine, the objects are no longer merged and have a clear separation (making it unrealistic).

I believe the problem is that one of the object moves till it reaches the other ones edges, but what I want is that they should not realign themselves.

Here is the blend file.


texts: When animate nodes names are translated, the Chinese will not display properly

texts:
Obviously he only supports English, but what can I do to make it show Chinese
(I tried Unicode)


texts: How to copy a specific area in a 3d map?

texts:
I bought a 3D map of whole hong kong city but only specific area is needed. (i have attached an example photo for your easy reference)

Any chances to copy the selected area and save it as another 3D object file?

My purpose is to put it in powerpoint as a 3D object, for presentation use.
(as you can imagine, the original file size is too large, not feasible to put the whole city map into a powerpoint)

Thank you so much for your help!


texts: Importing a STEP file with multiple objects inside it

texts:
How do you import STEP files in Blender?
Usually I do it using FreeCAD; I open the STEP file and export it to STL, then import the STL file in Blender and it's all done.
That works flawlessly when there is only a single object/part/whatever you wanna call it, the only very small issue you can have is that sometimes the origin can get messed up, but fixing that is as simple as right clicking and going to Set Origin and selecting your favorite option.
But, when there are multiple objects present inside the STEP file, things change a lot. Converting the STEP file to STL gives you the whole structure, but it's no longer separate objects, it's all in one object, meaning you can't work on it anymore and it's just a brick that's just there. Note that I've tried with multiple files and programs, I've tried with the aforementioned FreeCAD, CAD Assistant, and several other tools online.
Also I've seen someone say on here that they've used CAD Assistant to convert the STEP file in .gltf/.glb, but importing a file with those extensions gave me these errors (for .gltf and for .glb), and I'm not very sure it doesn't do the same thing.
Am I doing it wrong? Like, am I omitting something, or am I using the wrong file format to export to? I'm not very experimented in this, I've only been using Blender, or any 3D software for that matter, for maybe three months very irregularly so go easy on me lol, I've just found simple and basic stuff that worked for me for now. And, don't recommend me that paid extension, since I'm pretty sure there's other alternatives too
Also, if anyone's asking what I'm trying to import in Blender, here it is.


texts: Can modifiers, in Blender 2.78, be applied as shape keys?

texts: I ask as I cannot find it. Still, it is in Blender 2.61


texts: How do I apply materials to instances (alt+d) objects simultaneously?

texts: I have applied materials simultaneously to individual objects with ctrl+l / materials, but the ald+d objects do not allow or show the applied materials.  How do I apply a material, as I cannot even apply it to one? except the shift+d objects.


texts:
I created animation and rendered al frames, than I create new file, go to Video Sequencer > Sequencer, press shift + A and add all frames to render them into animation. After that I see, that original frames really more brighter than rendered video, so I want to keep the original brightness. Compositor is not used.
Earlier I did animation and I do not remember that I had problems.


texts: Subdivision Surface not making things smooth as they are in the tutorial I am following

texts:
I am currently trying to develop my modeling skills, and following a tutorial found on YouTube. The tutorial teaches how to create an anvil. At 19:10 or so into the video, a subdivision surface modifier is used to create a smooth, soft look.

However, when I do the same, mine looks very sharp and generally bad.

Any ideas why? I will include the blend file below, I appreciate your time and suggestions.

The Tutorial I'm following (skip to about 19:00)

This is his when he subdivides, which is very different from mine when I do the same at the same settings. (I cannot post more pictures because I am new, but if you check the blend file I attached, you should be able to see the difference.

This is what it looks like when I subsurf without the base face.


texts:
I've modelled an apple and I gave it colors but the top has a stem which seens to start brown and finish green. I tried to replicate that but I don't know how to make the textures smoother (gradient) (starting brown and slowly becoming green)

Left How it is/Right how I would like
I'm a beginner, sorry if that sounds obvious


texts: Cycles: Trying to bake all materials to one image, but it creates an image for each material?

texts:
I'm doing the normal:

Create new UV map.
Unwrap
Make A New Image in UV editor.
Bake -> Diffuse Color

Again, instead of putting them all onto one image, it makes like 4 or 5 images for each material. All combined together, it would be perfect, but this obviously isn't.

