texts: How can I reformat UV maps for baking so there are no overlapping UV maps. (For export to Unity)

texts:
I'm currently using cycles render and I've created two materials for my wave object, and have baked each to an external image. However, I want to combine the baked images into the same bake so I can export it as a texture to Unity.

All I could seem to do was combine the individual UV maps of my textures, so they overlap, which is not what I want for a bake.

This is the resultant image when I baked the UV maps:

How can I separate my UV maps in such a way that they can be on the same baked image, but will also map to my texture correctly when I export my model to Unity?

This is my .blend file


texts: Object appearance changes after Scale transformation applied

texts:
I have human model imported into the scene:

When I select it, click Ctrl+A and choose Scale, it's appearance changes to this:

Is it just the visual change? How can I make the model remain the same after applying Scale transformation?


texts: Join 2 faces with different shapes together

texts:
I want to join the bottom part of that octagon in the plane below it (both are selected in the image). I also want to keep the size of both of them, I just want to insert the octagon in the plane, with the same X, Y coordinate and the Z coordinate of the plane.

Thanks.


texts: What is the actual definition of "Render"

texts: So, I'm looking to be able to explain what I do on blender, and I know this sounds stupid, but in the definition, I can't find the right definition to incorporate into how I explain blender and making Youtube Intros/Outros.


texts: I'm trying to add decals to stairs. I've set up a image as plane on the $X$ axis, and all I want is blender to do is project the image along the $X$ axis. However, through all the methods I try it doesn't work. It textures the top of the steps and I end up with a triangle like texture. All I want is to have an image and then along one axis just apply it to the object


texts: Blender Weight Painting is now not working

texts:
So basically, I have a rig that I'm trying to set up as a test rig for future projects, and whenever I try and set automatic weights the leg bones don't influence the right areas of the mesh.
It's supposed to look like this.

Instead, the leg bones aren't influencing the correct legs, so it turns out like this:

Any help I can get would be great, as I can't understand the issue.


texts: Where is the camera tab/properties in blender 2.9?

texts: I downloaded blender 2.9, however when I'm trying to put a background image with the camera as in the 2.8 version, I can't find it. I'm attaching an image. Maybe it can help, maybe not. But I can't seem to find anything online that can help me with this annoying problem.


texts: So my problem is that I cannot resize the toolshelf in any direction, which is really annoying since I don't see the tabs because there are so many of them. I'd like to resize it and I have no idea why I cannot. And it's just the toolshelf, other areas can be resized with no problem.


texts: I've got a really big file to render, and I've played with render layers. But then I wanted to put everything back like it was before, to render everything in one piece, but now I have a problem because when I render the final object, the render doesn't stop. It says Freestyle:  Mesh loading 99% and no matter how long I leave it, it stays at 99% and after 15 minutes blender crashes. How to change that? I'm not sure how the render layers work right now, so I want to render everything at once like I did before.


texts: Object's coordinates are not influenced by constraint's influence?

texts:
I'm trying to make a camera follow a path, starting from frame 150 and lasting 100 frames. So, I've keyed the influence parameter from 0 to 1 in the starting frame and then again from 1 to 0 on the last frame.

On frame 150, the camera is automatically aligned to the path, but its location is 0,0; only its rotation has been updated. This should't be too much of a hassle, except that it makes nearly impossible to animate a smooth transition from the previous frames onto the beginning of the path. The camera insists on  returning to world origin as it is there it will start its path.

This is probably due to the constraint's influence acting upon the camera but not updating its coordinates.

What should I do if I just want the camera to, sort of, snap onto the path as it reaches it?


texts: How do I get the console on windows? I opened the python console and it does nothing, and it isn't open on startup.


texts: Blender how to add 2 controls to my legs?

texts:
I start with blender and I would like to do this following:
I made a leg with a classic ik.

And I would like to do the following at the same time. The "genouCtrl" bone on the left should control the knee in stretching the two parts of the leg like in this picture.
Excepted in this picture, this is in Edit Mode. I would like the same but in "Pause Mode" of course. With "genouCtrl" as controller.

If I resume:
piedCtrl manage the leg in ik mode.
genouCtrl manage the leg like in the second picture. With the stretch on "femur" and "tibia".
How can I do this ?
Thank you for your help.
Bugs


texts: How do I destroy all these user preferences UI elements?

texts: I'm new to blender and for some reason when I clicked on "edit user preferences" from the dropdown menu of the wrench in the top left nothing happened, so I dragged the corner near it which  created a new toolbar somehow. I tried to drag that to close it but it made even more toolbars. I kept trying to close them but I only got more and more! Then I was somehow able to get it open as a pane in the main window, and the same thing happened when I tried to slide that one closed! Why is the even possible? Why would anyone ever want more than one? Is this real life? Is this just fantasy?


texts: Rendering with direct lighting takes too long

texts:
I'm using Cycles to  render a simple scene that consists of a simple house (4 cubes and 1 plane), which contains some furniture (see my file http://www.pasteall.org/blend/35552 ). Normally, using direct lighting allows me to reduce the render time considerably. So I fixed the bounce max and min to 1. I used path tracing integrator and limited global illumination as Light Paths option.

I have not used  any texture image for the furniture. I used just a diffuse material (diffuse BSDF node).

The rendering time is 20 s/ frame on CPU i7 dual core and 8 GB RAM. I think it is too long for direct lighting. Any comments?


texts:
I'm not sure what I pushed, but all of the sudden, all of my materials look like blobs and don't match the edges.

Sorry, I'm brand new to Blender and I did try googling this, but my 3d modeling vocab is bad enough that I wasn't sure what question to ask.


texts:
I have a set of different shapes that align on a 1m x 3m grid as you can see in the following image:

Is there a way to unwrap them so that the texture will be aligned to my grid?

Wanted outcome:


texts: Parenting a skeleton to an armature explodes most of the mesh

texts:
When I parent a skeleton to an armature most of the skeleton mesh explodes forward. I have been working this model for a couple of weeks and this never happened before. The only difference it seems is that I am now using a slightly different t-pose with the palms facing down. Before the palms were lower and facing backwards and I never had a parenting problem with that. (palms facing down is better to position the ulna and radius).
Here's a video of the situation... https://youtu.be/arPxpkbGepg
the file is here... https://drive.google.com/file/d/1M6xTU4pA77A5AaQroNllIBi5Rm0Rtd8x/view?usp=sharing


texts: Transfer material assignments to retopo'd mesh

texts:
I can't find a way to transfer materials to my retopologized mesh. I have a terrain with multiple materials assigned to it, I've then retopologized it and want to transfer the per face material assignments to the new mesh... similar to how you can transfer vertex colours.
Thanks


texts:
Is it possible to make sound waves (loudness) affect another parameter such as Multiply, Saturation, Glow, etc. of other strips? It's something like a visualized sound wave, yet the result I want is glow (on a picture) to increase when the sound gets louder, and glow to decrease when it's quieter.

EDIT:
I accidentally stumbled upon a way to solve it! It's called "bake sound to f-curves".

EDIT #2:
Is it possible to adjust the levels of the baked curves? I can go as far as a value of 1 when the sound is maxed out in Audacity. I can decrease the threshold by lowering the volume in Audacity as well, but there's no way to go beyond that. Maybe there's a way to do that in Blender itself? You see, not all the Blender effect values go only from 0 to 1. Sometimes it needs a negative value, sometimes - a dozen.

EDIT #3:
Yeah, figured it out. It's done by adding a Noise modifier to an F-Curve, and selecting Multiply for the Blend Type.


texts: Problem importing .stl files, it has a lot of faces and vertices

texts:
I'm new to blender, but I just want to ask how to dissolve the faces in a quicker way, because importing stl and viewing it to edit mode shows a lot of unnecessary faces. I select faces and dissolve it, but I don't want that, I want a quicker way. If you don't get what I'm saying, here's an example:

With dissolved faces:

I hope you understand what I'm saying. :)


texts:
I'm a newbie modeler and having trouble connecting two cylindrical hallways. Appreciate any help given!
So here's the problem, I have a torus and a cylinder both acting as hallways in an environment I'm building. I want the Torus to connect cleanly to the side of the cylinder without intersecting it, then to remove faces between the two on the cylinder so someone can pass between the two.

I managed to get the Torus to connect cleanly by putting a difference boolean modifier on it as shown below, but I'm not not sure how to cleanly cut the shape required to have them pass through to eachother.

I've tried using boolean modifiers in a variety of different ways to see if I could somehow achieve it that but had no success. At this point I'm really just looking for someone to point me in the right direction so I can research a way to do this. I know I could just do it with the knife cut but I'd like it to fit perfectly.
Thanks in advance for any help!


texts: My object isn't tracking with the empty in final render but it's fine in my layout and 3-d viewport

texts:
My graphic tracks with the empty (the running man) fine in my viewport but is almost completely disjointed in my final render
Could you help me see why [https://i.imgur.com/YH5vSnp.gifv] is fine in my viewport but this [https://i.imgur.com/0pQaZU7.gifv] sucks in my final render?


texts: Connecting body parts or clothes problem

texts:
I need help guys, I kind of need this for a project or something.
First picture is when I haven't connect everything but when I press " Ctr + J " the result is the next picture. I'm really a noob in blender so what seems to be the problem or are there other ways to connect all the body parts / the clothes?
The problem is the eyes and the goggles.


texts: How can I display what happens in the system console inside blender's console?

texts:
I have a button created by my script. I wonder how I can display what the system console displays but inside blender's console. CoDEmanX did this by running a script inside it as shown here, but I want to display what happens in the system console inside blender's console.

