texts:
I’m a bit confused when to use/not use Parents, Groups or joining multiple objects into one object.

For example I have 500 trees which are 2D images on planes. There are 25 different tree images that are duplicated to make up the total tree population. Can each variety of tree be one object even though they are spread throughout the scene or should they be grouped or parented? Or can all the trees be one object or each tree an individual object? Or is there other methods I haven’t considered?

I know that any of these options will “work” but what is the proper way to organize the various objects in a scene and why?

My understanding is that there are reasons for easier identification and locating items but I’m also interested in how these different relationships can affect workflow and even viewport or rendering performance.


texts:
I'm finding it impossible to generate my model's rig so I can animate it.. I've positioned the metarig twice now, re-imported the model as a much lower poly-mesh, checked the mesh's integrity and looked for any detached parts that aren't meant to be detached, and hid the separate meshes from the scene; (which I need visible and unattached for the animation); and it still throws this error.

Every tutorial I've found and followed waits until after the rig's generation to parent the rig and the mesh, but I did try doing that before as well. That resulted in just the circle with arrows at the model's feet, but no actual rig.

The only bones I deleted from the metarig are the face bones, and the only other edit I made to the metarig was for one of the spine bones. Before the NoneType error, it gave me an error that one of the spine bones was disconnected. In order to get that to work, I had to parent the ends of that and the bone it should have been parented with together.

I don't know what to do at this point. I've been bashing my head into the problem for going on 3 weeks now and have made 0 progress. I'd really appreciate some help.

Blend file:


texts: How to Properly Import from Blender to Unreal 4?

texts:
I am having difficulty importing my ".fbx" from Blender into Unreal Engine 4. The error I am receiving says the model has "degenerate tangent bases, which will result in incorrect shading". Unreal and Blender are fully updated and I have the newest versions. I am on Windows 7 and have tried it on Windows 10 as well as a Mac so I know that isn't the problem. I've tried it on Intel graphics and Nvidia graphics so that isn't it either. Also I tried multiple .fbx versions such as FBX 7.4 binary and FBX 6.1 ASCII already.  I tried different computers that had 4, 6 and 8 GB of RAM.  The processors I ran it on were Intel 2.3 GHz and 3.3 GHz. Also the computers were running at 64 bit. Is Blender compatible with Unreal?  And if so how?  There are no tutorials online that have helped or shown the correct way to import into the Unreal Engine without errors. I've searched high and low across multiple websites for the answer but I have had no luck.  Please help!

Thanks!
-Rob


texts: Is it necessary to model anything from one primitive/object?

texts:
While modeling firstly you create one object, cube for example, and making all the manipulations needed to give it a form. I have to make all the mesh's complexity inside one object using loopcuts and extrusion or, as I've seen many times in tutorials, I can create another primitive inside the object for other part of the mesh (gunbarrel, mag, etc)?
Would be great to know is it affect anything.


texts: 2.82 fluid simulation size (scale) / particles size (scale)

texts:
I try to use 2.82 to play fluid simulation. First I use default size and run simulation and get some result. The particles seem well in view port (as my Screenshot).

My domain size is 1.919 and my flow behavior is Geometry. It seem the particles are separate.

Here is my question. When I scale down both domain and flow about 20 times, the particles doesn't scale down and look squeeze together (as my Screenshot). Is there any setup to change this particles size? Or this size doesn't affect the result of simulation? Thanks you for reading my question!

(I realize 'Resolution Division' in fluid simulation. My idea is to simulate a small area and get more detail where I want to simulate.)


texts:
I have try ed so many things I can't find anything. And when I found something someone created it gives me an error.

How do i do it? I would love to see the units from my favorite Real time strategy game out of the game so I can see them really up-close!


texts:
In solid mode with Material or Texture, it is shown fine.

But in the Render mode, everything is pitch black. I have a sun, and the Opacity of the scene is set to 100%.

I am new to using Blender, so I have no idea what is wrong.
If you could help, I would appreciate it.
If you need more information to help me, I would be glad to give it.


texts: How to disable viewport overlay square thing in center while navigating in blender?

texts:
When in navigation mode, be it fly or walk, there is this overlay of square thing in middle of the viewport. Is there a way to disable it when navigating?
In preferences > themes > viewport overlay only changes the color, I want it to be transparent or removed completely in navigation mode.


texts: Materials in the game engine have no shadows

texts: I am trying to make a game in blender, but any material that I add to anything in the game has no shadows


texts:
I've seen How to fill a mesh with solid color, and it is not quite what I would like to do.

Essentially, I am programatically building a mesh in python, then showing the user. I'd like to be able to set each face a different color.
For example, I'd like to do Domain colouring like https://en.wikipedia.org/wiki/Domain_coloring , but in 3D. Is there any way that I can do this?

Help is much appreciated


texts: Emit particles from faces with a specified normal

texts: Is it possible to only use faces whose normal points in certain directions, for example, only emit particles from faces pointing in the positive z direction. or some other condition, like it must lay in the x-y plane with z the z component within -0.5 to 0.5? It could be done by manual selection and using vertex groups, but that would be quite time consuming. Another solution would be to select vertices that fulfill the condition.


texts: Slow preview in the layout/modelling tab

texts: So I am very new to blender and I am currently doing the donut tutorial..I am having an issue. When I try to preview the donut in the shading tab it previews it very quickly but when I do the same in the layout tab it loads very slowly. The viewport is set to 32. I have a 1050ti and the render engine is set to Cycles. Any help will be appreciated


texts: Texture showing in preview render, but not in finished render

texts:
I added a plane, UV-unwrapped it, and added a Checkerboard image texture. It shows perfectly fine in the render preview, but when I render it, it doesn't show /:

I checked the nodes, etc. I'm using Blender Cycles (:


texts: Blender 2.8 keeps crashing while rendering

texts: So I'm trying to render the Spring demo but everytime I render it using GPU it crashes but if I render it on my CPU it doesn't crash. Does anyone having similar issues? My computer spec are 32gbs of ram, ryzen 2600x and gtx 1060. I'm thinking blender still has some stable issues still.


texts: Single verts mesh not moving with tracks even after hooking to the track

texts:
I watched a video made by CG Matter, and tried it yesterday, and it worked fine. Excellent, even.
so today, I tried it with other footage.

I added the verts, snapping set to vertex, to each track thing.
I selected 3 verts, clicked f and a triangle appeared.
I repeated the process for all the verts.
I hooked each vert to the selected object (the track which I stuck it to)
Clicked play
Tracks moving, but verts and its triangulated planes not moving

A link to the .blend file and the footage in my Google Drive
Am I overlooking something small? I just started blender and know the basics, if there is something else, i'll just look it up on Google.


texts: Why do I have 'glitched' areas in my render after enabling denoising?

texts: I am a newbie to blender and i found a 'Denoiser' option and decided to use it. I found out its function but it seems to create these 'glitched' areas in one of my  renders. What are they and how do i fix it?


texts: Get strength, velocity, direction of force field at specific position

texts:
is it possible to get parameters like strength and direaction of a forcefield at a specific position with Python?

For example I would like to know how strong a turbulence field is and in which direction it goes at position 1.0/1.0/1.0.


texts: Blender 2.83 scripting array information

texts:
when i open the array modifier (or any other modifier) without closing it, where are the info like faces and vertices of duplicated objects?
They should be saved somewhere in the memory otherwise how can blender render the "n" copies i choose before closing the modifier?
Thanks for the answare!


texts: cant see edit mode in front viewport blender 2.8

texts:
i cant see any vertices or faces or any kind of grid in the front viewport.
In 3D mode when i shift around they appear as you can see in picture 1.
however when i click '1' in the numpad to go to front view edit i cant see any geometry- no edit grids or lines. i can only see it if i click wireframe mode.
have i clicked something? everything in my viewport overlays is clicked on.


texts: How to make an object bulk when it folds after rigging

texts: I want to make an arm of a model bulk as the forearm folds. Is there any way to do it? Actually I was trying to use shape keys for bulking the arm muscles but it didn’t worked for me. I know it works only in animation.


texts:
I'm trying to use a texture brush that i've added, the source "skin" brush is a 528 by 528 image.
When I use my brush with dyntopo resolution set 200, this is the result. Obviously this is incorrect.  what settings to do I need to change to remedy this?


texts:
While hunting down some wrong-flipped faces I find it a bit tedious to differentiate the color of the wrong-sided face with the right-sided face.

It would be very handy if the wrong-sided faces would have the color red. How can I use a trick for that?


texts: Removing artifacts from transparent textures

texts:
Im trying to map a texture with transparent but it appears that it has some artifacts around the texture...

i dont have anything black in my uv:

Could some one explain to me what is happening ?


texts: Problem duplicating and separately selecting between objects

texts:
I'm wondering if there is a setting I am missing or even if I need to re-install.  I can't see what I am actually doing incorrectly.  I cannot duplicate an object and individually select between them.

Specifically in seconds 20 - 28 of this video I can't accomplish.  https://www.youtube.com/watch?v=Bc-zPyV1kew

My steps are:

1) Make new file which opens default blender cube.
2) Click cube, shift D, drag new cube left.
3) Attempt to select original cube - I can't.

My aim is to duplicate an object I've created in another file I have, resize and edit that, and be able to separately edit both objects in that session - but I can't even dupe the default shape properly. Any direction appreciated.


texts:
I tried to map this texture on cube and place the uv corner to match the object shape , but the result came out distorted. Any idea what is wrong, tried to subdivide the face by 1 and still not good. How to fix this ?