Any ideas? Thanks!


texts: How to select layer in the object data instead of selecting the stroke in grease pencil?

texts:
How to select layer in the object data instead of selecting the stroke?
The grease pencil layer cannot be selected either in the outliner or under the object data layer panel.
I tried to lock the other layers so as to isolate the target layer and use [select box] in [edit mode] to select it. I am wondering is there any quick way to select the target layer?


texts:
Can anybody tell me how to avoid these nasty artifacts that make the flag look like it is broken on the folding part. They are shown in the Viewport and final rendering. Here is a still from the 15 second animation. I should mention that I created this flag with the "Import>Images as Plane" add-on.

It is a simple mesh, just a plane with subdivisions. The problem began when I started messing with the Force Fields and Physics.


texts: How do I get a Falloff offset matrix to look like it's coming from a single point?

texts:
In my example file the LEGO car looks like it's being assembled from a central point and it's okay when it's relatively close in size to the icosphere I am using as a prop.

Relatively close in size

You can see here the objects are in the models final structure

It does not look so good when the model being assembled is much larger than the icosphere prop. The pieces come from a much wider range.

Relatively large

I've tried to adjust initial transforms but then I loose my desired built model.

My question is how can I maintain the same effect of the model being assembled and the pieces are coming from a single point?


texts:
I'm trying to constraint a camera inside a "complex" (i.e. not a cube or a sphere) mesh. Since I couldn't find any built-in way to do it, I'm splitting my mesh and separating it by its faces, and then using Floor Constraints on every face. This will do the trick for convex meshes, and will probably be doable via a script. My problem though, is that I don't understand the behaviour of the floor constraints settings:

You can see in this screen that both the faces in blue are oriented so that the camera is allowed to live in the negative Z space, and yet, I had to use different settings to achieve that result...
I've tried playing with the "Target" and "Owner" spaces (i.e. World or Local), but I don't think that's the problem.
Thank you in advance for your help.


texts: I installed an add-on, it didn't show up so I restarted Blender. It still didn't show up so I thought I'd load it again (I didn't check to see if it was in the add-on list). What happened is shown in the attached image.


texts:
I want to place a spot light right where my camera is and at the same orientation.
If I wanted to place, for example, a spotlight where a cube is and in the same orientation that I can easily do but I am stumped to how to do that with matching the angle of a camera.
So I place the 3D cursor at the active object, in this case the camera, but all the surface orientation or other option don't work. I tried every combination. I can't get the orientation to match the camera's angle.
How do I rotate the 3D cursor to match the rotation of a camera?


texts: Transparent model does not render correctly, looks ok while editing texture

texts:
I have imported a model of this tree and I am attempting to include it within a scene. The area surrounding the leaves shows up as transparent in the texture editor (first picture), but does not render properly (second picture). I'm using png and RGBA for output, so I'm not sure why it won't show up properly.
Any tips on fixing this?
Edit: Added file. Model is not mine.


texts: 360 renders have artifacts on glossy objects

texts:
I have made a scene with an ocean. I used glossy shader as its material. When I render it I found weird artifacts at the bottom of the 360 render.
So I made a new blend file to test if the issue is with using the gloss shader or if the issue is with 360 renders.
Using a sphere with a Voronoi texture as displacement. I used a glossy shader on it. And yes the issue seems to be that reflections get weird when you do a 360 render(paranomic).

Please help me understand what the problem is.

Edit:
Unfortunately, the render is above 4k. so it's not possible to upload it here and if I downgrade it to low res im pretty sure u won't be able to see the artifact.
So here: https://youtu.be/C7360TeoJ8I I uploaded it on youtube.
Is it possible to upload a blend file here?


texts:
Is there a website which hosts many free animations that can be used in blender? Many websites confuse each other with models (technically is model, but animated).

For example: https://clara.io/view/19b00b61-6d1b-4f6b-92a1-0c69b9b90a45

Thank you


texts:
I'm currently discovering the reworked UI of Blender 2.8. I have some kind of cube, cut in half, mirrored to a full cube again using the mirror modifier. In edit mode, I've noticed some changes that I personally dislike.

It could be a bug, a feature, or just a default setting:
I'm only seeing the half mesh that I'm able to edit, the other side is simply not shown. In previous blender versions, you could always see the mirrored part, here it is completely gone.