My .blend file can be found here:


texts: Animating transparency of an object with an alpha channel applied

texts: I have an image mapped onto a plane, with an alpha channel on it. I would like to make this entire object fade in over time. However, since I have "use alpha" turned on, obviously only the alpha channel will change. Is there any way to globally decrease the transparency, besides animating the texture and applying it as an image sequence? I'm using Blender Internal rendering.


texts: Before I am getting too deep into AN, I would like find out if there is ability to offset perpendiculary original spline by one of planes(xy, xz, yz), by using same control points? Is there also ability to control(translate, rotate, scale) particular control point in spline?


texts: I am trying to make a mold to model the airway.  Is there a way to split a cube all the way through in multiple parts. I am trying to cut the cube in this fashion.  Is there way to cut it like this? I tried using the knife tool, but that only cut the surface, as opposed to cutting all the way through the object.


texts: Is there a way to make the grid bigger in the U.V. screen? I know scaling the object in U.V scales the texture but what if I need two textures and they overlap? is there layer screens in U.V. editor? Sorry for asking a different question now.


texts: Require help with multiple lights in EEVEE creating a clean and sharp black/white shading (shadows and light bounce)

texts:
I'm currently trying out different things for an animation series I've planned and need help with creating sharp and clean black/white shadows and light bounces, when the range of - for example - two (or more) point lights overlap (while casting shadow and light onto a ground). The scene contains a simple plane for the ground floor, an actor and two point lights, which are positioned in front and behind the actor.
I have here two pictures (four with the node setups), that I hope will illustrate, what I'm going for.
First example (not what I'm going for, just to illustrate certain points):
The first one is with the ground plane having a simple diffuse shader. As you can see, the two point lights cast two seperate shadows onto the ground while also lighting the ground corresponding to their position. A little "specular" overlay of white can be seen especially on the right side (which overlays the shadow). I would like to remove this little speck, but keep the lighting of the ground itself (can be seen much better in the second example):

Second example (what I'm going for, but with the adjustments I mention below):
As you can see, for the floor I want to go for a clean break of black and white. The two point lights cast again two shadows and also light the floor in a sharp circular form. But also here, there are those two "specular" specks which completely overlay both shadows (or, the "speck" from the one point light overlays over the shadow from the other point light).

What I want is to be able to use multiple point lights in this way, which each can cast their shadows and the "specular" circle not to overlap any shadows (but still keep the usual circle of light)
Specular is disabled on both point lights, though I think I would have to include the removal of that somehow in the material nodes of the ground material, though I can't figure out how.
I hope you can help me somehow. Should the description of my request not be clear, please say so, and I'll try to edit the question, to make it clearer.
I'll include my test blend file (with packaged resources), so that anyone who wants to help, can take a look at every parameter and my setup.-
Thank you very much in advance.
.blend file: https://drive.infomaniak.com/app/share/139668/5c09308a-4b00-4600-925d-ec3cdd494f07
Edit 24.04.21:
It is possible to render on different render layers, as soon as I have more than one light that illuminate the same region, which will probably be a common ocurrance. It is possible, but I would rather do it directly, if that's possible.


texts: Convert rigged armature into static object

texts: For 3d printing purposes, can I turn a rigged armature into a static object? If so, how?


texts: im new to blender so it might be really stupid what im asking, but ive finished my first little project and onlythe material for one piece is missing, i try to add a metllic material and the preview of the material looks right, but on my project it isnt working. Maybe sb could help me ß


texts:
I am trying to make a rope with the circle mesh.
First I added an array modifier to the circle, then I added a screw modifier.
[]

I was following a tutorial on youtube. Anyone else have this problem?


texts: Floor plane is not visible when I switch to Material Preview or Rendered mode

texts:
I have been trying to follow this awesome tutorial by CG Geek:
https://www.youtube.com/watch?v=hymtATx1QXw
For some reason though, when I switch to Material Preview or Rendered mode, all meshes in the viewport become invisible( they still do block the grid however ).
https://gyazo.com/cf7569004b798856be61c0a81ae10e36
This is a huge problem, because I can't cast shadows onto my plane when it's not there. I am using a hdr. I have tried adding in lights but it changes nothing. I can confirm that the object is not hidden.  I'm using blender 2.90.1.
Can anyone tell me what is going on? I'm quite new to blender. Just tell me if I need to provide more information. Thanks!


texts: Scripting the generation of a curve from the set of mesh centers drawn using BTrace add-on

texts:
I'm writing a script to generate a (smooth) curve joined from the centers of several meshes.

So, here is my code:

import bpy
import os

# PRECONDITION: The segmented meshes should be all in the following directory.

#------------------------------------------------------------------------------
# A. IMPORTING ALL MESHES
# REFERENCE: https://blender.stackexchange.com/questions/5064/how-to-batch-import-wavefront-obj-files

path_to_objects = '/home/rahul/Samples/Original-Samples/Segmented/'

# Get list of all files in directory
file_list = sorted(os.listdir(path_to_objects))

# Get a list of files ending in 'stl'
obj_list = [item for item in file_list if item.endswith('.stl')]
N = len(obj_list)

# Loop through the strings in obj_list and add the files to the scene
for item in obj_list:
    path_to_file = os.path.join(path_to_objects, item)
    bpy.ops.import_mesh.stl(filepath = path_to_file)
#endFor

#------------------------------------------------------------------------------
# B. EXTRACTING THE CENTERS OF EACH MESH

# Selecting everything
bpy.ops.object.select_all(action='SELECT')
# Select origins of each mesh
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

#------------------------------------------------------------------------------
# C. FINDING SPLINE

# Selecting the BTrace window -> Objects Connect
bpy.data.window_managers["WinMan"].curve_tracer.btrace_toolmenu = 'tool_objectsConnect'
bpy.ops.group.create(name="Btrace")

# Executing 'Run' button:
# Iteratively execting 3 commands for each mesh
for i in range(0, N):
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.hook_add_selob()
    bpy.ops.object.editmode_toggle()
#endFor

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.group_link(group='Btrace')
bpy.ops.object.btobjectsconnect() # >> ERROR <<

#-----------------------------------------------------------------------------
# D. EXPORTING THE GENERATED CURVE

bpy.ops.object.select_all(action='DESELECT')
N = len(bpy.data.objects) - 1 # all the mesh + 1 curve in bpy.data.objects

# Using the name of last object as the suffix of the name of our curve:
name = bpy.data.objects[N].name # get it's name
stl_path = os.path.join('/home/rahul/Samples/Original-Samples/Segmented/', name + '.SmoothSpline.stl')

bpy.ops.object.select_all(action='DESELECT')

# NOTE**: the curve is at index i = 0.

# Now, deleting next N meshes
for i in range(0,N):
    bpy.data.objects[1].select = True # always select the second mesh**
    bpy.ops.object.delete() # and delete the mesh
#endFor

# Into the EDIT mode
bpy.ops.object.editmode_toggle()
# Select all points
bpy.ops.curve.select_all(action='SELECT')
# Smoothify
bpy.ops.curve.handle_type_set(type='AUTOMATIC')
bpy.ops.object.editmode_toggle() # back in to OBJECT mode

# Exporting the mesh (curve)
bpy.ops.export_mesh.stl(filepath=stl_path)

#------------------------------------------------------------------------------
# E. FINDING FRONTAL NORMAL (N2)

#------------------------------------------------------------------------------
# F. FINDING TRANSVERSE NORMAL (N1)

#------------------------------------------------------------------------------

Here is the screenshot of the script execution:

But, when I run the part (PART C.) of this script related to generating the curve using BTrace add-on manually and rest of the script in console, things went perfectly fine.

So, could you please help me out debugging the error? Any insight about correcting this is appreciated. Thanks in advance.


texts: Why does my version of Blender not include MPEG as an output format for animations?

texts: I recently started working in Blender through the latest Fedora distribution of Linux and completed my first project. When I went to render my animation and select the file format for the video, the only three Video file formats listed were AVI Raw, AVI Jpeg, and Frame Server. I want to render my animation as an MPEG, but am not currently able to. Please help.


texts: Changing Color of alpha Principled Shader - Node Setup

texts:
Could someone please show me the correct node setup so the Orange color logo and lines sit on top of the dark blue. I've done my best with the node setup but the orange colour is very dull. I'd like to be able to change orange color separately to the blue.

Thanks!


texts:
I have two blenders on my computer I made a file in 2.79 and colored the model in 2.9 then I was about to start coding a game for the same file in 2.79 (as in 2.9 it doesn't have those many features for coding). But as I was open the file in 2.79 it didn't open and I was also working on some projects simultaneously they were also closed automatically.
pls, tell the answer :'(


texts: How do I apply sharpening via compositing to several movie clips simultaneously in my video editing project?

texts:
I’ve assembled a sequence of movie clips in Video Sequence Editor.  What’s the most efficient way of applying the same sharpening filter in composting to several clips at once?
Thank you


texts: strange (cycles) render result on 2 equal glass lenses

texts:
Version 2.79 (official) on Win10

I created a lens using a mesh with hyperbolic math function
(z = sqrt(x^2+y^2 +1) and boolean modifier using a box to cut of.

I used glass BDSF shader, copied the lens with Ctr-D
and rotated one of the two 180° on x-axis
In render view one of the two looks as expected, the other one is completely black. I can reproduce it with exchanging both (the one with convex side on top is black)

What could be the reason ?
(see pictures 1 and 2 with different view angels)


texts: why does my roundcube create a cube when here it creates a ball?

texts:
i think the ball shape i want was called a polyshpere or a quadsphere.
im using this tutorial
https://www.youtube.com/watch?v=WlaMfIgS2ns
the roundcube thing im trying to make is at 1:58 seconds into the video


texts: Trampoline like effect using cloth modifier?

texts: Been trying a lot of methods to simulate a ball falling on a trampoline or elastic kinda substance( square plane) with its corners pinned but haven't had any sucess yet. Really specific about the objects bouncing back after falling on the cloth, tried emmision particles but those didn't seem to work either. Would really use some help rn!


texts: Bump map is not affected only my unwrapped faces

texts: I have unwrapped the faces where I wanna put my bump map (details of a pirelli's tire), the problem is that is affecting also the other faces even if I setted the image texture to clip. I scaled in UV editor the unwrap faces to let enough gap from the edge's border and the texture image.


texts: Once I made and parented a rig, can I still add more bones? (forgot the tail)

texts:
I'm using an old character model to follow a rigging tutorial. My character is humanoid and has a tail. The character in the tutorial is human, but I want to finish the tutorial first without trying anything new. Can I add the tail controls afterward?

If so, how?


texts:
Trying to import model to Blender 2.67 using guide:

http://wiki.xentax.com/index.php/Blender_Import_Guide#Vertex_normals

But importing normals doesn't work.