Thanks


texts: Why am I missing collisions from hair dynamics within particles?

texts:
I can't find out why I am missing 'collisions' in my hair dynamics for a object's particles. Is there some reason it might have moved? Where can I find it if not there?
Thanks


texts: I'd love to make a rusty texture for specific part of my model (look at the picture), through texture paint, but I don't know how. It seems pretty lenghty and hard for me, in case of making it manually. So my question is - is there any easier way to make rusty texture only for part of my model?


texts: How do I TRANSLATE relative to active/cursor?

texts:
so, what i wanna do is translate a part relative to an active point/3d cursor while keeping the dimensions of said part constant.

on this pic, the red line highlights the path i want to translate ALONG (line connecting the center of the part i want to translate and the point i want to translate relative to).

i can move a single vertex relative to a point with relative scaling- but it doesn't work with more than one vertex. it scales the part i want to move too.

also, the above pic is just a SIMPLE example of what i want to do. what i want is not a solution to that PARTICULAR problem - but one that applies to everything. thanks :]


texts: How can I render with RenderMan in the GPU, in Blender 2.76?

texts:
I just find out Pixar made free non-commercial renderer for Blender.
So I downloaded it, installed, added addon into Blender and try to render with it...

tt works really great but.... I don't find out how to change render settings to GPU.

Is it possible to turn on GPU rendering while using Renderman addon for Blender ?

Thank you very much.


texts: Remove inner wall on thin shell model with complex geometry

texts:
Is there an easy way to remove the interior wall on a model with complex geometry? The model was imported from an STL file for a object which is very large, but has very thin walls. One of the walls needs to be selected, then deleted in the edit mode.

Note: Using the mesh selection tools requires a huge number of steps to separate the mesh.


texts: Materials information on a file Blender Internal Render

texts:
I'm trying to get information from a Blend File, but I've just hit a wall.

We are referring to Blender Internal Render. Not Cycles Render.

I'm new to Blender basically, so I really don't have a clue of neither scripting or Python whatsoever, so I really don't have a clue of what do I have access or what can or can't do via Python scripts on Blender, so I was thinking: Is it possible to take the material information from a Blend file or from within Blender, specifically, what files they are using?

In this example, thanks to Blender, I know the files the Metal material is using are these, but is there a way to output, let's say:

Metal:
- nomad_a1_diff.tga
- nomad_a1_norm.tga
- enviroment.png

And this, with all materials? Thank you in advance!

EDIT

What I'm basically trying to get is this

Name of any materials of a mesh.
Listing the textures of that single material.

Example

Material: Metal Textures of the Material Metal: nomad_a1_diff.tga, nomad_a1_norm.tga, enviroment.png

These three are the materials for that Metal material on the image.

I want to do this with every material on the model. Thanks to this script, I've got the name of all the materials, however, instead of listing all the textures per material, it lists all the textures of the model, I don't need that.

UPDATE

Thanks to atomicbezierslinger for the script, he helped me to get a step on the right direction!

I've run your script, but it gives me just the name of the textures. I've done some research and found a function called bpy.data.materials so I decided to add it to the script and now it looks like this

import bpy
import datetime

def inspect_textures():
    for t in bpy.data.materials:
        print(t.name)
        for t in bpy.data.textures:
            if isinstance(t, bpy.types.ImageTexture) and hasattr(t,'image'):
                x = t.image
                if hasattr(x,'filepath'):
                    print(t.name, type(t),t.image.filepath)
        else:
             print(t.name, type(t), "?")

inspect_textures()

This is the output from the code above. Now it gives the name of the material and the name of all the textures of the model, when all what I need is the texture names of the specific materials,  is there something else it can be done or does it need another import? Thanks so far for the help!


texts: How to import file with .bdc format to Blender?

texts: I wanted to import from realflow file with .bdc format, but I didn't find this option in Blender. What can I do? Thanks in advance.


texts: Cycles and other addons dont work anymore

texts:
After i downloaded Blender 2.79b I got some problems...
i tried to install Flip Fluid. But I got tons of errors.

After that Cycles has stopped working. I also got an error message after I tried to activate it again in the User Preferences.

I deleted 2.79b and got back to 2.79.
But still the same error.

I also tried to install a older graphic driver (installed the newest at the same time i downloaded 2.79b).

I also set blender back to the factory settings. But still nothing changed.

I realy dont know what do to anymore.. hopefully one of you guys got an idea =)

ps. there also pops up an error message if I try to open "Release log" "blender store" ect.

thanks for your help and sorry my english x)

Win 7 / 64 Bit

Nvidia Geforce GTX 770


texts: How to duplicate an object along an edge without warping or rotating it

texts:
I am trying to find a way to duplicate an object along an edge but the 3 different methods I can find either rotate the object; warp the object or give limited control. Here are images and descriptions of the tried methods as well as a manually made final result:

The first method I tried was to convert the edge to a curve and then use an array modifier and a curve modifier on the object to get it to array along the curve. The problem with this method is that It warps the object along the curve, see image below.

The second method I tried was to instance the object to a plane and array the plane along the curve, this way the plane got warped but the object would remain intact. The problem with this method is I want the objects to all to be rotated the same direction but when using this method it rotates the objects in the corners, see image below.

The third and final method I found was to instance the object along the vertices, while this neither rotates or warps the object, it gives me very little control over spacing and forces me to add an object on every corner or existing vertices on the edge. The amount of work to make sure there is even spacing between all the vertices and getting them placed where I want them would be just as much work if not more so than just manually duplicating and placing the objects, see image below.

Is there some way I can get my object to be duplicated along an edge that neither rotates or warps my object. For an example of intended result see image below.


texts: Can't export to substance painter with multiple texture sets

texts: I need help. When i export fbx with multiple objects from blender to substance painter, in substance there is only one texture set. I selected all objects, in edit mode, auto unwrapped them at once with the automatic unwrapping then assigned different materials for the different objects but there is still one texture set in substance. What i do wrong according to you.


texts: New water simulation for 2.8 not showing up

texts: I wanted to do a water simulation in a cube, but for some reason the water particles only show up for a couple of frames before disappearing completely. If you have any suggestions, please let me know.


texts: Locating automatically my addon original folder

texts:
I've created a small addon, which wrap a much bigger addon. In the execute code, I want first to get the addon' path, add it to python path, and then import my main class and call its main function:

user_preferences = context.user_preferences
addon_prefs = user_preferences.addons[__name__].preferences
addon_root = os.path.abspath(addon_prefs.addon_folder)
sys.path.append(addon_root)
import main_addon
main_addon.main(addon_prefs)

As you can see, for now I've let the user to set the addon's path in addon_prefs.addon_folder, but I want to find it automatically.
Can I get the full path of my wrapper addon (both the wrapper addon and my main addon exist in the same folder), and get the folder from there?
When I've tried

os.path.dirname(os.path.realpath(__file__))

I got the ".../config/blender/2.76/scripts/addons" folder, which isn't the original folder.


texts: Is there a way to select 'back' vertex/edges/faces without having to turn on x-ray?

texts:
Say I'm on perspective view and some vertices on a cube are 'hidden' away from view and I want to select with the front vertices...I'd have to turn on x-ray, right? I just find it a unecessary step most of the time I'm modelling...can I turn this off?

Tks!


texts:
I have a monkey had with a simple material:

I want to export this to a .obj-file.
But it looks like this (opened in g3dviewer):

Is there a way to lighten up the .obj-file?

Any help?


texts:
My characters skin looks Caustic in Cycles and the Shirt Texture is missing.
Cycles Render

EEVEE render


texts: How to animate like the animation in this video (https://www.youtube.com/watch?v=Z_1Hzl9o5ic) at t = 58 onward. Any suggestion or any guide.


texts: There's a black square when I render alpha channel in Cycles but not in Eevee

texts:
There's a black square when I render alpha channel that casts onto another alpha channel in cycles:

Notice how the leaves that is over the 'earth' has black squares behind them.
It only happens because the 'earth' has a layer of 'clouds.png'

When I tried to render the leaves onto solid objects, the black squares dissapeared. Any ideas on this?
Note that this worked fine on Eevee render:
because it has the settings to change blend mode in the material panel.


texts: Texture on a flat plane without duplication

texts: I want to add a texture on a flat plane without the texture repeating again and again on the same plane. I have confirmed that the type of texture is "image or movie." I have already selected and loaded the image. I want to use the internal rendering engine. What am I doing wrong?


texts: Working around Blender's color management problems & General Confusion

texts:
So, I'm writing this in part because I'm still confused myself, and in part because getting a verified answer in a public place would be a good thing.

Blender 2.79b has incorporated some of Sobotka's Github original version filmic color management, but apparently not enough of it, therefore some people (myself included) are still using that package. The explanations I've found when researching what the problem did not really tell me much more than that there's a problem, though.

I just got into this from Andrew Price's tutorial which was basically "do this simple thing and all your stuff will look better forever" -- and it did, and I haven't had any reason to dig into it more until now.

The Sheepit Render Farm used to provide support for , but doesn't with 2.79b, probably assuming that it actually was functioning properly in base blender. The result is that people still using github's version get stuffed into generic sRGB sadlands when submitting a file. So I'm trying to figure out how to make due with standard blender at least for now.

(I'm still a little confused as to why this is all necessary, why we can't just simulate photons around, record their wavelengths, and call it a day, too... maybe that's better as it's own question....)

So using stock 2.79b with no scripts or plugins what's the best way to get the most amount of useful image data out of blender? What's the best way to replicate the Github's version log encoding + base contrast I got used to? Can that be done with the color management tools in the compositor? We still don't have a LUT input in there...

And for the confusion... how do the Display Device, Render View, Look, and Color Space even interact? And how can I learn what they're for? I mean I can go look up what an XYZ color space is but I don't know where to go to find out why someone would pick that. What are the dozens of film types listed in look for?


texts:
I have an object that i would like to duplicate along a curve. To do that, I have added a Array modifier that duplicates the object and a Curve modifier and selected the appropriate curve object to guide placement of the duplicates. However, selecting none of the axes produces the correct result, which should be the obejcts placed along the curve. What am I doing wrong or missing?

This is an asteroid next to a sun object. Ultimately, I would like to create a bunch of asteroids around the sun. My plan is to duplicate the asteroids many times along the curve and then to randomize their placement, rotation and scale a bit so that the lot looks natural.