Also, if I'm using subdivision surface, I can only see the real model in edit mode, without the filter "applied".

Here are two screenshots showing a similar model in edit mode:

Do you know if this is just a simple setting?

Thanks


texts: MMB Breaks in from orthographic view to 3d view

texts:
When am in an orthographic view either front or side and
try to rotate with the MMB it breaks in to 3d view port. The camera doesn’t show on the model unless I zoom out and zoom in to see the model.


texts: How do you extend the life of a collision motor?

texts:
The object rotates with the string wrapping around it - but it ends at frame 250?
How do you extend the collision time to end at say, frame 350? So the string wraps around more?


texts: How to start modeling a van (the inside frame)?

texts:
I'm new to Blender, and have a specific request... Something I'm struggling with in Blender. I'm first, sorry for my grammar, english is not my native language ! I hope you'll understand everything !

Well, I'm into my own van renovation, and right now in the conception part, and the first step is taking the proper mesures and make the van as a full object in 3D and more precisely the inside part. I obviously need blender for that, I've tried in Sketchup, but is not as good as I would like it !
And unfortunately, my ability in Blender are not going far... And I don't know just... How to start ?
Its even harder as the van is not straight at all (curved lines are everywhere !!), so I can't start by a simple cube...

I just join to this post some pictures of the van itself, as it can show what I'm struggling with : the framing of the van...
That's how its look like inside. As you can see, there's a outside cover which is the van body, make of big metal sheets, so its regular and smooth. And glue to it the inside frame, made of several little parts, with several kind of straight/curved geometric shapes...

So, I'm coming to you today, as I really need a methodological line to start modeling the van ! Maybe, if you know any videos tutorial that explain a similar method than the one I should use, or... anything that will do ! :)

Thanks in advance,
Cheers !!

Estelle


texts: Help: cannot find vertex_normal as attribute in 2.93 beta

texts:
I am following this tutorial on geometry nodes https://www.youtube.com/watch?v=DQVYieRfQBY&t=12s which is using 2.93 Apha. I couldn't find the alpha so I downloaded the beta. My issue is that at 3:38 they select vertex_normal and I cannot find this attribute in 2.93 beta. Please help.

This is what I am getting


texts: How to use repeatedly non destructive Booleans

texts: I have 2 meshes, and I'm doing a a difference Boolean non destructive. I wanted to use the same Boolean, so I duplicated it, I can see the outline, but there is no other cut. I'd like to use the same Boolean to repeatedly if possible, rather than making using more meshes.


texts: Convex or concave hull, depending on quad or non quad, why this behavior?

texts:
Related to this question, I've tried to understand how triangles are interpreted in Blender.

Doing these experiments, the result is a bit surprising and I'd want to know why.

Starting from a quad, I obtain this (see gif below): kind of convex hull is calculated and the faces are overlapping only for first and third vertex in fan point of view:

But if we test that for a polygon with more than 4 vertices, it does not happen anymore:

Surely, I've not tested it for all configurations (all vertex amount), but it seems to be a rule.

Why? And, by the way, how this behavior has a link to my original question?

In hope the title of this new question is good enough, this time, thanks for any information.


texts: OBJ texture issues: halved/triangular faces in Mario Kart Wii

texts:
I've just gotten into modding Mario Kart Wii and I was hoping someone on this end of the 3D modelling process could help me with my texture issue.

For kicks, I found a Thomas the Tank Engine model from a Nintendo 3DS game on a model site. When I first loaded the model into the game, the faces appeared as they do in the photo I've provided. At that point I assumed the polycount needed to be lowered to 1000, so I removed bits from the model to bring it down to 999, and I still have the same problem.

I've just made a model with 12 faces (cube + 6 other colored panels) and again the same result. Hopefully someone out there can enlighten me on the formatting for the model, or whatever I'm missing. This could also be something I'm not getting involving the BRRES model importer for modding Mario Kart.


texts:
so im making a roblox rig and im trying to import a different avatar model to add to the rig
but when i import it then it duplicates my entire scene and doesnt import the obj?
i tried restarting blender multiple times but it didnt work
could i possibly have saved all the meshes in my scene as the obj file accidentally?
gif showing problem: https://gyazo.com/a2edca9aba56b044005ae3d7a34e0ff2


texts: Is it possible to remove Blender Render/Internal render?

texts:
I want to clean up a bit in my Blender UI, and thus want to completely remove Blender Render.