Code sample:

...
mesh = bpy.data.meshes.new(obname)
mesh.from_pydata(vlist, edges, faces)

from bpy_extras import object_utils
object_utils.object_data_add(context, mesh, operator=None)
...
vindex = 0
for vertex in mesh.vertices:
    vertex.normal = (0, 0, 1)
    vindex += 1

All normals must be oriented along z, but they seems to be random.


texts:
While I want to add rotation into a keyframe which is done using bpy.ops.transform.rotate, it either says no datapath called "rotation", or having no effects among keyframes.
What should I do if I want to do it?
The model is a rigged one and I want to rotate the bones which cannot use the rotation_euler.


texts: How to get lists of UV island from Python script?

texts:
Is there any API or method to get lists of UV island from Python script?
It seems there is no API to get lists of UV island in bpy module.

Thanks.


texts: Molecular add-on particles won't interact with a non-animated rigid body

texts:
I'm trying to make molecular add-on particles to interact with other rigid bodies and it appears that they can interact with an animated rigid body, but not with non-animated rigid body. Does that make any sense or I'm doing something wrong?
As soon as I'm animating the glass jar and move it with the keyframes, the particles are moving along in it (strangely squeezing into one corner and each other due to the gravity, but then distribute evenly again when it stops, but that's not my current issue), but as soon as I remove the animation and try to tip over that jar with a cube, they stop interacting with the jar and stay in one place, while the jar falls over.
I read people are rather having the other way around issues, does anyone have the expertise to see what's wrong there?
Thank you in advance!


texts:
In the old blender, as well as most other 3d programs, you can display multiple viewports each with their own orientation, top, right, left, back and front,

I don't see any way to do this in 2.8 object mode. Is it possible?


texts: when i insert a keyframe with a single bone selected to a ik chain does not animate properly

texts:
when i insert at least 2 keyframes with a single bone selected with auto ik activated to control a 5 ik chain does not animate properly, i press g to move this one single bone (head bone there) and its shows me how it deforms but when i insert the keyframe with LocRotScale, and this single bone selected, and then i play the timeline this bone just moves itself but not how it was showing with auto ik... some video here for better understanding...
https://youtu.be/ty0dATaQOw8


texts: In Blender 2.8, the shortcut key to de-select all objects is to double tap the A key twice. Is there any way to change that to just one tap of the A key, like how it was in Blender 2.79?


texts: Rotate duplicated objects according to a list of vectors?

texts: I'm trying to edit code that imports atom positions (xyz) and an arrow on each one with the spin (uvw). The atom positions can easily be imported with an add-on called XYZ importer, but it uses instances/dupliverts to duplicate a representative object to create the overall structure. However, each duplicated object needs to have a custom rotation, specified by the spin vector. I'm struggling in how to modify dupliverts to achieve this and I can't find any simple alternatives. It should look like the image I attached, with an arrow centered on each atom.


texts: Changing shortcut to change views doesn't work. Is it possible? How?

texts:
I tried to assign a new shortcut to changing views (Front, Left, Right) and it does not work.

I check conflicts and tried different keys combinations. How can I do that?


texts: How to fix the this artifact around the edges when baking? Or is this a normal thing?

texts: I tried to bake normal from a high poly mesh to a low poly ones for video game and there seems to be some artifacts around the edges. Also the hole in the middle should appear more "rounded" but right now it looks like a hexagon. How can I fix them?


texts: How can I make the length decrease constant between each object when using array modifier and object offset?

texts: I'm trying to make a wicker weave for a chair I'm modelling, and am using an array modifier with object offset to model part of it. The issue is that the step size between each instance of the array isn't constant, so I'm getting this exponential looking curve at the edge, when what I really need is closer to a straight line (which I've annotated in the attached screenshot). If anyone has any idea how to make the step size constant or knows an alternative way of doing this, that would be much appreciated! Thanks, Rowan


texts: Blender stops responding and crashing when rendering with LuxCore

texts: When rendering with CPU it works fine, but when I try to render with GPU, it starts compiling OpenCL kernels then it stops responding and crashes. I am using Blender 2.92, latest version of Luxcore, and my GPU is a RTX 4000(Nvidia Quadro series)


texts: Changing object position on one key frame changes the rest of the frames as well

texts:
Basically, I have my human model all rigged up, and have created two different keyframes.
The first key frame, the foot is on the ground while the 2nd, it's rotated a bit up.
The problem is, when I rotate the foot on Frame number 1, it also changes it on frame
number 2... Now, on frame number 2, the foot is tilted vertically instead of flat on the
grid surface. If i try to change it on frame 2, it ruins it on frame 1 since it doesn't really copy it, but instead it somehow adds extra changes.

Is there a way to to somehow make it not copy rotates etc to other frames?


texts: replace operators with low level functions

texts:
While it is extremely easy to find operator calls (by inspecting the user interface and the info window), I have big difficulties to actually find the low level alternative functions which I can (or should) use in my scripts instead of the operators.

One recent example was:

operator call: bpy.ops.anim.keyframe_insert_menu()
RNA method call: obj.keyframe_insert("location",frame=frame)

Finding the operator was a matter of less than a minute. The low level function came to me as a comment about improving my code example.

So I wonder where I could find answers to questions of the type:

  "what function(s) can I use to replace this operator... ?"

For me the blender API is not helpful for answering this type of question and google only helped me in few cases.

Of course I could post a question here every time I want to know more about a specific operator. But maybe there is a better alternative (document, gotcha, tip, tutorial...) that I overlook?


texts: Importing into Blender a Collada export (.dae file) from Sketchup

texts:
I am trying to import a Sketchup model (.skp file) into Blender and then later on into Unity.

First, I did the default Collada export, but upon importing the .dae file into Blender, I got nothing.

I, then, followed the instructions on this webpage: Import SketchUp ".skp" files but the result was just an empty Blender scene...

Something that might be useful to know is that in my first attempt to use Collada export, there was a folder craeted (during the export process) with 3 materials in it. It basically means my model uses some material (brick texture, metal surface, etc...) which might be the reason for the failure of export/import processes.

Has anyone run into such a problem before? Is there a work around for this kind of work that deals with multi-layer multi-material 3D models craeted in SketchUp?

Thanks,

p.s. I would be happy to send my file over to someone who believes they could analyze it and see perhaps what the problem might be...


texts: How to get images to planes objects to receive shadow?

texts:
I'm following this tutorial where you create a popular illusion using images as planes.
Tutorial: https://www.youtube.com/watch?v=sk87jDzHGKA
However, I can't seem to get the object to receive shadow unlike other objects I've worked with before. It could be that the nodes I've used to get this result is a mix shader that uses the images of the back and front of the illusion with backfacing but I don't know how to get around this.


texts: How to get "bpy.ops.mesh.select_more()" working for a bmesh?

texts:
When I select some meshes of my object by hand or with a script, the selection of some meshes "fades out". With "Select - Select More/Less - More) I can select these mesehs, too. But with a script I created a bmes to select my meshes and bpy.ops.mesh.select_more() leads to an error:

RuntimeError: Operator bpy.ops.object.select_more.poll() failed, context is incorrect

Is there an equivalent for this function with a bmesh?


texts: Extrude faces of an icosphere from a python script

texts:
I have an array of values and I need to extrude each face - faces[i] - of an icosphere with the amount of arr[i] in the direction of it's normal.

I managed to extrude the face I have selected by hand and managed to get the list of all faces of the mesh, but can't find a way to combine these solutions.


texts: How did I make this soccer-ball/honeycomb shape?

texts:
A while ago, I made this:

Now, I'd like to make something like it again, but I can't remember how I did it the first time.

I'm pretty sure I started with an icosphere, then maybe I used a modifier. I'm not sure how I "carved out" the spaces between each hexagon. The larger open areas I deleted manually, though.


texts: Combining Cycles and Eevee Renders Effects into one

texts:
I am trying to make an animation scene of a Globe just like in the reference pic below (from Earth song): The main problem I am facing is with the clouds around the globe and the glow around the globe.

For Glow: So what I was able to achieve till now was to use layer weight and use it as fac to mix the main image shader with an emission shader so that I can apply emission only around the globe and this works well in Eevee and the result is as shown in the below pic which I'm satisfied with!.
For Clouds: I tried adding the Volume scatter to the clouds to get the effect as shown in the other picture which I rendered in Cycles. But, the same effect can not be obtained in Eevee as volume can be applied on only Box in Eevee. So I'm unable to get the same effect in Eevee.

So, my question is, is there any way to use the two render engines to get the combined effect? Or is there any other way I can make the clouds look better??
and I prefer to use Eevee in this because Cycles would take a much longer time for the "animation".

Btw, in Eevee I made the cloud material by using very basic Noise texture and using Transparent node. and the mesh of the clouds is, I took a sub-divided plane, deleted some faces and extruded (some double time) to get basic shape for the clouds and the used simple deform twice to make it into sphere and added Displace modifier (Voronoi). But the material looks really bad in Eevee, and better in Cycles.


texts:
Brand new to blender, and I'm trying to make a metallic object that is reflective.
There are lots of tutorials on youtube, however none of them are compatible with blender 2.71 with the cycles render.

Here are the tutorials I have tried:

https://www.youtube.com/watch?v=H_d7aT39mHQ
https://www.youtube.com/watch?v=d1QLNPPOsR0
https://www.youtube.com/watch?v=RKj_Rc8UA7E

All of these tutorials have a 'transparency' and a 'mirror' option in the outliner menu that I just don't seem to have.

How can I make this object reflective? Am I missing plugins or some other menu?


texts: Hole at the edge leaves empty faces (boolean difference)

texts:
I am cutting a whole into a block using a cylinder and boolean difference modifier, exactly at the edge of a block. This cuts 50% of the cylinder from the block.
The problem with cutting a whole right at the edge is that it leaves empty faces in the cutout.
If I move the cylinder by a fraction away from the edge (either direction), the coutout will close the faces.
This does not seem to happen with a cube, although the 3D preview looks a bit confusing.
Is this expected or a bug? Is there a way to cut a cylinder while keeping the face closed? Or is it actually closed and just looks open?
I tried the "Solidify" modifier but that doesn't seem right to do for such a simple operation.
Blender version 2.9 here.


texts: Is there a guide to learn more about nodes?

texts: I'm interested in nodes, but my understanding of them is lacking. I don't really know what most nodes do or what the connections mean (the yellow, grey and blue dots)


texts: Motion Tracking. What is the actual scale for "Set Scale"?

texts: When doing VFX and tracking, there is an option "Set Scale" to set the relatively same scale to the 3D interface as the video you're tracking. What is the actual size for the scale (is the scale in ft, in, mm, m? etc.)


texts: Unwanted bump on a mesh after Boolean and Subdivision Surface

texts:
I did a hole in my mesh in Blender 2.82 with boolean modifier, and I made some changes about topology so that the subdivision surface modifier can work properly. I removed all the doubles, and I checked the normals, they are fine.