For the reference, here's my scene .blend file: Scene .blend


texts:
My question is simple, but I cant find solid answer for this.
I can make hole in face like this:

But it makes a lot of 3 polygons faces.
or make hole like this:

Is it better to make holes in few seconds like on first picture with a lot of 3-gons or is it right to take time and make it like on second picture with all 4-gons? and why?
I looked at some youtube videos or websites, but they make hole and dont really say anything about topology.


texts: Saving removes 'Device' option in Cycles Render

texts: I was creating an animation in cycles render using GPU then I saved and opened the save but now the device option is gone and if I go to user preferences in system the compute device setting only has CPU. This has also some how made all my other cycles render saves not be able to use GPU. Thanks for any help.


texts:
There is this square glow effect that a very kind person did for me in Blender:

The issue is, how does one do this effect?

Is there an option to separate the glow?

Or would one have to create several transparent planes which overlay each other? This would be cumbersome?

Many thanks


texts: I'm trying to trace and image with vertices but the rounded parts come out misshapen or oblong-ish. I've also done this shape in a more freeform fashion giving me excellent results, but there's more to the model that i feel like is going to force me into a tracing method anyway because I'm super new 3D modeling. I think the shape comes out misshapen because it's not a perfect top-down view. So are there any tricks to get it more rounded, should i be using a bezier curve to do this?. Anyhow here are the images. The first image is the image i'm modeling from, the second image is the one i did freeform  and the last image is the one i traced with vertices.


texts: When I render a deformed cube using the Cycles engine, an extra vertex which crosses the top of the shape diagonally is processed. This vertex does not appear in Edit mode. How do I stop the engine from "halving" the face?


texts: Remove intersecting geometry from multiple objects

texts:
This is kind of hard to explain using words. Basically, I want to remove the intersecting part of a model for both objects. Sort of like the exclude function in Adobe Illustrator's pathfinder panel, but in 3d space.

I have a way that I've been doing it that takes way to long for how many times I need to replicate it. Here's how:

Use an intersect boolean to find where the two meshes intersect.
Duplicate the object with the boolean modiefier.
Remove the boolean modifier from the first object.
Apply the boolean modifier to the duplicated object. (I'll refer to it now as the intersect mesh)
Ctrl+Alt+Shift+C and set Origin to Geometry. Then scale up the intersect mesh by a tiny amount. If I skip this step, step 6 results in this ugly mess:

Add a difference boolean modifier to both of the original objects and apply them both.

The end result is this:

Another possible solution would be to duplicate both objects and boolean the original two to their opposite duplicates, which takes just as long as the first way and it's a lot harder to keep track of object names.

Both processes take way to long and are very cumbersome. Is there any way to do this

Quicker
More accurately
With a greater amount of Objects (remove the intersections of all of them combined)


texts: I have a wavefront .obj file and a sharp edge list which are mapped with the vertex index form the .obj file. Now I want to add some functionality in the .obj file based on the sharp edge list. But the problem is when I load the .obj file in blender, blender changes the vertex index. So I can not map the same edge list from the .obj file in Blender. Is there a way I can prevent Blender from changing the vertex index and keep them same as the original .obj file(e.g. in .obj file, vertex index starts from 1 and the index increases by one for each subsequent vertex)? I am wondering why Blender has to change the original vertex index rather than giving the index sequentially?


texts: i'd like to know why low poly is important because i find subdivision surface much better to work with , without the shade flat and shade smooth! i realised that when someone is creating a character , they start with the shade flat, i did the same but at some point i knew i could activate subdivision surface and keep going from there and i got a great result! when i changed back to shade flat to see how it was, it was a mess, i started organizing the polygons in shade flat as i saw in blenderella cvideo course, but when i did it my subdivided mesh changed drastically and looked very ugly without the details i wanted. So, if i model a character, do i really have to put my shade flat mesh in order? because i am very happy with i have so far! pls check the comparisson , do i really have to care to the low poly version? because i think the results i got so far with the subd surface are better


texts: How can I list all the matcaps and studio lights via python?

texts:
I'm currently working on new addon for blender 2.8 but I got stuck because I need to find a way to list all the Matcaps and Studio lights installed inside blender.

I'm using this to list all the matcaps and studioligths installed in blender:

import bpy

lights= bpy.context.preferences.studio_lights

list_lights=[]

list_lights.append(tuple(lights))

print(list_lights)

and It works that list all the studio ligths and matcaps, but with this structure:

<bpy_struct, StudioLight("basic_1.exr")>, StudioLight("03_Three_Points.sl")>...

and I would like to have only the name and the type of the light something like this:

['basic_1.exr'], ['03_Three_Points.sl']...

Hopefully someone could bring me some help

Thank you so much in advance


texts: How can I use a green screen to add a video onto a moving plane?

texts:
So, I've been working on my project for a little bit now.
I'll be holding some boards, and flip through them whilst superimposing videos on them.
I've grasped Plane Tracking, and how to project (superimpose) a video onto it!
But now I hear that using a green screen (as the plane) will be much easier later on, especially when it comes to masking out obstructions (such as fingers holding the screen).
I can manage that. I can get a nice green (or whatever other color) panel and hold it up to the camera.
So, I've gone up to the "Tracking" and "Creating a Plane Track" stage; I've finished those.
But, I can't find many tutorials telling me what to do afterwards!
I did find one, (https://www.youtube.com/watch?v=bGSKjFz4NVg), but it's an older version of Blender and some parts are a bit confusing.
Could someone point me to a tutorial that's updated, so I can simply follow along to achieve this simple effect?
I apologize again for the questions; The deadline is tight on this project and I only need to know how to do about 2 effects, nothing more.. I can do the rest in After Effects, which I actually know how to handle. Please help me!


texts: Is proportional 3D weighted decimation on cubic objects possible?

texts:
i´ve been thinking the last two days how to calculate this problem with blender, maybe im stupid and it´s simple. i need a specific decimation calculation to transform blue into green

img.A

img.B does this even make sense?

sorry but i have to say some introduction: I have a shape(blue, img.A) representing a baroque era chateau building. the extruding cubes in the middle and left and right are the so called risalits, while the two smaller parts connecting the three are called sidewings. the design Idea is the resulting 3dimensional proportional hierachy(key theme!)
The design transformation concept(img.B) is to collapse all vertical faces each in their weight median point so the polygon shape(green, img.A)) would result -. you see that the pointy edges extruding the new shape are supposed to be the equivalent of the 3dimensional risalit weight. so while the shape has less faces it still shows the proportional weight of the original but with pointy angles instead of cubes.

question is how to calculate this related transform? decimate mod. won´t work, it´s too lowpoly. smoothing doesn´t reduce the faces, and collapsing manually is too random..there has to be a calcualtion tool as basis, it´s essential for the concept to be digitally produced..that´s the problem :) thx in advance


texts:
Recently, the edit menu pulldown disappeared from my Blender info panel.
I have tried unchecking load UI in preferences and restarting Blender.
After doing that, I hovered the mouse cursor over the info panel and tried to
scroll with the mouse wheel. Doing that did not give me an edit menu.
I also tried file > load factory settings followed by file > user preferences > save user settings, then restarted blender. I still have no edit menu.
I have run several Google searches, but have not turned up any useful
information to resolve this problem. I also found nothing about the problem on
this site.  Can anyone help me by providing a solution?
I'm running blender 2.79b on fedora 33.


texts: enum property drop down with labled columns

texts:
Examples in the UI are the Math shader nodes Operator drop down (Also similar, but not an enum is the Add Modifier drop down). They have columns with headings and the items grouped under them.
How is this effect achieved? I can't see what the Math node does, but the UI code for the Modifier drop down doesn't have anything special it just uses 'operator_menu_enum' UILayout.
Is it possible to achieve the same thing in an add-on?
(It seems like it might use the menu system to draw the layout and I thought 'prop_with_menu' function might be on the right track. But calling that in the draw method crashes blender, so I don't know if and how it can be used at all.)


texts: Normal map artifacts in cycles but not eevee

texts: I cant seem to figure this out in eevee my normal map looks like it should but in cycles there are tons of artifacts and it looks terrible. The normal maps are in non-color space and the normal type is Open-GL.


texts: I need to fill a box up with objects. See picture. I'm totally new to Blender and haven't found any answer to this question online. Its mostly how to fill (cover with a face) or animations with rigid body, so if someone could point me in a direction it would be great! Thanks in advance.


texts: When I try to add a material Blender 2.8 crashes

texts:
Running a Dell Precision M4600 with NVidia Quatro 1000M (2gb ram), 24 gb ram, and 1 Tb SSD primary drive and Windows 7 x64.

I have been using blender 2.79 flawlessly, but in 2.8 when I attempt to add a material to a mesh the app crashes.  As a test I moved my blender file to my acer spin ultrabook and the materials work great.


texts: Fluids passing through effectors Mantaflow Blender 2.82

texts: In one of my classes in college I was asked to animate a pipe with running water. I looked at many Youtube tutorials on fluid simulations and managed to make a simple one. However, when I try to make water go through a pipe, the fluid goes right through it. I've tried many things to correct it and so far nothing has worked. Does anyone know how to solve it?


texts:
I'm editing 2D Bezier curves and I need a way to make a second curve that would outline existing curve.

For mesh shapes it could be easily done with SIRE outline or offset edges plugins, but is it possible with Curves? Is duplicating the whole curve and manually adjusting every point the only solution?

If not in Blender, then maybe in another software like Inkscape?


texts:
I have some clothes that sew together but whenever the pants sew together, they do this weird jiggly motion, does anyone know how to fix this?
Here is a video of the jiggly motion:
https://drive.google.com/file/d/1CajLnztSrEL1jao6l-hblUNfQkyLlIaP/view


texts: Boolean Modifier not working with Solidify Modifier

texts:
I am currently in the process of making a plane in blender. To cut out the windows I am using the Boolean modifier, and to add thickness to the windows I used the Solidify Modifier. I would first solidify the cylinder I am using as the body of the plane and then apply the Boolean. I ONLY apply the Boolean whilst my mesh is not shaded as smooth otherwise errors occur. When I have finished using the Boolean and shade the cylinder as smooth I get a problem where there are strange cut outs in the cylinder as shown in the picture. IF anybody could help it would be greatly appreciated.