Is this possible? And will it have any negative effects in working with cycles (create bugs/similar)?


texts: vertex coordinates in panel made with python script do not update

texts:
I modified the UI panel simple template so that the coordinates of the vertices of the selected object will be listed:
class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

        vNum = len(obj.data.vertices)
        for i in range(vNum):
            v = obj.data.vertices[i].co
            layout.label("vertex " + str(i) + ": (%f %f %f)" % (v[0],v[1],v[2]))

This does print vertex coordinates in the panel:

However, the coordinates remain unchanged when I move the plane. How can I make the vertex coordinates update real-time?


texts: I am trying to export a model from modo to blender and the polygons are coming in with a weird look. I am exporting out of Modo as a FBX & OBJ and I get the same result with both. The polygons appear to be the correct shape but there is odd tearing look on the polygons any idea whats going on here?


texts: Reducing vertex density as distance from point increases

texts:
I have a 3-D mesh of a human head (mine!), ~100K vertices.  I'm attempting to simulate soundwaves entering the ears.

The simulator's memory requirement shoots up as the vertex count increases by O(N^2)

So I need to massively reduce the vertex count.  However, I need to keep the highest level of detail for the ears.

One approach might be to separate off the ears, and reduce the remaining mesh, then put it back together again.

Another approach might be to create a script that receives the xyz coordinates of each ear (maybe I can choose a point right at the entrance to the ear canal) and automatically merges vertices that far away from both foci.

Or maybe there is another approach?

Please do bear in mind that I've only ever use Blender once, and that was for something trivial: changing the file format of a mesh, so please don't hold back!


texts:
I want to set sub surf value by reading number from the Enum Property

How do i do that ?

import bpy
def SubSurfSet(self, context):
    print(self.value)
    #bpy.context.object.modifiers["Subsurf"].render_levels = 2

bpy.types.PoseBone.SubSurfEnum = bpy.props.EnumProperty(
            #(identifier, name, description, icon, number)
    items = [('None','No Smooth','','',0),
             ('Smooth','Smooth','','',1),
             ('Smoother','Smoother','','',2),
             ('Smoothest','Smoothest','','',4)],
    name = "Mask the MESH",
    default = 'None',
    update = SubSurfSet)

bpy.data.objects["Frog rig"].pose.bones["root.dummy"].SubSurfEnum = 'None'


texts: Is it possible to get automatic smooth edges with flat faces without adding geometry?

texts:
I'm new with Blender and this seems like a simple thing but I haven't been able to find the answer.

The only way I've been able to find to get smooth edges while retaining flat faces is to add extra edge loops as in the first answer to the question posted here: How to keep flat faces flat when using smooth shading

However, manually adding extra edge loops all over the place just to get smooth edges is not an option for my workflows. I need an entirely automatic way to get smooth edges of a certain thickness, similar to how it's possible to get beveled edges of a certain thickness automatically with the bevels modifier.

Here is a shape with automatic bevels. I need something similar, but with the edges being smooth.

Here it's changed to use smooth shading. This doesn't work since the faces are no longer flat.

Note:

The "Auto Smooth" setting in the Normals section of the Data pane for the object won't help here. It too will either smooth both edges and faces, or neither, depending on which angle is used.
Subdivision surface modifier doesn't work. It requires adding edge loops to control the width/size of the smooth edges so is not automatic.
The Smooth modifier doesn't work. This modifies the vertex positions rather than splitting the edges similar to bevels.
This is for use in a game, so any solution that produces results with lots of triangles won't work (like just using bevels with a high segment count). I basically need the same geometry as Bevels produce, just with normals that make the bevels smooth while retaining the faces flat.

Is this possible in Blender?

What should this look like:


texts:
In the render properties panel, under the performance rollout there is a setting for static vs. dynamic BVH.  I am simply wondering what this setting does.

From the Wiki:

  The raytracing acceleration structure used is a bounding volume hierarchy... This code includes spatial splits to make it more competitive with kd-trees.

Unfortunately, though I know quite a bit about cycles, this is totally Greek to me.