But the result isn't what I've expected. We can see a bump, right below the hole (in red on the image).

Does someone have any idea ? I don't have any problem when I do the same thing on a sphere. Thank You !


texts: Blender stops responding temporarily when adjusting sliders

texts:
The Blender application frequently stops responding temporarily when I attempt to adjust value sliders in the UI. Once it starts responding again I can adjust sliders normally however, five minutes later it will do the same thing again. No errors or info print to the console, it just hangs for several seconds. Any idea why this might be happening?

Update - As per suggestion here is some more information about my setup:

Blender Version: 2.82
OS Version: Windows 10 Education 64-bit
CPU: Intel Core i7 3960X (3.30 GHz, 6 Cores, 12 Threads)
GPU: Radeon RX 580 8192 MB VRAM, GDDR5 2000 MHz (Driver updated
yesterday)
RAM: 32GB DDR3


texts: min () expected sequence error only happens for newly created objects in edit mode

texts:
I wrote a script that selects the selected object's vertices with the lower Z value, and set's the origin of the object to the median point.
Everything worked perfectly until I tried to make things a bit better, by returning the 3D view mode to the mode that was used before running the script as in Edit Mode or Object Mode... etc.

The error I'm getting happens in a very specific case, and I couldn't find no logical explanation to it. I have "New Object in Edit Mode" enabled in my user preferences, so when I create a new object and run this scrip immediately, I'm getting an error:

 min() arg is an empty sequence

This error only occurs when an new object is created in Edit Mode, then I run the script immediately.
I tried disabling creating new object in Edit Mode, the error disappeared!
Even if create new object in Edit Mode is enabled, the error wont occur if I press tab to go to Object Mode first, then tab again to go back to Edit Mode, then run the script.
This error will not occur in any other cases whether run in Object Mode or Edit Mode.
I tried saving right after creating a new object in Edit Mode, then run the script, no error!
This is a very weird situation to the programming novice me, so what am I doing wrong here? help appreciated in advance, blend file attached.
Edit: I found a solution by unchecking "create in edit mode" off in user preferences, then checking it back after applying the rest of the code in the example, but I want to understand why is this error happening.


texts: rendering mask image but many parts failed to render

texts:
I made a simple blender model to output the RGB, Depth and Mask picture respectively.

As shown in the image below, there are many cars of the same type on the ground in both RGB image and depth image, however the Mask image only shows one car. Note that the car is in the same type, if I used n different types of cars, the mask picture will show only n different cars.

This is my node

Any ideas ?

I know what goes wrong here, it is nothing about the model but because of the object index.

In my model, i have only one object, then I used the code to duplicate to many more, therefore probably the new generated object has not the same object index as the original one.

Here is my code for creating a new object.

  def createCarWithName(self,name):
      obj = bpy.data.objects[name]
      mesh = obj.data
      new_obj = bpy.data.objects.new(name, mesh)
      bpy.context.scene.objects.link(new_obj)
      new_obj.rotation_mode = 'XYZ'# Force the right rotation mode
      new_obj.pass_index = 4

Though you have shown me the way to give the objects the same object index manually, I tried to give the object the pass_index, and it worked.


texts: VSE: Can I move an audio track in smaller increments than one frame?

texts:
I am using Blender to mix the video from my camera with the audio from my external recording setup.  It works great mostly and I am very pleased with it.  But the problem is that I can't start the audio recorder an even number of thirtieths of a second from when I started the camera.  And Blender seems to only let me move the audio track in the VSE by whole frames (1/30 of a second).

Here are a couple screenshots:

The track on top is the external audio and the one on the bottom is the camera's audio.  Between the two screenshots I have only moved the audio track by one frame.  But as you can see, I need to move it by about 1/2 frame to line up the audio properly with the video.

So can I move a track in the VSE by fractions of a frame?


texts: Storyboarder's shot generator but in Blender

texts:
so I am using Storyboarder to create storyboards, and I mostly use the shot generator feature but it is quite limited and navigation is a nightmare, so I was wondering if there is some addons that would make the workflow in Blender to be similar as Storyboarder.
So the workflow/key features would be:

Insert preset character(s) m/f
Give them a pose from a predefined set of poses (can tweak or make your own pose, but Blender already covers that :D )
Insert objects (desks, computers, chairs, vehicles...)
Generate shots

So just as note, the models are simplistic, the rendering is quite flat and the result resembles a sketch somehow, no super realistic result but consistent, and the rendering is instant.
Example of a shot:

So what would the suggested workflow, toolset, addons... be?
Thanks all in advance!


texts: Using nodes to visualize parallel straight lines and control their thickness

texts:
I'm trying to visualize many straight lines (around 100 up to 200) of differnet lenght parallel to each other in a 2D viewing.

The Input should be a .txt-data with 2 numbers per line, which determinates my starting- and endpoint. Like this:

 0,200
 10,200
 50,150
 0,50,120,200
 0,150
 ...

The next step would be to change the thickness of the lines.

Maybe you're able to explain me a solution or tell me were to start, but I'm just a beginner so I may not understand every explanation.

Thank you very much!!


texts: How can I know what render engine a file is made for?

texts: I'm an intern in a lab and they want to use blenderfiles for generating stimuli for a visual perception experiment. The previous intern got started, and now I need to finish. Because of how this experiment will be set up, we need files all made in the same engine. I know that you can see the engine on top of the screen, but I think she changed it sometimes to a different engine, and now I don't know the real engine anymore.


texts: How to undo last actions in Blender 2.8 / 2.9 without undoing actions in Edit mode, Sculpt mode & Particle edit? I.e. how to make Undo work the same way as in Blender 2.79? It often happens that need to edit something in Edit mode, Sculpt mode or Particle edit & if I don't like the result, then in 2.79 I can easily undo large number of actions at once. In 2.8, undoing absolutely every action is completely inconvenient. Maybe there is some hotkey or setting to undo like in 2.7?


texts: How can I add multiple Megascan Decals on an existing material in blender the same way as Unreal Engine does it(snaps to the materials)?


texts:
I rigged the body of my character and proceeded to the facial rig, in which the eyes (mesh) are already connected to an armature, but now I want to connect those eyes armature to a new bone I made on his head so I can control both of them at the same time.

Adding to that, I also want to connect that new head bone to my master bone so I can move it all together.
Tried bone and object constraints, and parenting, but for some reason I can't seem to get it right. Everytime I move master bone (which you can't see on the image) in "Pose mode", the head bone and eye armature won't follow.

Thanks in advance :)


texts: How to gradually reflect the texture and leave the material?

texts:
I created a printer and covers, and with the help of animation I need to show how gradually the textures are superimposed on the covers (as in printing). I do not know how to do this.

How can you make the cases run into the printer blank and then the textures appear as you print?
File blender - https://drive.google.com/file/d/1NA3jwEbCeywVtkg5HVg6ovmJ-JcnWqMV/view?usp=sharing


texts:
I need to copy the world matrix of a bone and assign it to another bone. Both have different parents. Pretty much what the copy transforms constraint does, but for a single frame without dependencies, because I need it to be set in a certain frame and then put a loc/rot keyframe there.
I am fine with either a script or manual solution (like cursor to selected -> selection to cursor, but for rotations as well)

I found this: Global Pose/Rotation of a bone
But that script gives me an error, that the expected matrix would need to be 3x3, if I put mat.to_3x3() behind it, nothing happens at all. Also since both bones in that script share a branch in the hierarchy I'm not sure if it would suit me in the first place.
I don't care about scale at all.
Thanks


texts: Cycles lighting Principled BSDF differently on CPU and GPU

texts:
working on a scene right now, where I used Substance Painter for a simple plane and plugged all my maps into the principled shader.

Turns out the scene is lit differently when rendering on CPU or GPU.
That results in flickering which is not tolerable.

The scene is exactly the same, I saved it and only changed the render device.

The scene uses filmic color management and seems fine otherwise, only the objects with the principled shader are affected.

I had to censor the character, sorry.

Any help would be appreciated.


texts: Is there a way of having Blender reset the 'origin to geometery' automatically?

texts:
At the moment, when I resize or modify an object, I manually click Set Origin -> Origin to Geometry to recentre the manipulators in the object's bounds.

Like so:

My desire is to have the origin always centered to the object as it changes. Is there any way of just having Blender do this automatically?


texts: Edge Crease and multiple subsurf modifiers

texts:
If you crease an edge, then subsurf modifier won't round it. But if you have 2 subsurf modifiers, the second will ignore the crease and round the edge. Is there a way around this? I have a situation where I want one subsurf, then some other modifiers, then a second subsurf. Using Simple instead of Catmull-Clark doesn't help.

Top: The starting cube with all edges creased and 1 subsurf modifier with 2 levels of subdivison.
Bottom: The same starting cube with all edges creased and 2 subsurf modifiers with 1 level of subdivision each.


texts: Alt+Left Click doesn't select a loop of faces completely

texts:
I was following this tutorial: https://youtu.be/WxMwa0njGSM?t=18m50s

His faces have continuous "flows", but mine doesn't for some reason. I've removed doubles.

What could be causing this break of face flow?


texts:
Hi, I´ve been trying to get a microdisplacement on a plane from a .jpg 8 bit and a 16 bit .png with a resulting skewed image. How do I fix that?
Thanks.


texts: Material saving issue during "Seperate by Material"

texts:
During my workflow I am joining meshes together and then using "Separate by Material" and vice-versa. During this process, sometimes the materials are not saved. I posted about it in this thread:
Material names missing

I now uploaded a Blender file to Blend-Exchange to show the issue.

Here are the steps to reproduce what is happening:

Open the Blender file
Notice Mesh1 and Mesh2 have material slots and materials
Join Mesh1 with Mesh2
Go into edit mode, and select everything in the joined mesh and do
"Separate by Material"
Save the blender file
Re-open the Blender file and notice the material slots are there,
but the Materials are now "missing", as shown in the linked question

So why might this be happening?


texts: I have got a bunch of 3d trackers, and for the specific thing i am attempting to do, i would like them to all be replaced with planes that still follow along the tracked motion.


texts: Organize imported objects by auto-generating similar named Collections and sorting

texts:
So I'm importing an obj file that comes in as hundreds of separate meshes in the default collection.