Many thanks.


texts: Can I use Blender Game Engine (BGE) to create a simple interative movie?

texts:
I have a 1000 frame animation organized into 4x200 frame sections and I would like to use BGE to loop certain sections and then use a "next" button progress to the next section.

kinda like:

var progress1; var progress2; var progress3;

if progress1 = 0
   play
   loop frames[1-200]
else
   play
   goto section2

//section 2
if progress2 = 0
   play
   loop frames[201-400]
else
   play
   goto section 3

//section 3
if progress3 = 0
   play
   loop frames[401-600]
else
   play
   goto END

Can this be achieved?


texts:
Im looking for a way to render spatialized sound to 1st order ambisonic b-format. I assumed the 4ch option in scene audio settings was the key. But that just seems to render a quad speaker setup?

The 3d sound works ok at runtime in blender, and seems ok when rendered in stereo. But I need the soundfield "rotate-able" in video player for VR experiences.


texts: Output to alpha channel the intensity value of the point corresponding to the texture in projector

texts:
I am super new to Blender and I am looking for a solution to get a certain mapping from the texture of the projector to the alpha channel of my output image.
In my Blender scene, there is a camera, a point light source( a projector) where I project certain patterns on a collection of objects in my scene. The camera capture the image and output a RGBA file. I would like to write in the Alpha channel not the intensity value that the camera see, but the actual corresponding intensity that is in the projection texture. I am wondering if it is possible to do something like this at all? And should I do a ray tracing originated from the projector to the object?
I would like to achieve this in Python, therefore some Python examples would be really helpful!!
Thanks a lot!!


texts: Render object twice with different materials

texts:
I am rendering a transparent material with a lot of inter-refractions, which works pretty fine. I now want to add some raytraced mirror to the same object but I am only interested in the mirroring of the surface - no refracted rays should be considered by mirror shader, since this is rather expensive.

How can I render twice, one time only with refrection and another time only with mirror and blend the renderings to get a final result?

I already tried something with with RenderLayers but I can't see any option to set a specific material for a specific mesh in a specific RenderLayer.


texts:
I've found a few questions around this already, however none are quite satisfactory IMO.

Basically, my use case is to have

several materials on a quick switch panel for a number of objects to select theme variations - that works quite well with a custom operator that assigns the materials when triggered from the panel (if there's a better no-code solution I'm happy to look into that).
Those materials share (at least) one (base) colour that's globally settable, again e.g. from a panel. Now I could also add custom code for that I guess, updating all nodes for all affected materials when a new selection is picked, however,
the global colour value should also ideally be animateable, which is where the node-group trick doesn't work anymore (if I read that ticket correctly; outside of the shared node group the animation of course works again).

So, is there a better alternative than what I mentioned above already?  I had some trouble putting a colour as an object property - if that should actually work maybe you could point me to an example for it.


texts: How to "activate" some camera, i.e. view through it?

texts:
Suppose, I have some camera in the scene and I want to view scene throug this camera. How to do this?
First I read this should be done by Ctrl Numpad 0. It worked once then stopped.
Next I read this can be done via selecting desired camera in Scene panel. This also worked once then stopped.
Here is the UI

As you see, camera si highlighted and also selected in scene pane. Also you see that camera is seen from aside, so we are not viewing through it. Pressing Ctrl-NumPad0 does nothing.


texts: Blender 2.79 png Label on glass to be renderend on Blend4web

texts:
I'd like to put a .png image on a glass plane I've created then render it through Blend4web;
I've used Uv  but I couldn't figure out why I can't see the glass texture on Blend4web.
Can u please help me out?

enter image description here


texts: What is causing these artifacts when using booleans?

texts:
I'm attempting to follow this one minute tutorial on creating post-apocalyptic buildings. The dude goes hilariously fast But I think I must have missed something. After I create a cube and use the subdivide tool to make it an object to take a "bite" out of the buildings, I get the following artifacts:

It appears the extra edges are caused by a discrepancy in the size of the faces on the blob and the building. In the video he has no such errors. I've tried playing the video at slower speeds but I don't see anything different.


texts: Am i allowed to sell a Blender project including the Blender installer?

texts:
Am i allowed to sell a download of a project for e.g. 2.00$?
And may i include the Blender installer in there?
Am i also allowed to include free blender addons in the download folder?


texts: How do I make an object always be a duplicate of anything?

texts: I can duplicate objects, but I need one to be an exact copy of the mesh at all times. That is, whenever object 1 moves because of an animation, gravity, logic, etc, the second will do the same. Other than just making a full duplicate so they have the same logic, how can I do this?


texts: Is it possible to Link one or more layers from another .blend file?

texts:
Is it possible to link all object on on layer, in another .blend file, into a scene?

I've read:

How can I reuse existing materials, objects, etc from an existing .blend?
How to get objects from different files into one file? [duplicate]
How to add an object from another scene? [duplicate]

But those all give the solution for linking individual objects.

I would like to continue modelling an 'composite object' that is composed of many objects (some of which are parented to other objects), operators (including boolean) and materials, etc. organized across different layers, in a separate blender file, but be able to (sometimes) render this 'composite object' placed within a scene in another .blend file.

How can I link this 'composite object' in one .blend file for use in another .blend file?


texts:
I have a character and i'm doing a rigging / skinning.  I don't know how it happened, but my view is now stuck in my Character.  I can't get out of it, either with my mouse or any View option.  I do have a camera in my scene and the problem is not related with it...

You can see the .blend file here:  http://dropcanvas.com/h5o5k

thanks a lot for your help


texts: How to merge external images together in script?

texts:
I'm trying to merge set of images together with script in Blender 2.8. At the moment there is no library like PIL available in Blender, but there is imbuf which one I can use to read the images from disk to list. There is not much documentation about this imbuf... Anyway I want to do this merge process with blender own libraries, so users not need to get PIL or similar library...

How I can merge multiple image files from disk together with Python in Blender? Is there pythonic way to do this without libraries, or can I do it with imbuf, or using imbuf and numpy, or how to do this in blender script?

I'm lost how can I make this, so If someone knows how to do this in Blender 2.8, please show me.

import imbuf

def merge_image_parts(image_paths):

    images = []

    # Load images to list with imbuf
    for img in image_paths:
        img_path = os.path.realpath(bpy.path.abspath(img))
        images.append(imbuf.load(filepath))

    # MERGE TO NEW IMAGE BUT HOW?


texts: Why are these fluid particles not being blocked correctly?

texts:
I am doing this tutorial. I have this cylinder / lamp and an emitter plane (see arrow).

Just below the emitter plane I closed the cylinder with a face. And checked Size Deflect. Also the cylinder has Collision marked. Now the fluid particles should be blocked by the cylinder / lamp ? But as you can they are not. What should I change to block the fluid particles by the lamp ?


texts: I'm not seeing a dark blue color on my mesh in my weight painting mode

texts: In all the tutorials I have been studying, as soon as someone enters weight paint mode in blender, their mesh turns dark blue. Mine is not turning dark blue at all, and when I applied automatic weights to my mesh, my mesh began to droop. Any idea whats going on? My rig works fine, I just can't seem to get the weights to work right now or the blue color to show up. Thanks!


texts: Fire Showing in render preview but not in render

texts:
I have made a Fire and smoke simulation in blender and all looks great in the viewport render, but when I try to actually render it, it doesn't show the fire, only the faint smoke
I am using cycles render engine
any help would be appreciated, thanks in advance
the first pic shows the fire in preview, the second one shows after being rendered

EDIT:- I have included my blend file


texts:
I'm having trouble with noise.
Its mostly in dark sections, it doesen't look to bad in the picture but that's with 3000 path tracing samples. It's rendering at 1920x1080 and using  filmic blender at medium high contrast.


texts: Object Mode shows mesh one way, and in Edit Mode another (pictures below)

texts:
All modifiers are applied.

It has probably something to do with decimate modifier. I reduced the vertices amount significantly to be VR friendly.

Could it be a bug or... am I missing something?


texts:
Is there a way to quickly change the topology of an object with one click? I found this feature very useful in 3dsMax. Now I'm searching the same in blender.

At 03:15
https://www.youtube.com/watch?v=MpsURXZvcsU


texts: Blender 2.8: Move (g) a face like in the direction, extrude would do, when object is "sheared"?

texts:
"Extrude" always extend a face in the direction of the face normal.
Having a "sheared" object (see below):
How can I acchieve the same behaviour when moving a face with "g"?


texts: sculpting in python using stroke - understanding stroke parameters

texts:
I would like to sculpt in python using the following operator:
    stroke = {
        "name": "stroke",
        "mouse": mouse,
        "pen_flip" : pen_flip,
        "is_start": True,
        "location": location,
        "size": 50,
        "pressure": 1,
        "time": time
    }

bpy.ops.sculpt.brush_stroke(context_override(), stroke=strokes)

I found the following sources:
https://github.com/christian-vorhemus/procedural-3d-image-generation/blob/master/blenderBackgroundTask.py#L54
https://docs.blender.org/api/current/bpy.ops.sculpt.html
https://docs.blender.org/api/current/bpy.types.OperatorStrokeElement.html
The documentation of OperatorStrokeElement is quite poor and I don't understand the meaning of the parameters.
specifically, what is the location?
why is it in 3D?
I want to specify the location of the viewpoint, I found the location by select in object mode and checked the printed in info:
bpy.ops.view3d.select(deselect_all=True, location=(516, 338))

but I don't know how to add it to stroke options correctly, I've tried both the mouse click and location and nothing has happen (it said "FINISHED" but didn't sculpt it, apparently the location is incorrect)
just to note that I know how to do it manually by interface, I just want to translate it into code


texts:
I somehow got into this mode:

And I can't get back to normal Edit Mode anymore. Evey I switched to Edit Mode, the options on the header are something like "Stroke Selection Mode" instead of Vertex/Edge/Face. I don't even know what this mode is called or what it is for.


texts: Why can´t I place a texture in the colour bar anymore?

texts:
So I am watching the "Blender Beginners UV Unwrapping Tutorial", but cannot see how to add a texture to my material like in the color bar in the video
(there should be a dot to click on). I remember having done this before. Has the current version of blender changed so much or am I missing something?