I couldn't really find much else useful on the web other than it may have some impact on animations only.  Can anybody explain this better (maybe starting with BVH in general)?


texts: Can't manipulate linked or appended objects that were made with 2.79 inside 2.8

texts: I'm using Blender 2.8 and my friend works in 2.79. Whenever I append or link his files there is something like a locked logo front of those objects and I can't manipulate these. What could be the issue?


texts: Strange horizontal stripe on a surface with a Cycles material applied

texts:
I am getting a strange horizontal stripe with rendering a curved surface with a wooden material applied by using the Cycles renderer. The picture below basically tells it all:

I've uploaded the Blender model here:
The Blender model for reproducing the problem

As far as I can tell, there's nothing wrong neither with normals nor with the geometry itself at the location where the stripe appears. Nor does it seem to be a texture mapping issue since if I switch to the "textured" display in the main editor pane, the stripe goes away and I can see the texture mapped exactly the way I want.

I've also played a bit with the node editor for the material to check to see if there are certain nodes that could contribute to this strange effect, but to no avail :(

Hopefully someone experienced from the community could give me a hint what's going on since I seem to be out of further ideas to try.

Thanks!


texts:
I'm going to be throwing a mesh into a BEM acoustic simulator.

There is a well-known resonance problem with BEM acoustic simulators --if you test for a frequency that matches one of the resonance modes of the mesh, it goes crazy.

There is a known workaround which involves creating random points inside the mesh, so that's what I would like to do.

How would I go about implementing a python script to do this?

I'm assuming scripting is the best way, please someone correct me if I'm wrong here.

EDIT: how about picking a random point-pair P Q, intercepting it with the mesh, and if there are exactly 2 points of intersection A and B, then use A + t(B-A) where t is randomly chosen between 0 and 1

For a closed mesh of a human head and shoulders (so mostly convex), a significant number of points pairs should produce a valid result

The only question is: can I determine the points at which a line hits a mesh?

EDIT: mathutils.geometry.intersect_ray_tri from http://www.blender.org/documentation/blender_python_api_2_65_5/mathutils.geometry.html

EDIT: http://www.blender.org/documentation/248PythonDoc/Mesh.Mesh-class.html#pointInside


texts: In solid mode my character has all their details and colors on, but when I switch to render, the character goes completely black regardless of the light. How do I fix this?


texts: Is it possible to get fcurves associated to a bone by script ?

texts:
I'm working on a Blender add-on for transfering animation. I'd like to know if there's a way to select the fcurves describing a bone's movement through the bone.

What I mean is that the only way to access fcurves that I know so far is:
bpy.data.objects['Armature'].animation_data.action.fcurves and I wish to know whether there is something like bpy.data.objects['Armature'].pose.bones['MyBone'].fcurves.

Alternatively, I could settle for a way to know the curve's bone name.

Thanks a lot !


texts: I downloaded luxrender, but every time I try to render anything an error comes up that viewpoint rendering is only available when luxcore API is selected. I wanted to change the luxrender API from classic to Luxcore API but There's no option for that. What should I do? Yes my system does not support openCL. So I downloaded luxrender no openCL from the luxrender site, during the installation when it was extracting Luxblend it starts to give error message through out the rest of the installation.


texts: Duplicated object still has parent material when exported to fbx

texts:
I duplicated (using Shift+d) and created 3 arrows from an arrow(This had a purple color). In Blender, the three new arrows have different colors, but when I export these objects to fbx format and use them in Unity, they still show with the parent's purple color.

Tried the following

tried un-linking the objects by pressing U and selecting Object & Data & Materials + Tex.
Verified that there is no link by going into the mesh tab for the object. (Saw that if there is a "2" beside the "F", it means that it is linked)

Created different materials for each of the arrows.
Verified online that the exported object has the purple color and not Unity issue.

I might be missing something trivial, but I was stuck here for the past 30 minutes.


texts: Unable to acheive desired effect with ID mask

texts:
I'm trying to make the render have an effect where the stars (which are exploded fragments) have a glowing glare-like effect and the other objects (i.e. film reel and cubes) are their natural colors.  However, despite having made the star objects all a pass index of 1 and the rest 0 by default, everything seems to render a green glowing effect that's supposed to be only for the objects with a pass index of 1.  To illustrate:

This is the render of the image naturally (I rendered at very low quality but it's just for demonstration purposes):

And this is with the composite nodes:

So in essence I want the objects in the the first render I showed to keep those colors, but the stars to have the colors of the green glowing effect.  As you can see from the 2nd picture everything has the green effect.