Many of the meshes are imported with a similar name, but with a different ID number added in brackets at the end.

I would like to cycle through the default collection to find meshes with these similar names and add them to a new collection named after them.

My end goal would be to have these separated collections and be able to edit one objects materials and the ability to link all at once without scrolling through the long list that is default with the import.

    import bpy

"""
Input: Objects in Collection named "Collection"

Output: Like Named objects in separate collections with the same name

"""

"Initial setup; gets number of objects in Collection to cycle through"

Object_number=500;

"Compares one selected object from the outliner to another next to it"

for i in range(0,Object_number+1):
    a=bpy.context.object.name[0:10]

    bpy.ops.collection.objects_remove(collection="Collection")
    bpy.ops.outliner.select_walk(direction='DOWN')
    bpy.ops.outliner.item_activate(extend=False, deselect_all=True)
    b=bpy.context.object.name[0:10]
    bpy.ops.collection.objects_remove(collection="Collection")
    print(a)
    print(b)
    if a = b:
        bpy.ops.collection.create(name = a)
        bpy.ops.outliner.select_walk(direction='UP')
        bpy.ops.collection.object_add_active(collection = a)
    else
    i=i+1

My initial code scrolled through the outliner and compared the names of two adjacent objects. If the first 10 characters of the string were the same then it would attempt to add both to the collection of the same 10 character name.

Incredibly new to all this and would appreciate the knowledge behind scripting in blender!


texts: how to place circle in a far location from centre

texts:
A certain doubt always looms, when this circle is clicked ( by default ), it always remains near the screen. I mean with a click at most the cursor goes a bit away but not far from it. How does one get to place it lets say 20 measuring units ( inches or meters ) away.

Because it is in 3d space, this cursor should diminish in size as it goes far. That is my notion. could somebody clarify this.


texts:
dear Blender community. Is there a way to preview subdivided model without actually adding subd modifier? For example: press a hotkey and get a preview of the model with subdivision levels added.
(Just like Dynamic SubD in Zbrush, or Smooth Proxy preview in Maya).


texts: Point light in Blender 2.90.1 not working

texts:
My point light is not working. I edit all the options and it is not showing in my model.
The model is imported from SketchUp (in case this is important), also I have extreme amateur knowledge of 3D programs.

Here's the Blender File: https://www.dropbox.com/s/ybeimexele5xwu3/Exterior.blend?dl=0


texts:
Very new to blender, trying to touch up a file for eventual 3d printing of a helmet. I was selectively blending areas of the obj file, and then for some reason the selection of faces I was currently trying not to smooth with my subdivision surface modified (highlighted in the pink/maroon on the right side of the picture) became permanently highlighted, as if selected. I thought I may have had to do with the subdivision surface modifier, so I deleted it, but to no avail.

any help? its very hard to work with, as it obscured my view of the model.


texts: Poly Build Glitchiness in Orthographic View mode

texts:
I suspect there is a simple fix for this but I haven't come across any documentation that's addressed this issue.  While using the Poly Build tool in Orthographic View mode, the tools is no longer highlighting the vertex or edge that is closest to the cursor.  Instead other parts of the mesh are highlighted.  Therefore I can't move or build the mesh in a meaningful way.  The workaround is to simply go back into Perspective view but there are times that using orthographic view is helpful.
Using Blender 2.82 with an Image plane (Reference image) and face snapping enabled.


texts:
I've made the model of a table, actually it consists of 3 objects (i need to keep them as separate) is there any way how I can see the overal dimensions (actually I  need to get the height) of all objects that the table consists of ? After selecting objects the panel on the right shows the dimensions of the bigest object one.

Thx.


texts:
I'm getting corruption in the blender UI that looks like some of the components are not being drawn correctly, overwriting parts of the screen. I've experienced these issues at various times - usually in the toolbox or other panels - and it was usually nothing more than a minor inconvenience as I could usually simply scroll the panel up or down a bit and they'd go away. However, now I've got the same issue on the node editor window in the compositor and it's making it pretty much unusable. Does anyone else experience this problem and/or have any ideas for a solution? It's sometimes tricky to take a screenshot as moving the mouse or swapping windows to the screenshot utility changes the pattern, but here's a (minor) example of what I'm getting :

Often it's more colourful that that. The pattern changes as the screen is moved around or other elements are selected.

I've tried changing the Window Draw Mode, Text Anti-aliasing, Images Draw Method, etc. in the System preference screen but nothing seems to improve matters.

Any help very much appreciated as this is driving me a bit nuts at the moment.

In case it helps, this is on Blender 2.76a running on Ubuntu on an Acer Travelmate with 2Gb memory - earlier versions of Blender also had the problem but I just figured it was a glitch that would go away with later versions, but it didn't.


texts: How can I make my stone objects look less shiny?

texts:
I'm trying to replicate a scene made in UE4 using the same assets, but I'm struggling with the textures a great deal.

In this case, a lot of my objects appear overly shiny rather than looking like they're made of stone, it looks more like plastic.

How can I remove the shine effect almost entirely from these objects?


texts: Inside of mesh is see through when trying to make a hole?

texts:
I am trying to make a hole in this mesh:

but when I delete the vertices/faces, this happens:

How can I delete the top and bottom in the middle without this happening? I want the inside to look like how it does on the outside, not look like there is stuff missing.

What it looks like when rendered:


texts: manipulating in the viewport has suddenly become quite impossible

texts: I suddenly started to get the following error message: 'your system does not use 3D hardware accelation. Blender requires a graphic driver with OpenGL 2.1 support'. So I searched the internet and installed opengl32.dll. Blender is now opening again, but I'm hardly able to manipulate in the viewport. Blender is very slow to respond whenever I zoom or rotate in the viewport. Does anybody know a solution?


texts:
I have never used Blender, so I'm totally new to the software, but today a friend of mine asked me to use my computer to render a picture for him since he doesn't have a powerful PC. So he gave me the file and told me what to do:
For both the two star-shaped bushes and the small ball-shaped bushes, I had to:
1)Select the object with the right click of the mouse
2)Click on the icon with the stars (the particle system)
3)Click on Display modifier in the viewport
4)In Emission, increase the number up to 100k
Then, I had to set a resolution of 6000 on x-axis and 4080 on the y-axis and start the render.
The resolution must be so high because the picture is going to be printed on 6mx4m rollups.
My PC's specs are:

i7 920 @4GHz (4 core, 8 threads)
12GB DDR triple channel @1600MHz CL9
nVidia gtx 1070 AMP!Extreme 2GHz on the GPU and 9000MHz on the 8GB of GDDR5
SSD 850 pro
HX750i 750 W PSU
Windows7 Ultimate x64
I have downloaded the last 64bit version of blender.

Every time I try to render, I'm getting the "out of memory error" before the render even starts (I get it when it starts to apply textures, I think, but I'm not sure).
I would like to know if there is anything I can do (is my PC not good enough or is a picture problem?).
I will attach a screenshot of the image (the original is 3,9 GB and when I open it, 11GB of ram are used). If you need more information about the picture tell me where to find them and I will report them.
I also tried to render with my GPU but I get the same error even if both AIDA64 and GPU-Z tells me that only 2GB of GDDR is being used.
Thanks.


texts:
I am having trouble changing colors. Check this out and let me know what I am doing wrong, please.

Here is the link .....  https://youtu.be/LacRm-EUQk4ith


texts: How to make eyelids go up and down instead of rotating

texts:
So yeah how would I do that, upper lid would cover 70-80% of eye from top and I want to move the up and down but there is trouble I don't know how to make lid stick to eye because if I moved it now it would go into eye when bottom of lid comes to middle of eye I need ti to stick to surface of eye at any position and one more trouble is that when I move it up/down it was going trought rest of mesh (let's say face), so how would I make it go up and down and dissolve at top in order not to go thru rest of face, I know it somehow possible with lattice but I can't figure how.? Any toughts?

Brown plane represents the face, you got the rest of it.


texts: Glass BSDF shows weird black lines after sculpting

texts:
I decided to make an ice cube. It looked good on the default cube, but i knew that if i sculpt it, it would look a lot better. So i made another cube and i went into sculpting mode (It was my first time doing any sculpting, thought that its going to be easy). So after looking at what the different brushed do, i decided that to make what i need i will use the smooth brush on the edges of the cube. So after some work i made something i liked. But then on the next day, i saw these black things after i removed my bump map (it used a noise texture to give the ice some good look) - they were really weird.

I thought its something from the new roughness map i used, but after removing it from the roughness it was still there. Then in solid mode i saw the shading issues.

Here is the wireframe of the object:
But after one subdivision modifier it was ok in solid, but still weird in rendered mode. I am using cpu rendering, cause my gpu gives Split render kernel errors. Here is my current node setup, just the glass.


texts: My particles keep dissapearing and reapper

texts: I'm kinda new to blender so I've created a particle system where I've painted some grass with weight paint and it keep disappearing and reappear it keeps happening even in render I don't know what the problem is please help.


texts: I want to animate a whole bunch of birds

texts:
I’ve made a whole bunch of birds and I want to animate them.

The easiest way that I can think to do is put stage one down, next frame replace it with the second one and so on so forth.

But how would I do this? How do I go to the next frame and replace it without messing up frame number one?


texts: How to programmatically fill all holes in a mesh?

texts:
The following works, but I think I'm doing it wrong by using operators.
def fill_all_holes(o):
    select_object(o)
    mesh = o.data
    last_num_edges = None
    while True:
        edge_mode()
        bpy.ops.mesh.select_all(action="DESELECT")
        bpy.ops.mesh.select_non_manifold()
        object_mode()
        es = [e.index for e in mesh.edges if e.select]
        print(f"{len(es)} edges selected: {es}")
        if not es or last_num_edges == len(es):
            return
        last_num_edges = len(es)
        bpy.ops.object.mode_set(mode="EDIT")
        bpy.ops.mesh.select_all(action="DESELECT")
        object_mode()
        print(f"Select edge {es[0]}")
        mesh.edges[es[0]].select = True
        edge_mode()
        bpy.ops.mesh.loop_multi_select(ring=False)
        bpy.ops.mesh.fill()
        object_mode()

Is there a better way, e. g. with BMesh?


texts:
I have my scene with building. Scene has HDRI light and some additional light sources (area light) inside building. Problems is - after turning on layer with light inside building all scene gets more noise.