This is what it should look like

and how it looks at my screen, i see no option for adding an imagetexture


texts: How to texture a downloaded model made of stretched triangles?

texts:
I'm a beginner in blender. Trying to texture a 3d furniture model which was downloaded from the manufacturer site. Geometry is made of stretched triangles. This causes problems of stretched texture which is visible on render.

I unwrapped the model with "smart uv project" but the geometry is still stretched
Is there any solution to texture it properly or I need to remodel it to make it quads?

What if I need to use dozens of real furniture models like this?
Should I model everything from scratch in blender?

some pictures to explain:enter image description here


texts: how do I change the settings of an actuator(python)

texts: I want to change the time of a object that is added but I am new to python and don't know how to. I am trying to create randomly lasting smoke trails.


texts: How to change shading of selected faces with retopo - 2.79 comparison

texts: 2.79 renders the underlying selected mesh more "pronounced" over the other objects when in editmode. This is a common situation when doing lowpoly retopo over highpoly. In 2.8 its really sinks in to the other mesh and its harder to see affecting retopo-workflow in a negative way sometimes. Can this be adjusted somewhere in the preferences? If not I wish it would behave more similarly to the old system. This example has a subdivided icosphere (3) as the highpoly and the lowest subdiv as lowpoly in both blenders. Its hard to explain this issues, so please see the attached picture. Cheers.


texts: Adjust physical bounce of the emitter particles

texts:
I have set collisions for the object, but when the particles collide and bounce back, they look very rigid: how can I make it look more natural (like sparks)?

Image (click for higher resolution)
Video (link to Youtube)


texts: Weird bug with Alembic & Blender 2.8 + Eevee

texts:
I am working on my second project with Blender and I have a very weird bug.

I import Alembic files created with Quill and I time correct it with expressions to reproduce the stopmotion look (6fps or 12fps, converted to 25 fps).

It works well in the viewport and I already rendered my previous project with success in Cycles. Unfortunately, when I try to render my full scene with Eevee, my loops seems broken, and the animation becomes weirdly jerky and random.

On this short gif, you can see that the character animation is not smooth (sorry for the bad quality of the gif, it is limited by this website) :

When I try to unactiv some objects from rendering, it can randomly works again, but there isn't a specific object responsible of the bug.

It looks like that Eevee is randomly bugging with Expressions (or Alembic) when I have too many layers. I tried with differents Blender releases, it is still the same.

Is it a known problem ? Do you have suggestions to bypass this problem and finish rendering?

Thanks !


texts: Subdivision Modifier Inconsistency (2.8 stable)

texts:
I'm trying to create coving/cornices and some skirting boards for a room I'm making.  I've created the initial mesh by making a 2D profile and using the extrude and shear tools to follow the edge of the room.  I've spent some time cleaning up duplicate vertices and edges, as well as deleting internal faces, but when I apply a subdivision modifier to the mesh, one corner of it appears as expected, but the other three average out and cut the corner like the images below.

At first I thought it might be because I need to add a loop cut to both sides of each corner, but this hasn't been done on that corner, yet it works fine.

I'm fairly new to Blender, so I'm bound to have done something wrong somewhere here.  I'm pretty sure I've cleared up all the duplicate geometry, and I can't see any additional vertices in the working corner (EDIT:  I've double checked this by vertex selecting the working corner and comparing the number with a not-working corner, they're the same).  Any ideas?

Another edit:
I think I've found the problem, but I have no clue how it happened.

In face select mode, I noticed what appeared to be edges that have the centre dot you see on faces.

Selecting these and deleting faces doesn't break the mesh, but I have no clue how that happened.

Additional note:  Deleted those faces and attempted to apply the subsurf again, but the same problem occurs, so I'm still at a loss on this one.


texts: I want to import some classes from another blender python file, but through from. import IndexOperator as IndexOperator, it can't run normally and there is an error in the picture. I want to ask how to import such a python file correctly.


texts: How do I create a circle-pattern effect on window-glass?

texts:
I'm currently working to re-create this little scene in my windowsill in Blender with Cycles.

My window-glass is covered with a thin sheet of plastic, which has a circle-pattern on it. This gives the following lighting-effect:

QUESTION: How do I create the circle-pattern effect on the window-glass?

Do I need to model an extra glass layer on top of the existing glass-pane?
Can this be done by adding a transparent texture to the window-glass-material ?
Can this be done through adding a extra Cycles shader to the window-glass-material?


texts: Can Ridged Bodies from Blender animation remain after animation loops in Unity?

texts:
I have created a keyframe animation in Blender for a pistol firing. The shell cases eject and at the apex of their ejection, a ridged body is applied that uses the trajectory to finish off the motion.

Is there a way to replicate this ridged body object so it remains in the scene every time the animation is played in Unity ?

New to animating and unity so not sure if this is even a correct practice.

Thanks in advance.


texts: RX 460 OpenCL compatibility, "no compatible ..found"

texts:
I had posted something about this but at that point was unsure if I had the pro drivers installed. I know I installed the pro drivers and from everything I've read and what I can tell, they are what shows up on my system.
If i run
glxinfo | grep "OpenGL vendor string" | cut -f2 -d":" | xargs

it shows
Advanced Micro Devices, Inc.

etc etc.
I'm on Ubuntu 20.04. I installed Blender 2.92. It still shows "No compatible GPUs found for path tracing." RX 460 supports OpenCL 2.1. Should Blender recognize this? Since I've already got the pro drivers installed, any suggestions on what else I could do?


texts: How to make a truly smooth edges on low poly model?

texts:
This is a cylinder scaled down on the bottom. It has 8 faces and has 'Shading' set to 'Smooth'. But it looks like that:

I've also tried Edge Split modifier and Auto Smooth option with max angle value and I still can't get perfectly smooth result.
I remember doing the exact same thing in 3dsMax back then (cylinder with 8 sides, perfectly smooth using smoothing groups) and it wasn't a problem.

These hard edges also show up when I export the model to Unreal Engine 4.


texts:
Take a look at this pic. I want only the eyes to glow without the armor glowing too (The armor got a glossy shader).
How can I do that?


texts:
This is my node setup:

And this is it's output:

As you can see, the mortar-depth between the bricks is even, however, I only want the red-colored portion to have mortar-depth and the rest to be flat. Is there any way to do so without using external textures?


texts:
I started on low poly models, but now I'd like to create HIGH poly models too, with details. How do people create details like those in the red boxes?

Is this done with something of normal mapping/bumps? Or is this done literally adding a new cube and create a model of it and place on it... I really wonder how people to these DETAILED parts.

Here's a link to the blender artist thread about the spaceship.


texts: Noise Texture does not work with my mesh

texts:
I'm new to Blender and following along with the Blender Guru's tutorial series for beginners, where you make a doughnut and coffee. I've been doing everything He does step by step. In Part 4 Level 2 of the series, he adds a Noise Texture.
In the video it works just fine for him, but when I do it, my mesh (the doughnut) turns pink indicating a problem. I have gone back and retraced my steps several times and I can't figure out what's wrong. I'm using version 2.82.7.

Can someone please tell me where I went wrong?


texts: How to find out if an object has an action with Python?

texts:
How can I use Python to find out if all the selected objects have an action and do something then? If one or more of the selected objects don't have an action, I'd like to print an info/error message saying that "All the selected objects must have an action.".

It's easy to check if an object has shape keys or materials but Terminal says object of type 'Action' has no len()if I try to do this:

import bpy

o = bpy.context.object

if o.animation_data.action:
    num_of_actions = len( o.animation_data.action )
    print( "Number of actions: ", num_of_actions )

This helps a little bit but isn't the answer to my problem.

This is the best I can do (had some help from Jeremy for the logic bricks):

# This adds the logic bricks to objects that allow them to be playable in BGE, but only to the selected objects that have an action. Actionless objects are ignored.
# Credit goes mostly to Jeremy Behreandt

import bpy

frames_to_be_played = 9999

ops=bpy.ops
context=bpy.context

# Cache shortcuts.
ops_mesh = ops.mesh
ops_object = ops.object
ops_logic = ops.logic
scene = context.scene

selected = bpy.context.selected_objects

for obj in selected:
    ad = obj.animation_data
    if ad:
        if ad.action:
            bpy.context.scene.objects.active = obj

            current_object = context.active_object

            # Cache shortcut to cube's game engine.
            game_engine = current_object.game

            # Add sensor.
            ops_logic.sensor_add(type='ALWAYS')
                                 #name='Always')
                                 #object=cube_name)
            sensor = game_engine.sensors[-1]

            # Add controller.
            ops_logic.controller_add(type='LOGIC_AND')
                                     #name='And')
                                     #object=cube_name)
            controller = game_engine.controllers[-1]

            # Add actuator.
            ops_logic.actuator_add(type='ACTION')
                                   #name='Action',
                                   #object=cube_name)
            actuator = game_engine.actuators[-1]

            # Set actuator action to cube's animation data action.
            actuator.action = current_object.animation_data.action

            # Play mode options are:
            # ['PLAY', 'PINGPONG', 'FLIPPER', 'LOOPSTOP', 'LOOPEND', 'PROPERTY']
            # 'PLAY' is the default.
            #actuator.play_mode = play_mode

            # Set frame end to scene end.
            #actuator.frame_end = scene.frame_end
            actuator.frame_end = frames_to_be_played

            # Link logic together.
            sensor.link(controller)
            actuator.link(controller)

The above script puts the logic bricks to the objects that have an action and ignores the ones that don't have an action, which is good, but not what I'm after.