My node setup is pretty big so I will provide a link to download the .blend file so you can see the nodes more clearly.


texts: Changing node connections to be straight?

texts:
As is typical in this kind of thing I have a node tree filled with tangled curvy node connections going every which way. Even using reroutes it is somewhat difficult to read.

I've seen a number of people who have the node connections appear far more like a straight line than a bezier curve...how would I replicate this feature?


texts:
When I try to export an object using .fbx, I get unknown location error every single time. I do select the folder, but even after that, I get this error.

I use Blender v.2.83.4

I have tried to redownload Blender and I still receive the same error.


texts: What is a good approach to modeling objects with too many details?

texts:
I need help on what approach I should use to make these two models:

With so many details like that, It seems using SubD Modeling will require a tons of edge loops and the topology would be extremely complex. But using Boolean techniques will result in a great deal of shading issues and a lack of smoothness.

So how can these two models be made in Blender?


texts:
Sorry if this is a dumb question to ask, I did try to search on here and on google to get my answer but I could only find cutting out circles, mostly. I did watch some youtube vids on cutting out holes but I'm stuck with how to work w/the legs in the middle. I'm trying to create this table from scratch and I'm not sure how I would go about to cutting my mesh to get the legs like this? Once the cut outs are done how can I then create the criss-cross legs? Extruding from sides loop cuts I've done and mirroring?

Again apologies if this can easily be done, I'm still new to blender so I'm feeling kind of stuck w/this. Any help is appreciated!


texts:
I need to find these settings in blender 2.8. When you add new object (Blender 2.79) you have this object settings, botom left. But in version 2.8 I can't find it.

I need to change sphere/cylinder segments in blender 2.8.

Thanks for your help.


texts:
Dear Blender Community,

since Blender has a brand new volume object type, I'm trying to import volumetric data which is not in openVDB file format because it was generated during a physical measurement. Is there any way to import such data to blender and render it out? Which file formats are supported or is there a way to translate them to openVDB files, maybe using a second software?

Thanks a lot


texts: Strange seams while rendering glass object

texts:
a newbie question that has probably been answered before, but I couldn't find a definitive answer:

I'm trying to render a simple glass container with some dark liquid in it, but I'm getting weird "seams" on the round edge of the container in rendered image. It's as if the normals are somehow miscalculated and causing the refractions to render incorrectly. This should not be the case, as I have recalculated the normals for the outside, as you can see from the image. I used the Solidify modifier to get the container, original mesh only had single faces for all the sides (and the rounded end) minus the top face, no other modifiers used. The liquid is a separate object that I created by copying the inside of container.

So, what's causing those seams to appear and what can I do to get rid of them?

The problem, circled with red:

A view from my editor, as you can see, normals seem to be OK:


texts: How to avoid operator `collection_instance_add`?

texts:
How to create a instance of a collection from a Python Script/addon
without using the collection_instance_add  operator?
With the operator I use something like:
bpy.ops.object.collection_instance_add(
    collection=the_name_of_the_collection_to_use,
    align='WORLD',
    location=(0, 0, 0),
    rotation=(0, 0, 0),
)

With this I get no reference to the resulting object, and also don't know how it is named (automatic name wrangling).


texts: Snap vertex to edge in only one direction

texts:
I'm trying to snap a vertex to the edge right above with with axis locked to z. But it just slides along the edge. Going to vertex mode doesn't help either. This should be possible though as there is only one solution for blender to accomplish this really... idk if this could be a feature request? It's not the first time I'm encountering this problem.

Is there a way to make it work?


texts:
Background: I am trying to do a animation of the deformation of a thin sheet, that has its motion at each point that is modeled as a sin wave (something like z = A*sin(freq*t + phi), where A and phi are the amplitude and phase offset of each point, and t is time.  Much like water wave simulation, but I do need to be able to set each point amplitude and phase precisely.  I modelled the surface as your standard grid, but with two planes so it is a sheet.  I then added an armature with a bone for each point ( I tried shapekeys, but bones seemed to be easier), and also added a driver for each pose bone. I can access the drivers through Python with code like the following

obj = bpy.data.objects['Armature']   # the armature my model is
drivers = obj.animation_data.drivers
for d in drivers:
    d.driver.expression = "%f *sin(frame / %f + %f)" % (amp, frame_div, phi)

However, then problem I have no idea which driver applies to which pose bone. The driver data structure seems to give no indication which bone it is driving.  I assumed the order in which I added the drivers is the same as the order of the bones, and this cam close but some seemed off.