Photo with light on (50 samples)
http://www.part.lt/perziura/d74281caa2fff8977cdfece330bef225382.PNG
Photo  without light (20 samples)
http://www.part.lt/perziura/74b2f9f35932cb707c639afe99faad22636.PNG


texts: Filter input values in Shader Editor any texture

texts:
I am using a musgrave texture and I wanted to apply a low pass filter on fac output, and use it as a displacement in the displacement input of the Material output. I tried the math section but (EDIT)I did not get. Kindly help.

Edit: I added two Diffuse BSDF's with slightly different colors and wanted to filter the musgrave texture to have only low passed values which go into displacement node and then to displacement input of the material,they also go into fac input of mix shader.


texts: Bake combined doesn't give me Normal information?

texts:
I might be confused when baking combined, all I got is this single image on top-left after baking, but where is the bluish Normal information in this image?

I might have misunderstood the combined baking, how can I got the normal information from this single combined image. As far as I know I can create low poly to bake normal from high poly, but when baking combined, if I do not have low poly, then what is the point that having Normal Pass in Combined Bake Type? Thanks a lot!


texts: How to animate and simulate pulling up pants

texts: I need help in learning what I need to do in order to animate and simulate a character pulling up their pants in a way that also interacts with a soft body mesh. Do i need to parent the hands to the clothing? I'm assuming i'm going to need to do a soft body, collision, and cloth simulation in order to get it all to work. What tutorials or tips should I know to get this to work since i'm new to blender simulations.


texts: My mesh is grey and I'm not able to paint it

texts: I'm new to Blender and had probably pressed something wrong when painting the mesh but it has some grey structures on top of it and doesn't allow me to edit it in texture painting.


texts: How does code execution work in an Animation Nodes node tree?

texts:
I need to understand the basic foundations of how the Animation Nodes add-on calculates and executes code.

So there is Auto-Execution, then options like Always, Tree Changed, Frame Changed, Property Changed.

Those options are ok for one node tree. I have not used multiple node trees.

Supposed I have a Script Node that I just need to run once. Jacques told me that I can use the Execute Node Tree button.

Which means... ok, suppose I have a Script node that just needs to do something one time: Perhaps calculating the shortest path distance of 10 vector positions based on a single point and target point.

When the above gets calculated all the time, it will just freeze Blender.

Should I then create a Script node in one node tree and execute it once, and then use the data and store it somewhere (maybe as Text) and then continue?

Another way, maybe I just want Animation Node to check an Object in the scene, and print out the name. One time only. When I use script node, it gets executed all the time.

There is this trigger thing, but I am not too familiar with it. Can we have example?


texts: I believe this menu is from an old version of blender. How can I find it in 2.8?

texts:
I'm trying to follow an old doc on importing daz3d characters into blender.
Does anyone know where this section will be in 2.8
Thanks


texts: how to use vertex group to instance an object in geometry node?

texts: I'm trying to use vertex group to instance an object in geometry node, for example, a table with his legs. But don't work


texts: Plotting object mesh on blender generated image based on object pose

texts:
I am generating images from blender and also saving obj.location and obj.rotation_euler. After this, I want to plot the mesh of the object on the image generated based on the objects pose that I have saved.
something like this
But I am not able to make sense of obj.location and obj.rotation_euler
x,y,z = 2.3005263805389404, 3.887678861618042, 0.505042314529419
3d rotation = -0.012391275726258755, -0.02587204799056053, 1.8222243785858154
which are plotting my object mesh outside the image. I noted down my blender camera position as
bpy.data.objects["Camera"].location  = <Vector (11.5000, -10.0000, 8.0000)>
bpy.data.objects["Camera"].rotation_euler = <Euler (x=1.1093, y=0.0108, z=0.8149), order='XYZ'>
I am not sure how to proceed further.


texts: How to extrude tangent to the face only?

texts:
I create this pipe kind of thing from curve->bevel.
Then convert it to mesh. I want to continue slight extrusion at the end which looks in the continuation only. It is not along any axis. How to manage this extrusion?


texts:
I am following this tutorial on character modelling but I am stuck at 2:43 how he scale it on y axis.

But when I scale the same edges my edges become straight unlike his moving inside. How he is doing that scaling ?


texts:
I recently exported one of the Dota 2 characters after applying all the displacement masks to give all the skin and scale textures to the character.
The whole character was divided into 6 parts and each part has to b subdivided and then the displacement has to b applied to give better effects.
I worked on Pudge and after all the tweaking the stl file exported was of 1.8GB,
yeah GB,
What to do , none of the 3D printing services around me are able to open or print the file , it taking too ling to even open and in most cases the 3D printer software crashes.

Even blender is not responding when importing the same stl file


texts: How to reassign general confirm function from "Enter" key?

texts:
i would like to reassign general confirm function from the "Enter: key to something else. My setup is setup in the way, that i cant reach right side of keyboard because it covered with my graphic tablet.

I reassigned most hotkeys i use to the left side of the keyboard, but i can't find how to reassign general confirm function from "Enter" to another key.

Thank you.


texts: I'm new to texturing so I have a jpeg file of a fabric texture and applied it to my cloth. However it seems to be magnified a lot. How do I zoom out or make the fabric texture smaller? When I enlarge the UV map of the cloth on the left I notice its similar to the fabric texture tile


texts: Is there a way to access a bpy.types.Operator value

texts:
I have a popup that can allow the user the set a value.  I can see that the value is getting set correctly as it reports it to the console.  However after the function that calls the Operator completes how is it possible to access values that we set inside the Operator class?

class OpenBrowser(bpy.types.Operator):
    bl_idname = "open.browser"
    bl_label = "Select Path"
    bl_options = {"REGISTER", "UNDO"}

    directory = StringProperty(subtype="DIR_PATH")
    cancel_search = BoolProperty(
        name="Cancel Search",
        description="If no further images are to be found",
        default=False,
    )

    def execute(self, context):
        display = "dirpath=" + self.directory
        print(display)
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        wm.fileselect_add(self)
        return {'RUNNING_MODAL'}

bpy.ops.open.browser('INVOKE_DEFAULT')

How do I access the value that was set for directory following the the completion of the last function call?


texts: why are my textures missing when I reopen the model?

texts: I have made a model, with quite a few textures (most of them is downloaded and edited with gimp, all exported as png), but sometimes when I open it, they are missing. I think I just misclicked somewhere. I wouldn't mind that, because to reopen them takes just a few seconds, but I want to share it with some other people and I couldn't do that if I wasn't sure that it would be complete.


texts:
I've got a question.
I modelled a character and importet it into Gmod. I had the problem recently, that some face were flipped.
Then I searched how to fix it and in Blender, it seems that they are showing to the right direction.
But when I'm running the game, the faces on many spots of my character were still invisible when I look direktly from the front...

Here are screenshots of my issue:

This is the edit mode in blender, and the Faces are showing to the right direction o-o

here are they still missing. The characters right eye shows up when I'm turning to the left...

In crowbare, everything seems to be alright too...

so what can I do? did I oversee something there?
(btw it's my first character and playermodel I did ^^')


texts: Really low FPS in the preview window of the video editor

texts:
First time using blender and I'm not very experienced using video editing software either.

I'm trying to preview a video game clip that's 1080p 60fps.  The FPS of the preview is around 2-4, and sometimes even lower.

Some PC specs...

CPU: Intel i7-6700

GPU: NVIDA GeFore GTX 970 4GB

I feel like my computer should be able to handle this, so why is my FPS so low?  Is there some settings I'm missing?  Any help will be appreciated.

Edit: So I learned the videos are actually in 4k, so I changed my resolution to 3840x2160 and that kinda helps with the FPS.  It starts out between 20-30, but then drops low and gets laggy.  Like the audio plays just fine, but the video skips and seems to get stuck on single frames for awhile.


texts:
I know that you can't export blender models with their materials. Is there any way I may be able to turn the materials into a texture which I can export separately?
Thanks, I'm quite new and I just need a solution to this problem.


texts: Blender 2.78 Nvidia Grid on Amazon EC2 g2.8xlarge

texts:
I've just managed to set up an amazon g2.8xlarge ec2 instance and got it running using vnc.
i've installed Blender  2.78 and set the render engine to GPU, Cuda Grid K.520 x4
and did a test render on both amazon and my own pc (GTX 980) [GPU Render].

on amazon with 4gpus i rendered this on 2min44s and on my rig 4min33 s

yeah, render time was half but also need to keep in mind that at the time that i was rendering i had 2 monitors on and one of them is 4k .

i don't know if i'm doing something wrong or this is what it is supposed to be!
i would be happy if anyone can help on this !

i'm running windows 2012 RC2 on amazon btw.


texts:
I am a newbie playing with the new Landscape mesh tool. My problem is, say, I generate 3000x3000 m(eters)^2 mesh of terrain. The human viewport would be expressed in cms at most, while blender's is arbitrary. Can I somehow view the terrain while modelling, at the height of a human, using human viewport parameters, not that of a god?

EDIT:
Both the answer(s) and the comments were very helpful, but also take a look at this:
https://www.youtube.com/watch?v=g0mcAL3sWRM


texts: How to edit multiple meshes once without joining?

texts:
Hi I am looking to edit multiple meshes without joining them.

I have selected all meshes and set origin to geometry because I want to do curved extrude. It is easy to do it in one mesh but I can't figure out how to do it to all of them. If I join them together and do curved extrude them the curve is towards the centre point which ruins the shape of most meshes except the one that is selected to be origin geometry.

Please see Picture 1: I would like to edit all the 2D round meshes and extrude them like the one on the right until I eventually close them (like the one in the middle). The problem is that I would like to do this with more than 1000 random spheres. I can't manipulate more than one image in the edit mode, where I would extrude the meshes to create the closed object like the one in the middle.

I have tried to join them all together and edit them but there is a problem because there is only one centre point and them when I extrude them and scale to 0.5x it usually closes the circle if the centre point is to the mesh but now they all move towards one centre point. Please see Picture 2.

I have even used the MultiEdit tool but it still joins all the meshes together, which is not what I want.