The ideal case would be to cancel the whole process if even one of the selected objects is missing an action. And notify about that with a message by using this method, which is this snippet code:

import bpy

class RENDER_OT_test(bpy.types.Operator):
    bl_idname = 'render.actionerrormessage'
    bl_label = 'actionErrorMessage'
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        self.report({'INFO'}, 'Cancelling... All the selected objects must have an action.')
        return {'FINISHED'}

bpy.utils.register_class(RENDER_OT_test) # test call to the newly defined operator bpy.ops.render.actionerrormessage() - try out by running the script and pressing spacebar and typing actionErrorMessage


texts: How to do custom Freestyle brush shape in Blender 2.74?

texts:
Instead of a solid "pen" line, I would like Freestyle to use a custom brush, that is an image file (e.g. PNG) that I create. I found this post:

Blender Freestyle Brushes

And read his link:

Help doc

But it does not work. I added a LineStyle Texture layer and selected my PNG image as the Single Image Source (Mapping = Along stroke). But when I render it is the same default "pen" line and not my custom brush image.

How do you do a custom brush?

---- updates below (after trying T.K.'s suggestions):

First, I try to copy all of the settings from the teapot and then use my own brush. But that did not work at all. Here is what that looked like:

Here is what I am trying to do:

So, next I try to just use the teapot file and change the brush image to by brush image and this is what I get:

It seem to be repeating the texture instead of sliding it along like a brush?? And it is also opposite (invert?) color? The round flat part is see-through instead of the black part. So I try the “invert” under image sampling and that did not work.

It seem to be filling the line with a texture instead of using the image as a brush. How do I use an image as a brush, like in the example picture I give?


texts: BSDF the meaning of the colors of the dots

texts:
I would like to understand, in the Principled BSDF the meaning of colors (yellow, blue and grey) of the dots
in the left hand side and the reason, why these dots cannot be connected as inputs to other node.


texts:
Im trying to make a simple shelf but it doesnt want to UV Unwrap properly, and i dont know what im doing wrong.

Here is an image of the faces that doesnt want to work, as you can see the dot indicating where the middle of the face is is to the side on the selected ones, not in the middle.

At first i thought maybe filling in these would help, but it doesnt

This is how the unwrap looks

What am i doing wrong?


texts: Can you bake keyframes in BGE and have them work in cycles?

texts: I'm trying to make a physics simulation work in my animation I'm making in cycles and the easiest way I can think of doing it is by simulating in BGE and then transferring that into the cycles engine, can that be done?


texts: Can't decrease the brightness of the transparent shader effect

texts:
I'm trying to make a transparent plane in blender 2.8 that works in cycles. I want to reach the same effect that I have when I set up a background image with the transparency enabled. Below you can see how I have configured the shaders :

Instead,below you can see how it should look like :

mine is too bright. I tried to change the strenght value,but I don't get the desired effect. What's wrong here ? thanks.


texts: Shader Editor: changing color space in one image texture node also changing another node? (2.92.0)

texts:
I'm editing a shader and I'm using one image texture node in the base color and another node to use as bump/normal.
I created both nodes independently (not duplicating), but in both I opened the same image file (it's a concrete texture that I want to use both as base color and as bump map).
However, even thouth I have two different nodes, whenever I change the one I'm using as bump map to "non-color" it also automatically changes the one in base color to non-color too. I noticed that if I use 2 different image files this doesn't happen. Is this a bug? Why can't I use the same image source as two different types of color space in different nodes?

The color spaces of both nodes seem to be linked, if I change one the other one changes too


texts:
could anyone give some advice as to why my cycles rendered image is way darker than my render preview? It seems that the light refuses to shine on the walls of the little house I constructed in the final render, but it shines on the other objects in the image.

Thankyou for reading + your help!


texts: How can I apply textures without them stretching?

texts:
How can I apply a texture to let's say a cylinder, and make it fit nicely on the object?

Or, if I have a model with multiple vertices, the texture repeats itself for every new set of vertices it crosses.

Any ideas?


texts: Why video appears in lower left corner when offset is checked in strip transform parameters?

texts:
In my case I'm creating a movie with the resolution of 1080x1920 (9x16). I have footage that's 1920x1080 (16x9). My idea was to scale it to fit the dimensions of the movie. I thought I could do it with Transform Effect Strip. But the problem is that I need to enable Image Offset first.

When I checked "Offset", the video took its own aspect ratio. Why did it appear in lower left corner?

After I try to change the offset a little bit (just to see what happens), video seems to move a bit and scale up for no reason.

Next, when i play the result, it is actually showing that scaling was not applied.

From this point I'm already confused. I'm stuck because if I add Transform Effect it is scaling my video with the pivot point located somewhere in the center of the preview area, scaling it like this will send my video far outside of the preview area (it makes it nearly impossible to adjust scale with precision). I expected the pivot point to be in the center of the video.
What are the solutions to this problem?
Is it a bug? I heard people are struggling with similar problems since 2016!


texts: How to make an IK chain stay above another IK chain

texts:
I modeled a recurve bow and now I'm rigging it. The wooden body of the bow bends correctly.

But at the start of the pulling motion the string's IK chain straightens and goes trough the tip curvature.

Any idea of how to constrain the string's IK chain so it always stays above the bow's IK chain?


texts:
In Cinema 4D you can select an animated keyframe and just slide to move it directly from the timeline and all attributes like scale, rotation, position etc will be automatically adjusted to the new position.

Is there anyway to do that in Blender? Right now the only method I see is to select all attributes from the dope sheet and move them manually. This adds extra steps that can get gruesome later.


texts: Is there a Python command that will allow me to set the camera clip end for viewing my objects in Blender (via scripting)? According to http://www.blender.org/api/blender_python_api_2_69_release/bpy.context.html the "bpy.context.space_data" variable is read-only.


texts: I modeled some earrings and want to render them now. Any tips on how to achieve this type of scene (earrings laying on a fabric/cloth)? I've tried adding a cloth made in Marvelous Designer and made the earrings fall down onto it, which didn't really work as they either fell through or floated above. I'm new to physics and stuff in blender, thank you.


texts: How can X, Y, Z and W go above one in a quaternion animation on Blender?

texts:
I am trying to import a collada file generated by Maya on Blender and that file was exported using what I think is the correct representation of a quaternion (x, y, z and w elements are between 0 and 1) and that file is not imported correctly by blender.

I am not an expert in mathematics but as far as I know, the elements x, y, z and w on quaternions are normalized, so they should never go above 1, they always vary between 0 and 1. So, Maya is correct.

When I create a quaternion animation on Blender, I see that Blender allows these elements to go above 1 and apparently the sky is the limit.

How can that be? Is there a way to make Blender work with quaternions between 0 and 1 and import that file correctly?


texts:
So I've rendered an animation with Transparent checked but I must have missed to set the saving mode for the .png to RGBA from RGB which has resulted in a black background instead of a transparent.

Is there any way for me to check for black pixels in the compositing and make them transparent, or do I just simple have to rerender it again with the correct format?

Thanks!


texts: Background Image Setting Equirectangular is missing

texts: For some reason, a previous saved blender project managed to give me the Background image option called 'Equirectangular' to successfully show the image. However, having recently started another project, that option is no longer available to me. Now I can't display a background image. Here are some screenshots of the settings. First one is with the Equirectangular' option, and the second image is not giving me that. Instead it gives me an extra setting box.


texts:
I tried creating a small animation for a piece of furniture i have in my room. It is a table, which you can rotate twice, so that the surface doubles. I have succesfully created said principle in a blender animation, but now i wonder, how to move the whole thing. If i just select everything and move it, the Animation get´s screwed up because of the keyframes. If i create an empty as a parent for everything, the same happens. Even delta transform still screws up the animation.
The animation works with 2 rotation axis (represented by the arrows) which i defined as the parents of the table-covers with constrains. The lower cover, only has to rotate once, so it`s parent stays the vertical arrow, but the upper cover has to rotate twice around different axis, so i change it´s parent on frame 10 to the second axis.
I hope you have some tips on how to fix this. Also, i don´t know, how to post my .blend file here :D


texts:
When I enable Volume Scatter for the World it doesn't do anything.
There is no Enviroment Texture so that shouldn't be a problem.

I added a cube with the same settings and it does exactly what it should.

(Nodes are for the Cube.)

Ambient Occlusion doesn't make a difference.
Volume Bounces in Render-->Light Paths is at 4

But I don't want to use a Cube. I want easy fog to experiment around with as a first step.


texts:
I am trying to model the "root feet" in the picture below.

I have used a bezier curve for the body -

But since bezier curves cannot branch, how should I continue the "feet"? I've tried blocking them out with multiple curves, but then I don't know how to combine them while maintaining good topology. Any help, advice, or ideas would be greatly appreciated.


texts:
I made a new Blender file and added Quick Smoke to the default cube. I changed the renderer from Eevee to Cycles and switched to GPU Compute. When I render, all I see is the cube; the smoke doesn't appear. I've tried switching the cache type to Final and rebaking the sim and nothing changes. When I save the file and close and re-open Blender, nothing changes, and if I rebake after that, nothing changes.

Viewport:

Render:

I should note that while I am on 2.9 alpha, this happens in 2.82 and 2.83 beta as well.

Before this gets marked as a duplicate, I've tried everything listed on other questions on this site and on Google that I could find.


texts:
I created mesh from a curve and I want now soften the curved parts of it like this selection.

I subdivided this part and moved vertices manually to get this:

But I'm sure there is some better way to do this.
Basically I want to make a flat road but i don't want to have million unnecessary vertices on straight parts.


texts: I am wondering if possible to mark known points (different colors or like this) on a sphere and getting its coordinates in image plane? I need that for an idea to model a fisheye camera. Any suggestions?


texts: Bendy bone ends don't follow rig, also 'stretch to' issues

texts:
So I have a little bunny that I need to animate for a school final, although when I connect the bendy bones together the ends which I would use to control the bones don't follow the root bone

Also when using the 'stretch to' constraint to allow the flexibility of the bones, by themselves it works fine, but when I joined them to the rest of the armature they squish up against the main bone

Screenshot showing squish issues

End points stay in place while rest moves sporadically

Any help would be immensly appreciated  >.<


texts: What do the preferences keyframing options actually mean?

texts:
The reason I'm asking: It seems that I've fumbled too much with these options and weird things happen.I couldn't find any meaningful explanation in the docs.