So, the basic problem is, how do you know which driver applies to which pose bone, in Python?

Alternatively, is there a better way to do what I am trying to accomplish, without using bones/drivers?


texts: Is there a way to check a mesh for problems?

texts: Is there a way in Blender to check a mesh for missing or duplicate faces, mesh abnormalities, or other issues that might cause problems when it is exported and used as data for a real-time application such as a game?


texts: odd vertex behavior when translating or editing

texts:
I have a woman 3d model that I've been working on for a while. After I've fully  meshed, skinned, morphed, tweaked and textured for third time, I'm getting this maddening glitch:

The hand has 4 vertices that jump to that same location. Notice that its just the hand model and I've removed all modifiers, weights, vertex groups and shape keys.
I'm trying to figure out how to fix this. It would be very disappointing to have to rework the mesh yet again


texts: I have a mesh that resulted out of a photogrametrie and that I'm editing in blender. I'm trying to remove the scattered part of the edge at the end of the mesh so that the mesh has a smooth end (as indicated by the red line in the picture). Does anybody know a good way how to achieve this in blender (other than manipulating each and every vertex)


texts: How to toggle visibible / selectable / renderable for multiple objects?

texts:
For quite long time, I was looking for a faster way to toggle (or toggle off) visible / selectable and renderable for many objects, as illustrated below:

I know we can do the relatively quick select by dragging in the Outliner, but it is not so fast though; Also, we can try H and AltH, as well as Ristrict Render, but the objects must be selectable first.

So, how can I do this in a faster way? Script would be acceptable, if necessary.

Edit:

To simplify my question in another way: Is there a way to make all hilighted items listed in Outliner to have either of these properties unified?  For example, I want to have all objects selectable, what should I do instead of having to toggling them one by one? Intuitively, I tried to press A twice in Outliner, then hit S, I thought it would work similar to what A works everywhere, I mean a kind of "unified" toggle, to toggle all of them on or off, regardless their initial slectibility. But appearently it cannot be done in this way. So I'm looking for a better way to do this.

The only way I can think is to group them all first, then switch the outliner display type to Groups, now I can toggle them all by a single click. However, four problems here:

Again, It doesn't work with the unselectable or invisible ones, which cannot be grouped since I cannot even select them.
it means I have to give up the current selection first, which is sometimes unwanted.
Even if all objects are initially selectable and I don't care to give up the current selection, creating a temporary group then delete it afterwards seems not as fast as expected.
I'm particularly talking about a complicated scene with a large number of objects, which makes Outliner the important place to organize them.


texts:
I'm trying to start my model with a basic flat plane to represent a floor.  It isn't a square room, there are alcoves and other things that make the room irregular.  I've been trying to work out how to create such a shape in Blender and nothing I'm searching online comes even close to showing me how to perform what really ought to be a pretty basic task.  Here is a sketch of what I'm trying to draw.

The measurements are there because I need it to be fairly accurate as it's based on a real room where I need to place furniture etc.

I've started by creating a 2743x3625 plane in Blender, and I want to remove the two cutouts, one in the top-left, and the other skinny one on the left side wall.  I thought I could do this by creating two more planes of the appropriate sizes, positioning them and using the Boolean tool to subtract them from the main shape.  This doesn't seem to work however, even if I extrude them to 3D shapes and try that way.

I've also tried adding loop cuts, but I can't manipulate those accurately enough.  If I try to set a position, it does so relative to the middle of the plane where it starts.  Am I stuck with this method?

Is there some other/better way of doing this?  Ideally this shape would be a single plane, not a bunch of planes grafted together, but I don't know if this is possible like it is in other modellers.  Any help will be greatly appreciated... I'm pulling my hair out.

(Blender 2.79)


texts: How to hide the armature to do UV unwrapping?

texts: I'm new to Blender. I have made and rigged a character and want to do UV unwrapping to texture it but I don't know how to hide the armature to be able to do the next step. Please advise.