Please help and many thanks in advance.


texts:
I'm looking to solidify this surface, however when I do the shading is strange. Autosmooth is already activated and my other solidified modifiers on other surfaces works as expected. Any ideas? Thanks in advance!
Blender File Here


texts: Duplicating element with python, rigid body lost

texts:
So at first I was using this while having selected what I wanted to duplicate before :

bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, PH+PH), "constraint_axis":(False, False, True), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})

But for no reason that I could find the translation would not be made anymore, it would still duplicate but it would then left it at the same position.

Then I read : Duplicating a mesh object

and when using :

new_obj = obj.copy()
new_obj.data = obj.data.copy()
new_obj.animation_data_clear()
scn.objects.link(new_obj)
new_obj.location = new_obj.location + mathutils.Vector((0, 0, PH+PH))

the objects are duplicated and translated as I want but the rigidbody from the original object is lost.

I tried adding a new rigidbody on the new object but this is slow as hell (by adding this)

obj.select = True
bpy.ops.rigidbody.objects_add()
bpy.context.object.rigid_body.collision_shape = 'BOX'
bpy.context.object.rigid_body.use_margin = True
bpy.context.object.rigid_body.collision_margin = 0.01

would anyone know why the duplicate_move stopped working? is there a fastest way to duplicate the rigidbody?

Thanks.


texts: Selecting the other side of the object in a boolean operation

texts:
I am trying to cut an object using a plane into two objects. I am using difference boolean modifier. How can I tell Blender which part I want and which part I don't want? I have no control on which part should remain after the boolean operation. Could someone help me on this?

Update: (for better illustration of the question). For example, let's say we have a cube which is cut by a plane. How can I selectively specify which part of the following cube should be removed after the boolean operation on the cube and the plane? For example, how can I remove part (1) of the cube instead of part (2)? I am trying to be able to tell Blender remove the part which I don't want.

I should say that the boolean modifier works perfectly with the plane being the cutter my object is splitted into a correct mesh. I would like to only be able to remove the other remaining object.


texts: Removing internal mesh to make object hollow

texts:
I followed steps to make an ellipse with multiple regular holes using cylinders (picture on left). How do I remove the internal cylinders from the ellipse (picture on right)?
I ideally want to end up with the ellipse hollow with a 1cm lining
.


texts: Unlinking Materials from Objects that were copied using ob.copy()

texts:
I am writing a python program to create a torus comprised of rings of segments. I am to the point where I have the torus nicely generating.
I created objects using this code:

aMesh = bpy.data.meshes.new("Segment" + str(c_index+a))
anObject = bpy.data.objects.new("Segment" + str(a), aMesh)
anObject.location = bpy.context.scene.cursor.location
bpy.context.collection.objects.link(anObject)
vertsd=[]
for b in range(8):
   vertsd.append((block[b].x,block[b].y, block[b].z))
aMesh.from_pydata(vertsd, [], faces1)
aMesh.update(calc_edges=True)

This creates objects named "Segment0" through "Segment8" for example.
Then later, I copy these segments to make all the rings:

ob = bpy.data.objects.get(aName)
ob_dup = ob.copy()

This results in a bunch of objects named "Segment0.001", "Segment0.002" etc... Then I rotate and translate the segments into a torus.

Now I am to the point where I want to be able to apply different materials to each segment independently. The problem is that if I change the material for "Segment0.003" for example, the material changes for all of "Segment0.001-Segment0.032"

How can I "unlink" the materials for each of the copied segements?
I have been going through all the examples I can find, and they all seem to work by themselves, but not when I port them into my program.

Any help or pointing in the right direction would be greatly appreciated!]1


texts: In Python, given x-value on 2D Bezier Curve, return y-value

texts:
I am attempting to create my own transfer function.

So first I draw a curve:

3D View > View > Top

Info > Add > Curve > Bezier

Tab to enter Edit Mode

Curve Display > Normals > (off)

Properties > (Curve icon) > Shape > 2D

Create the curve using:

RMB to select waypoints or control points
G to move them,
Select last waypoint, E to 'extrude' i.e. add another waypoint,
or
Select two adjacent waypoints using RMB and ShiftRMB > W >

So now I have my curve:

How do I now, from a Python script, retrieve the associated y-value for a given x-value?

P.S:
This question follows from: Create custom graph and access values from Python but I realised that trying to hijack the keyframe animation curve editor for this purpose is trying to get a square peg into a round hole.


texts: How do I split an edge with a key shortcut?

texts:
How do I split an edge by using a shortcut? I've done it many times, but I've forgotten how I did it.

In picture below, I've done it manually, but I'd like to know how to do it with shortcut.


texts: How do I properly use an alpha texture to create variable transparency areas on a surface?

texts:
I have been experimenting with projection mapping. Along the way, I'm trying to nail down the particulars of creating transparency effects that account for partial 'blocking' of the light that will be behind the transparency-possessing mesh.
Here's the imported image-plane that I've been hacking apart. it uses the standard node-array you get when you import that way:

Note the vertical blinds in the windows. It's that element of the texture that I have isolated for this partia-alpha treatment, so that emissions behind those windows will peek through. Here is my current (incorrect) node-array for those window areas:

In that screengrab, note the B&W texture that I created to help with the alpha transparency (which I realize now I could have just done via nodes - including a B&W conversion & color ramp).
Does the alpha transparency need to happen later? Anyone want to help me figure this one out? Feels like I'm close...
Thanks for your attention.


texts: Python, is there a way to copy the orientation from a custom transform to an object?

texts:
I'm trying to create a custom transform from selected vertices, then copy the orientation of this transform to an object.
I know it's doable from an object to another, so basically Blender copies the orientation of Active object, and rotates the Selected object to match that orientation, what I'm trying to do, using Blender API, is to copy from a custom orientation, rather than from an object.


texts: Active faces of the object and UV unwrap not corresponding

texts: I UV unwrapped a cylindrical object but noticed that the image was stretched with a section of the image missing. The active face of the image and the corresponding active face shown in the UV Image Editor window show different contents as such . Why is this happening? I have managed to cheat as shown below.


texts: Why won't Smart UV Project automatically unwrap a simple chair?

texts:
I created a very simple chair mesh and I would like to unwrap it so that I can map a texture. I would like to have Smart UV Project unwrap it automatically, but whether I do it that way or try manually, I am unable to unwrap the model.

Is there something I'm missing?

I tried a few guides, but I'm not sure where I'm going wrong.

My File: http://www.pasteall.org/blend/34625


texts: I have a simple node setup (picture 1) that is creating a mask on my 3d object (picture 2) and I want to be able to export this as an image to edit. Is this a possibility? When I go to the UV editor, the image isn't there for me to view/save.


texts: How do I get the glass material to stop weirdly showing the object inside the glass?

texts: Under the Cycles Render, I inserted a pyramid with the emission material attached to it and it is inside the octagonal shape glass. When I am rendering the scene, the pyramid weirdly is being displayed as seen in the image and this appears to be happening on the edges of the shape. How do I fix this?


texts:
So I finally gave this model textures and materials and it looks fine in material view but in render view the whole model is just pitch black. Strangely enough, the render looks fine in Blender Render mode. Here is my nodes setup/material view:

Here is download link for mesh with materials and image textures with UV's :
https://www.dropbox.com/sh/mfyoougy6qflmdz/AABd0cniihD1OHWT77W00HN3a?dl=0


texts: Making sense ot the 3D View and aligning and rotating objects by specific values

texts:
I am trying to line up a camera and a mesh in the 3D viewport.  I am having LOTS of problems.
a) I have a green line - I assume this is the X axis, though it is not labelled, same for the blue line. How do I see all three axes?
b) I set the cursor to world origin and then set my mesh to cursor, but the mesh seems to just go wherever it wants to go - and certainly not to the cursor.
c) is there a trick to navigate around the 3D space without it turning upside down or moving in an unpredictable manner?  How can I even tell if it has turned upside down?  Is there any way to move the view in a single axis at a time?  I am just usinhg my Mac trackpad with 2 fingers but it drives me crazy.
d) after selecting object I noted that the Y scale was slightly different - setting it back to 1 (same as X and Z scale caused the model to disappear altogether - I never found it again...
e) I thought that having a collection including lamp and camera might be causing Blender to snap the collection rather than just the mesh - but I moved the mesh out of the collection and it made no difference.
Really, this is driving me nuts!
f) Setting the mesh origin to cursor evidently does not move the mesh to the cursor - so how do I move the mesh itself so that it is sitting EXACTLY on all three axes?


texts: I envision creating a 3D model but in the pixel art, 16-bit style. Like the old Mario or Zelda games  Not just outlined liked this but the entire model. I searched for ways to do this but i can't seem to find something like this. If someone could help me find a way to do this i would greatly appreciate it.


texts:
Is there a way to render an anti-aliasing sample rate pass on Yafaray like V-Ray does?

This is extremely useful to fine-tune the render settings and have a quality output without cranking the AA settings high up.

I've seen something like this on the Yafaray documentation (on the render settings chapter about AA threshold) but I couldn't find a way to render it:


texts: Calculating final Bone/PoseBone matrices

texts:
I'm writing an exporter and am trying to export the animations but I'm not certain of what space the matrices are in or what they're relative to (if anything) and the docs don't really give much info at all about any class variable.

I believe the Bind Pose matrix should come from PoseBone.bone.matrix_local. Since it's being called a 'local' matrix I would assume that it's relative to its parent but then the docs say it's in armature-space. What does this matrix really represent?

I'm trying to export the final pose matrix for each bone for a given frame but I tend to either have very incorrect matrices or they seem to not be inheriting a rotation somewhere.

rig_ui.py calculates a pose matrix like this:

rest = posebone.bone.matrix_local.inverted()
par_rest = posebone.bone.matrix_local.inverted()
par_inv = posebone.parent.matrix.inverted()
final = rest * par_rest * par_inv * posebone.matrix

This results in the armature pose seeming to lose an ancestor's rotation somewhere. What I don't understand is why none of the other scripts actually use ancestor's matrices if bone.matrix_local actually is relative to its parent. Won't it need to have accumulated every ancestor? Am I misunderstanding what space either bone.matrix_local or posebone.matrix is in?