What do these options influence, especially on keying and editing actions (poselibs)?


texts: Is there any way to activate Rigify Buttons from a Python Script?

texts:
Some background as to why I want to be able to do this:
I've written a script that finds and replaces specific widgets with my own custom made ones (I read the names of existing objects inside the widget collection, and then replace all with a specific prefix by a custom mesh). Every time I want to regenerate my rig, and run the script to replace all the widgets, I also need to delete the original widgets, and purge the orphan data. This is because when you press the rigify "Generate rig" button, it will generate objects with the correct names, but the meshes themselves will be named .002 instead of .001, because all the orphan mesh data means they can't be named the original.
So, instead of manually deleting the widgets, purging the orphan data, selecting the mesh and generating the rig each time... Instead, if I could simply use select_set(True) on my metarig, and activate the "Generate Rig" from a script, then I could let my script handle everything from the the widget deletion, orphan purging, rig generation, and widget replacement, to eye parenting, driver assignment and bone constraints all in one, which would save me heaps of time!
Thanks in advance!


texts:
In Blender 2.79 I could hide everything except the head I wanted to do lipsync animations with, and I could get 22 - 24 FPS.  When I try it in 2.9.1 I'm getting 9 FPS.  Is there a setting that got unset that makes it choppier in 2.9.1?
I've tried all the ideas here :
Low FPS on Animation Playback
I don't have any modifier on the head except hair, and I've turned that off and it hasn't made much of a difference.  I'm using shape keys to do the mouth movements.  Any ideas?


texts: How do I set Roll=0 after setting a bone position/roll in edit mode

texts:
When editing an armature, I would like to set roll=0 for a repositioned bone. See below.

Recalculate Role and Alt R are not resetting to bone roll value shown in the Transform panel... or I am applying them in the wrong mode? Trying Edit, Object and Pose...

Goal is to have bone orientation aligned to Z up, while at the same time the Transform Roll value is zero.


texts: Change the Starting Point on Bezier Curve?

texts:
A Bezier Curve was generated by a Text to Curve operation.  Active Spline Cyclic U was chosen by this operation.  The Curve appears closed just as most text glyphs do.
Now I would like to change the starting point on the curve.  Actions taken

closing the curve (Which seems to be detected by Blender and maybe defeated)
making two adjoining points buttressing  the destination point
deleting destination point

So far this attempt has failed.  What actions should be taken?
I have hand edited this as a workaround yet this is not a half ideal situation.
Thanks


texts: selecting and moving lamp using right mouse button

texts:
I just registered in the forum and am asking my first question. I am new to Blender and 3d animation. A reference work I am using to learn Blender states that the lamp can be selected and moved by hovering the cursor over the lamp and clicking and holding the lamp with the right mouse button. When I first tried it the click kept producing a contextual menu but suddenly a RMB click did allow me to move and adjust lamp. I don't know what I did because I cannot now replicate it: a RMB click just produces a contextual menu. I am running Windows 10. Thanks for your replies.
Monty


texts: Best practice for moving soft bodies that collide

texts:
I'm experimenting with a scene that has a couple of soft bodies that collide. The soft bodies will be moving along a smooth plane. They will have some starting momentum, collide at some point and bounce off eachother.The soft bodies colliding part seems well documented, but I can't find much documentation on soft bodies "sliding" along a plane. I am looking for a way to:

provide the soft bodies with some initial momentum
have the soft bodies slide without losing too much speed
have them bounce off eachother with some force

What I tried:

Animating the soft bodies. This fails because I can't animate the "goal", which means I have to animate the whole movement
Making the soft bodies also rigid. This allows me to have a few frames of initial movement so the object gets some momentum, but then the rigid object settings seem to interfere with collisions
Have another object push the soft bodies. Doesn't seem to work. Lots of weird clipping.
Use a force field. Pushes both objects, doesn't seem ideal.

At this point I'm kind of stuck, and would like some advice from someone who knows how to do this kind of stuff. Thanks in advance!


texts:
I took a long break from blender recently, and I'm having the hardest time remembering the modifier that added random rotations to vertices.

All that I can find online is using the Displace modifier with a texture. But I'm 100% sure I didn't use that when I created this old model (picture below).


texts: How can i merge these two meshes without non manifold edges?

texts:
I am trying to merge these two patterns into one, for a ring project i am working on, but whenever I merge them, i end up with tons of non manifold edges. When i merge them to a seperate object and then merge them, it occasionally works. I have tried recalculating the normals first but it just doesn't seem to work. Does anybody have a short answer as of why, or a quick workaround for merging two objects without ending up with non manifold edges? I use Booltron union to merge them normally, and it works for 99% of my other projects without issues.
Any help appreciated.
Thank you.


texts: What does highpoly mesh shrinkwrapped to lowpoly mesh aimed for?

texts:
I've followed a tutorial about modeling, there is one step I do not know why, here is how they did it,
1.Create highpoly mesh subdivided by 2
2.Create lowpoly mesh subdivided by 4
3.Shrinkwrap modifier applied to highpoly then wrapped to the lowpoly(low poly as the target object)
I'm not sure why they did it this way, highpoly with low subdidivison while lowpoly with high subdivision, is this a trick and for what, thank you in advance!


texts: Boolean and combining objects for 3D printing

texts:
I'm testing some tolerances between Blender 2.83 and a 3D printer I'm trying to combine a nut created with the bolt factory add-on with a cube and have the center be hollow.  How can I do this see image of problem of the center of nut not being hollowed out.  (I tried using the Boolean modifier)
Bolt and cube

After the Boolean operator I can't delete the face in the center of the nut see red arrow (I'm trying to hollow the nut out to test the 3D printed nut threads with a 3D printed screw)


texts: Is there any way to add multiple objects to a particle simulation (emitter) without having to join the objects before adding them to the sim?


texts: Create 3D tubes from points with Python?

texts:
Given a series of 3D points, I want to generate a 3D tube with any specified radius. To create many such tubes, I need to do this in Python.

My current plan is to first create a Bezier curve from these coordinates with the method mentioned here and then create a 3D tube from this Bezier curve using this method.

Is this the best way of doing this? If not, what is a better way?


texts: Get the active/current clip in Motion Tracking tab

texts:
I'm trying to get/set tracking values of the currenct active clip in the motion tracking tab, but I'm having some problems.
Is there a way to get the currently loaded clip without knowing the name? I thought that using context.active_clip would work, but that returns None.
Currently I need to loop over all clips with:
for clip in bpy.data.movieclips:
    for o in clip.tracking.objects:
        print(o)


texts:
Whenever I try to start up Blender the CMD comes up as usual but then stops on that and says nothing?

I've tried leaving it for a while to see if it was just going slowly because I had  just updated to 2.77 and needed a little load, but no. I've tried installing it on steam still the same problem, even tried to install all sorts of different dll's someone please help, I love Blender and want to get back to it!!


texts: How do i remove these splotches from my rendered image?

texts: I am a beginner that just did the doughnut tutorial


texts:
I tracked a scene, and then successfully set up a tracking scene. I then added my mesh to the scene, but now when I render the sequence I still get the Video I tracked as the Background.
Generally, to render an image without the background you need to, in the "Scene" tab unselect the "transparency" option in the Film section, and select RGBA image as the output of the render.
This didn't work for me for some reason, so in the Camera Settings I removed all Background images, which in my case were only the video clip. In my outliner window there was an "object" (not really an object, just dont know what you call individual thins in the outliner window) called background, which I first deselected for the render, and then after seeing no change deleted completely.
I tried restarting Blender to see if that would change anything, but nothing happened.
When I render an image in the rendered window I can see the optioin to view the fore and background, which I can view separately, but when animationg a sequence Blender automatically merges them and saves them as one image. I thought of disabling this, but I don't know how to do that.
Does anyone know what to do?
Thanks


texts: How can I make a custom gizmos to set the origin

texts:
I want to make a custom gizmo to set the origin.
I mean when we select the 3d model a cube (subdivided cube) like the below image will appear on the 3d model and scale based on 3d model size dimension.
and when we select the vertex it should set the origin based on vertex position.

suppose we have a 3d model. when I select the 3d model gizmos should appear

first I select the point on gizmos

and then I set the origin

and finally, I will delete the custom gizmos because I don't need it

I want to make these steps automatic because I have thousand of 3d models
bpy.ops.object.editmode_toggle()
bpy.ops.view3d.snap_cursor_to_selected()
bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')


texts: How to properly export into .obj and .mtl file

texts:
I'm writing a very simple program in OpenGL, and thus I'm not a blender expert.

I found  nice 3d model here : http://tf3dm.com/3d-model/crysis-2-nanosuit-2-97837.html
and I'd like to export it as .obj  file with proper .mtl mapping (map_Kd, map_Bump,  map_Ks)

So I want it to be looking somehow like this .mtl file http://learnopengl.com/data/models/nanosuit.rar

The second link is taken from the tutorial, where the Tutorial-Writer already made some exporting but hadn't tell what kind of (how to do it).

Thank you in advance for help, links and all the advice :)


texts: Nurb Interface Tool question - lost my way

texts: When I add a Nurbs curve now I get the wrong icon and no hairy catapillar. Whaa, What did I do?


texts: Left toolbar is missing - Blender 2.81a osx

texts:
I don't know what is happening. My left toolbar is missing.
It is closed toolbar:
It is opened toolbar (shortcut T)
How I can fix it?


texts: How do I make sharp corners with Subdivision Surface

texts:
I got back into working with Blender recently...
I remember there used to be a function that when I dragged it, I basically was able to adjust the sharpness of corners.. I think it was applied with a hotkey... I really don't remember the name of this function.. Unless I am imagining things!
Thank you so much, if you have any suggestions for this
P.


texts: What are the good practices for creating a materials library ? (in Cycles)

texts:
I want to make a materials library (a simple blend file integrating the materials). These materials will be "everyday" materials (nothing specific).

But I am wondering about two main aspects for this :

How to choose and define the good lightning ?
Which object is the best suitable to show the materials ?
(or any other aspect you should indicate)

Concerning the lightning, the idea is to choose something "neutral", I think. But what is "neutral" ? And how to set it in Blender ?

Concerning the object to show the materials, I have of course often seen the typical "sphere" which can be found everywhere. But why this object is so often chosen ?

I hope this question is not too broad (?).


texts: Rendering results are corrupting between blocks

texts:
I recently updated Blender from 2.74 to 2.76b and I've been getting buggy rendering results with Blender render. Images are corrupting between rendering blocks and strange vertical cracks are shown in result.

Editing is ok in 3D view with rendered viewport:

I've uploaded a minimum set of .blend file to demonstrate this:

http://1drv.ms/1KPbZef

When I render this project as an image, I get following result:

Then, how can I fix this? Is this bug, or just misconfiguration?


texts: Best lossless video output format for later conversions for web

texts:
I'm creating an animation (with sound) in blender that's gonna be an HTML5 video. As browsers are quite picky, I'll probably need to embed the video into the web page in multiple different formats for an universal support. - A single MPEG-4/H.264 might be enough, however, there isn't seem to be a way to tell blender to keep it in baseline. So anyhow I try, I just cannot produce one video file using blender that would go well in all browsers.

Therefore my idea is to create the animation in some lossless format first, and then convert it to the formats I need for the <video> tag (I guess these are MP4/H.264 with baseline profile and WebM.) using some video editor. So I'm looking for a file format+coding combo which is

supported by blender to export to,
lossless, (or near lossless if there isn't a completely lossless option)
and not too hard to be converted into the final formats I'll need.

Ps: I've found this thread previously. Should I also go with H264 lossless, or are there better options in my case? Or... do I even need an external tool, or can I maybe export proper HTML5 videos directly to web from blender? This would be the best.


texts:
I can not find Rotation Numbers in EDIT mode.
I can see them in Object mode, but I do not want to rotate the entire Object, only certain Edges / faces.
Can you tell me where they are, or are they not in program at all ?

If not It would be extremely helpful to have rotation numbers ( editable, like all other location numbers are ), In EDIT mode.


texts:
How does the program decide what indices to assign to vertices? If you create a primitive, are the indices generated randomly, or by some base primitive setting? If you extrude new vertices, will they be the next number in sequence?

What happens when you join two objects together that have the same indices used? Which points get reassigned, and by what logic? Can anything be done to control which get re-assigned?

Are there any ways to recalculate, re-assign, or copy vertex indices?


texts: Help! A black bar appears and disappears whenever mouse is used

texts: When i opened the new Blender version 2.78c, i started noticing a black bar or shape which was appearing and disappearing whenever i moved the mouse. Not able to work on blender because it is very irritating. No idea what is causing the problem. Please help out asap.


texts: Would it be possible to improve camera_fit_coords in my zoom method with a generator?

texts:
I'm trying to improve my zoom_to method for moving the camera towards an object in the scene:

def zoom_to(scene, camera, object):

    co_list = []
    for point_co in [point[:] for point in object.bound_box]:
        for co in point_co:
            co_list.append(co)

    loc_new_for_cam, foo = camera.camera_fit_coords(scene, co_list)

    camera.location = loc_new_for_cam

However I'm not quite understanding how camera_fit_coords works and I'm wondering if a python generator would improve the code by not having the double for-cycle build a useless list.

I tried with:

def gen_co_list(obj):
    for point_co in [point[:] for point in obj.bound_box]:
        for co in point_co:
            yield co

def zoom_to_g(scene, camera, obj):
    loc_new_for_cam, foo = camera.camera_fit_coords(scene, gen_co_list(obj))
    camera.location = loc_new_for_cam

But I get:

  ValueError: Object.camera_fit_coords(): error with argument 2, "coordinates" -  sequence expected at dimension 1, not 'generator'

Also, if there is a way of avoiding foo completely, this could be a one-liner even. It might not be as clear, though.


texts: Rig hierarchy breaking when Appending into a file

texts:
I have a rig on a character and I have set up a simple soft body dynamic on it's hair geo (it's a carrot so it's hair is the green stalk). Works fine in it's original file, but when I bring it in (Append) to another file the hierarchy adds an empty that I don't see existing in my original. What's stranger to me is though the empty exists it seems to work fine when I Append it into a completely clean file, BUT, when I bring it into my main animation file with my other characters and set it doesn't work, the hair rig stays in place and doesn't follow the rest of the rig (easy to see in the videos). I am no rigger so the fact I almost got it working is a miracle. Can someone help me learn how to fix it so I can avoid these issues in the future?
I am including a few pics and video screengrabs below to help illustrate what I'm talking about.
-- I've dumbed down some of my files. I can not upload my larger animation file because of copyright reasons. I know that may make it difficult to troubleshoot but I'm hopeful it's something obvious to a seasoned rigger in my original file that will fix it.--
Here is my carrot's Blender file:

Here is an image of the original file's hierarchy:

And here is how it looks when I Append it into a clean Blender file, notice the hierarchy has changed and it's added an Empty:

And here is the video of it working just fine in it's original file:
It works!
And here it is NOT working after Appending it to my full animation file:
It doesn't work... :(


texts:
I don't seem to be able to bring my filmic EXR to nuke without a shift in brightness or gamma. I'm rendering half (16 bit) and tried to import them in nuke as log. Do I need to customize my projects color settings in nuke? Or do I linearize the filmic log data in blender and import the EXRs linear in nuke? I did my shading without any LUT (basic contrast, ...).

I have tried different input color spaces in the readnode of nuke and I tried to load the filmic config.ocio into nukes OCIO settings, both without any success. The resulting image always looks clamped and blown out.


texts:
Maybe i am just missing something.
(Eevee, Blender 2.9)
I have a cylinder and I wish to add 2 meshes to and cut a shape from the side.
I select cylinder object and then use Ctrl+R in edit mode to create an upper segment.
I highlight all faces of the upper segment and apply one material - pink.
I highlight all the remaining lower faces and apply second material - grey.
I add smooth shading, edge split and subsurface division (catmuli) - then the mesh material (pink) jumps and extends beyond the mesh bounds.
If i click "on cage" option in subsurf then the mesh material extends to the full size of material - but not to the original height of the mesh cut.
Then i add a rectangle mesh and perform a "knife project" on them to cut shape out of side of cylinder. Doing this displaces the entire material.
In the attached blend file there are 3 cylinders
Cylinder 1 - the original size of material applied to top segment, no modifiers
Cylinder 2 - the new size of pink material, after applying modifiers.
Cylinder 3 - the deformed material from the knife project
Why does this material displacement happen? Why the deform on knife project?
Thanks in advance.
U.


texts: My Model disappears into the Blender Universe

texts:
I was naming bones while rigging my model. While typing a bone name I saw my model move upwards without my knowing command. I eventually found it from a speck in the far distance. I scrolled it in successfully. But now it fails to respond to "View" commands. If I hit "7" for aerial view it disappears....again I find it as a speck and scroll it in. This happens with all "view" commands...

When I do locate it and try to drag it around it is as if there is a pivot point miles away and the slightest grab and drag sends it into oblivion.

My pivot point is set on default and my manipulator is set to Global. My model stays in the correct position on the grid all the time.

Any suggestions would be greatly appreciated.


texts: Problems adding image textures to "Extra Objects."

texts:
These two objects both have the exact same image texture/node chain. I got this result from Material Properties > Base Color > Image Texture > Open File... then going into the Shader screen and adding a Vector > Displacement Node.
On the default square, everything works fine, but when I do the exact same thing on one of the "Extra Objects," for example this gear, it fails. Sometimes the failure is total like it is here... and sometimes part of the Extra Object will successfully hold the Image Texture and part of it will just be grey like the gear in that screenshot.
Does anyone know what I'm doing wrong here? Surely this isn't the way Extra Objects are supposed to work - they have "Brilliant Diamonds" as one of the shapes... those aren't supposed to be blank grey.
I'm using Blender 2.90.1.


texts: How change a tooltip on a Thumbnail image?

texts:
Actually, I have no idea if it is possible to change the tooltip on a thumbnail image.
I want to display the name of each preview image as a tooltip, but only the name of the Enum property is displayed.
I check the current api but I don't get anything

thanks


texts: Export bullet physics with the Y and Z axis swapped

texts:
I'm using the script example used in Blender's physics documentation:

import PhysicsConstraints
PhysicsConstraints.exportBulletFile("Physics.bullet")

The problem is that the Y and Z axis appear to be swapped when the data is loaded at runtime by a third party game engine. Is there a way to swap the coordinates before exporting to the .bullet file?

Can this swapping be automated in the script?

A video showing how the script is used

As a side note, the bullet exporter is not an add-on exporter, but rather a feature of the physics engine module.


texts: Animation cannot position my animation where I want?

texts:
I am currently working on a miximo animation which is composed of a falling, crouching walk, crouching, and finally running.
The joining of the different animations went well as you can see in the video below.  I have in mind to finally parenting the whole strip to an empty to then keyframe it where I want so that the animation will follow.
VIDEO OF ANIMATION
What I cannot solve is the initial position of the animation.  I usually copy the animation from the file I worked it out as an object then paste in the scene file where it will be rendered, position it and it's done.  Never had problems.
However, as you can see from the picture I paste it in in position marked one.  When I position it where I want (position 2) and start the animation, it does not go in the direction marked but started at position 1 (where I pasted in originally).  This never happened to me and I cannot find out why this is happening.