Some scripts/exporters are also using the inverse of the pose bone's parent's matrix or the inverse of the bone's parent's matrix_local (before applying that to that bone's matrix_local which is not inverted). My understanding was that only the bind pose matrices need to be inverted and ALL of them must be inverted.


texts: I'm trying to UV unwrap this object and the main half is perfect but the second half seems to rotate and skew towards the edges so I'm just wondering if my seams are correct?


texts: Not showing full model in rendered view and camera view after a certain distance

texts: In my view port full model is showing, but in camera view and also in render view the full view of model is not showing.


texts: Make object follow curve without rotating/deforming

texts: I'm trying to make a functioning escalator. I've got an array of stairs with a curve modifier and a bezier circle for the path. When a stair is on the parts of the curve that bend, the stairs rotate and deform with the bend. How can I stop this? Thanx.


texts: Viewport performance, i9-9900k vs Ryzen 3970x?

texts:
(Apologies in advance in case this is the wrong place to ask this!)

I'm building a new workstation and trying to decide which CPU to go with.

Does the viewport performance in Blender benefit from having a CPU with more cores (e.g. Ryzen 3960x/3970x), or would the performance still be similar to e.g. an Intel i9-9900k with less cores but slightly better single core speed? And what about playback/baking speeds for e.g. simulations, would more cores be faster for that stuff?

I use the GPU for rendering 99% of the time, so I'm not too worried about the CPU difference for rendering.

Thanks in advance!


texts: My point light doesn't appear in cycles render, why?

texts:
So I'm rendering in Cycles the DONUT, lately my renders have no light (the objects are not black but really dark) and the strange part is, that it doesn't matter what I do to my light in the viewport, because the only place the light changes in, is in the viewport (the renders keep the same dark lighting). Im new to blender and I really don't want to get discouraged by something like this, if anyone can help i'd be happy, thank you in advance.

Here is the file for further information and details: https://we.tl/t-N9EJ2FRiXs
It's a .blend file so don't worry and thanks


texts: Intersection of Particles in a Hair Particle System

texts:
I have another question :D
So, currently I am planning to create a short film in Blender for my intermediate project at uni.
I am trying a few things out right now to tackle probable future problems already since my project is not green lit by prof. yet.
I have a few very low poly buildings and want to create a city line for a background shot later.
I use a Particle system with children. The problem I have is that all the buildings intersect and overlap. Looking for a solution, youtube and blendernation were not helpful at all unfortunately.
Do you have any idea how to solve this?
My result

What I am aiming for

Btw. if you have any tips or ideas how I could achieve my aim better and nicer and with more fidelity, I would highly appreciate it.
EDIT:
I solved my problem with Blue Noise Addon from Github!


texts: Making Diagrams and Blueprints for Engineering

texts:
In comparison, a lot of Autocad products are based on Architecture and Engineering, like making graphs and complex but easy to read blueprints.

Does blender have any such features, or are there any relevant plugins?

If you know of them, please give a link to the appropriate documentation and a brief overview of how these features work.


texts: How do I prevent a physics character object from sliding down inclines when they are no longer in motion by the player?

texts:
I have a 3rd person character that continues to slide down hills if I stop providing move input. The blender file bellow is a stripped down example. Essentially I am trying to stop on the hill without sliding down.

https://www.dropbox.com/s/bt1iv5e1gx616qt/FIXPLAYERSLIDING.blend?dl=0

I tired the solution suggested here but it does not work.


texts: Can I attach a callback function to a built-in operator?

texts: I'd like to run some of my code when the bpy.ops.object.duplicate() operator is called. Is there a way to attach a callback function to this built-in operator? Or is there a way to create a custom handler?


texts: Locking the viewport headers to a default position

texts:
In Blender 2.80, the headers in the viewport seem to jump around arbitrarily.
One moment they're at the top of the viewport, then they suddenly jump to the bottom if I open a different file.
My workflow keeps getting interrupted by this since it takes a little extra time to find the function I need.

I'm aware there's a shortcut(F5) to flip the position of the header, which also does not seem to work consistently(or generally, hardly). However, the header still moves around and having to toggle every time also impedes workflow speed.

Is there any way to lock the position of the headers to a certain side of the viewport?


texts: How to sculpt a High Poly Mesh in Detail?

texts:
I'm having an issue with high poly sculpting in blender.

Here's my mesh. As you can see, it's composed of 11M polygons, which is quite a lot.

The thing is, when I want to sculpt little details, I'm limited by the size of my polygons. I'll exagerate it in order to show you.

But when I look at tutorials online, there seems to be no problem with polygons at all :

What am I doing wrong? Thanks in advance.


texts: Sculpting effects not showing until I switch to edit mode?

texts: I'm not very experienced with blender. I imported an .fbx-model and tried to sculpt in a few changes, but I can't see what I'm doing, because while in sculpt mode, it appears that nothing is changing at all. Only when I enter edit mode afterwards, the vertices get updated and I can see the effect. Please help!


texts:
I have a problem with the Blender sculpt mode. If I extrude one cube after the other, they're not connecting each other. That becomes a problem, if I want to start with the sculpt mode. I add an subdivison surface and their becoming to two kind of single parts(picture red), even if I join to the simple mode, I can't sculpt them because it's building a gap. Is there a way to connect these two parts (red) together?

Thanks for any help!


texts: assign a single texture to atlas type uv-map?

texts:
I have an environment model from a game and i was trying to assign the textures in Blender. In this example, there are hundreds of leafs on a wall and i have a single texture of a leaf, but the uv-map shows them all next to each other in varying sizes, like a texture atlas. Is it possible to assign the texture without re-unwrapping the mesh? I have to keep the original uv-map intact, to make it look exactly like in the game.

example:


texts: How can i change the background from my animation in compsitor?

texts:
I created an animation-a turntable-and i want to change my background color .I can do this in the compositor? I know i can do this from the world tab but i used a Hdri and i cant change the color without influence the light.I can do this if i render the animation as pictures?

I am using cycles


texts: How to generate a deformed mesh based on applied texture

texts:
To make bump effect it is easily done by applying a proper texture and adjusting displace parameter to a given good resolution mesh. However it will be seen only in render. Our question is how to actually deform a mesh by applying a texture?

Apparently as seen above, Blender does deformation of the mesh, but where is the deformed mesh?


texts: Is there a way to make this edge look neater without using loop cuts?

texts:
I am trying to sharpen these edges without getting the overhang artifact you see in the image. I was using the bevel modifier that works for some of the edges as seen in the picture. A loop cut helps this particular edge, but it also sharpens the outside wall of the model, which I don’t want - and my topology isn’t built well at all for edge loops (I had to do a lot of things to avoid tris and n-gons)

If I need to retopologize, I will. I would use tris if I needed to and doesn’t hinder the result but n-gons are not an option. If it’s helpful to know, I am going to bake this hi-poly res model to a low poly version.


texts: Least Squares Fitting of geometry on point-clouds

texts:
I use Blender to process meshes built from points clouds. The bigger problem is to make a good reconstruction (retopology) starting from a mesh with millions of points, often not following a regular geometric shape.
For a line and a plane fitting a set of selected points I found a good solution here:

https://blog.michelanders.nl/2017/12/linefit-add-on.html

https://blog.michelanders.nl/2017/12/planefit-blender-add-on-tiny-improvement.html

Now I would want to have a similar addon to fit a circle, a sphere, a cylinder and a polinomial surface to a set of points selected on a points cloud.
I found some interesting article here https://www.geometrictools.com/Documentation/LeastSquaresFitting.pdf
an algorythm who use Least Squares Fitting, and here too
https://stackoverflow.com/questions/43784618/fit-a-cylinder-to-scattered-3d-xyz-point-data
in this site, an addon of Matlab.
I searched a lot in Internet for some good addon in Blender Python to have a complete set of tools to processing meshes from points clouds, but still nothing found. Because this is a very important thing for all users who make retopology in Structure from Motion technology (rebuild a 3d model from points cloud and so on)
I ask if someone can show me something or give me some good answer. I tried to translate in Blender Python these algorythms but actually I am not enough skilled to do that.
Thank you


texts:
Hello I have been having some problems exporting my fbx model from blender to unreal. In blender there are no issues, but when I import it into unreal, the front part of the mesh is extruding.

Any Suggestions? Thanks for reading this!


texts: parts of my models are disappearing as my scene gets bigger

texts: As I navigate around my growing scene parts of my models disappear. Is this a settings issue or is it because my computer doesn't have enough power?


texts: How to properly paste Python function block into python console?

texts:
Hi i have some questions :

i want to paste block of function into the python console and got a lot of indentation error. Is this a bug or do i miss something ? i'm using 2.79.
I'm new in coding. What is the best IDE for doing interactive debugging regarding building python code/function for Blender ?

Anyone can help ?

class VIEW3D_MT_edit_mesh_looptools(bpy.types.Menu):
    """    LOOPTOOLS    """
    bl_idname = "loop.tools"
    bl_label = "LoopTools"

    def draw(self, context):
        layout = self.layout
        layout.operator("mesh.looptools_bridge", text="Bridge").loft = False
        layout.operator("mesh.looptools_circle")
        layout.operator("mesh.looptools_curve")
        layout.operator("mesh.looptools_flatten")
        layout.operator("mesh.looptools_gstretch")
        layout.operator("mesh.looptools_bridge", text="Loft").loft = True
        layout.operator("mesh.looptools_relax")
        layout.operator("mesh.looptools_space")


texts: I'm trying to render a mesh from script. All good, except the lights. The output rendered mesh is very dark and turning it becomes completely black. How to set them?


texts:
I have a problem with 2 object,
I would like the same size of the texture, in the two objects, without uv mapping (given the complexity of the objects).
What can I do?
thank you


texts: How do I create a procedural mask for mountains texture?

texts:
I'm going to try to explain this as well as possible but feel free to ask any questions for clarification. I have mountains and plains (picture below) and I'm trying to create a procedural mask that will differentiate between the mountains and the plains by creating a mask vertically along the "Z" axis to pick at what height you want the mask.
You can see an example of what I'm talking about here.
The node setup in that video doesn't work in my instance. How do you achieve this effect?


texts: RESOLVED = RNA_boolean_set: CURVE_OT_draw.wait_for_input not found

texts:
On my blender2.78 linux64B I have always this traceback on terminal and i can't solve it and remove:
"RNA_boolean_set: CURVE_OT_draw.wait_for_input not found."

Someone know to resolve the problem, please?
When I make a search on addons files, I find nothing!