texts: Is there a quick way to snap an object's origin to world origin along a specific axis?

texts:
I know that I can select an object in Object Mode and go to the Properties Shelf (N)>Transform>Location and enter a value of 0 in a specific axis in order to snap the object to world origin in that particular axis, but I would like to know if there is a way to get the same result in the 3D Viewport without resorting to the Properties Shelf.

Does any one know if there is a quicker way to snap an object's origin to the World origin along a specific axis in the 3D Viewport without using the Properties Shelf?


texts: Scale model so distance between highest and lowest vertices are equal

texts:
I have a bunch of models I made previously, and exported to obj's, all different sizes, I lose the original blend files to ransomware, but need to import those obj's into blender, and make them all the same size (ie, the distance between the topmost vertex and lowest must be equal for all the models, how can I set them all to, say, one unit?

Any help appreciated.


texts: Applied emission, set strength quite low but still looks really over exposed, any ideas on how to correct? Doing The CG Fast Track Beginner Tutorial

texts: Trying to add atmosphere as is in the steps of CG Fast Track beginners tutorial step 3. Applied Emission but it looks way too overexposed compared to the tutorial, tried to lower the strength further but made no difference. Any recommendations what I can try to fix this? I'm a brand new beginner to Blender so any help would be much appreciated.


texts: Cycles option to turn off texture tiling?

texts:
Update

As of 2.76 there is a built-in option to handle this.

In Blender Internal there was an option to turn this off (called Clip)

Is there a way to do this with Cycles?
I know you can just scale your textures up with a transparent background, but you end up with textures much bigger than they need to be.

Is there a way to this, and if not, why not?


texts: I am very new at blender and I must have made some weird mistake. I already have a texture on my mesh (which you can see in render mode) but when I go into material mode my mesh turns black. The texture was working on the mesh until one day when I opened up the file and it was black. If someone could help it would be greatly appreciatedhere is the link to the blender file http://pasteall.org/blend/index.php?id=48437


texts: is there a way i can control which parts of the render have the glow?

texts: im trying to replicate something similar to below where near the exhaust the flames are extremely bright and towards the end of the flame it fades out. i got the glow to be amped up but i have no idea how i can go about controlling where the glow is coming from.


texts: Proper way to extract Glare/Bloom Layer by compositing

texts:
I want to extract the bloom layer by subtracting the original image for further use.
But after adding back the subtracted layer to the original image, the final result is different from the original image
Why?


texts: Error during Texture Atlas Manual UV Unwrap

texts:
I am using the Texture Atlas to combine UVs from multiple objects, all of which have UVs already unwrapped and laid out. To do this I am adding the objects to the atlas and then using the 'StartManualUnwrap' button. This is all following the CGCookie course on 'shading a scifi helmet'.

When I do this I get the following error:

Traceback (most recent call last):
  File "C:\Program Files\Blender
Foundation\Blender\2.78\scripts\addons\uv_texture_atlas.py", line 214, in
execute
    group_name=group.name, unwrap=False)
  File "C:\Program Files\Blender
Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Program Files\Blender
Foundation\Blender\2.78\scripts\addons\uv_texture_atlas.py", line 673, in
execute
    bpy.ops.object.join()
  File "C:\Program Files\Blender
Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.join.poll() failed, context is
incorrect

location: C:\Program Files\Blender
Foundation\Blender\2.78\scripts\modules\bpy\ops.py:189

location: <unknown location>:-1

Does anybody have an idea why this is happening?

I tested by just adding two of my objects to the atlas, rather than all of them, with the same outcome. I also tried starting a new blend file and unwrapping two cubes, combining them with the atlas and then performing the manual unwrap. This worked fine.

Thanks in advance.


texts: Turn rendered plane into a 3D digital object

texts: I am quite new to Blender, I hope this question is okay. I have rendered a plane(surface) using elevation data of a mountain range (see photo). Is there any way that I can now export this as an object that can be zoomed into and out of / rotated with the mouse? Thanks.


texts: How can I get an object's previous location with Python?

texts:
I tried to store the offset between the old and new position:

import mathutils

ops.ed.undo()
bpy.context.view_layer.update() #to update data
oldLoc = context.active_object.location
ops.ed.redo() #to return obj back
bpy.context.view_layer.update()
newLoc = context.active_object.location
offset = newLoc - oldLoc

The first time the code works as expected, on the 3rd and 4th time it returns strange values.


texts: How create a desert like this in Blender?

texts: Is it possible to create this desert in Blender?


texts:
As a 3D/2D hobbyist myself who try to use the most free/open source software when I can, blender has become my default 3D software. For the 2D side (texturing and image editing) GIMP was the default one for many years but I start to reconsider it. It may be just me but I think most people start to change their work-flow from a destructive one to a non destructive one. In that regard, GIMP work-flow is mostly destructive. For example, if you apply a color curve tool in GIMP, its effects are "merged" with the layer and you lose the ability to change the curve later on. So I wonder, could Blender be used as an image manipulator in an efficient way or does the compositing in blender lack features for being a great (non-destructive) image manipulation tool ? Then, what free/open source software would you recommend for this task ?

I realize that the question is a bit broader that blender itself but I think it is fair to say that in order to do anything related to 3D, you will need, sooner or later, a good image manipulation software.


texts:
I'm developing an add-on that uses a custom node tree. I want to be able to set a link between nodes as being valid or not:

NodeLink has the property is_valid which controls also how it's drawn (as pictured above). I want to use this value, but something keeps changing it to True any time the node tree updates.

Node's have the insert_link(link) method which you can override. It seems to be the first thing called when a new link is made. This would be an ideal time to validate the link and set the property.

After insert_link(link) returns, the NodeTree.update() method is called on the parent NodeTree which you can also override. What ever value you assigned to NodeLink.is_valid is still the same at this point.

I don't think any other functions are called inside the custom tree after that? But once the UI updates the NodeLink.is_valid value has returned to being True regardless of what it was set to.

The same thing happens if you change the value from the python console. It will draw in the red color and be False if you check the value. But as soon as any new link or update is made to the tree, it goes back to being True again.

Something else must be determining if a link is valid each time it updates? But I cannot find anything in the documentation that says what this is or how to interact with it??? But, it seems like this should be something that can be done given there is a built-in value for it and the UI checks that value when drawing it...

So how do you validate links in a custom node tree?

# First function called in custom tree when a link is made
def Node.insert_link(link):
    # Validate the link
    link.is_valid = False

# Called after insert_link is finished
def NodeTree.update():
    # Link valid value is still set from above
    link.is_valid
    False

# After update link valid value has been set to True
link.is_valid
True

I'm currently working around it with a custom bool property, which essentially just duplicates the existing property. Which works fine for preventing problems with invalid connections, but the state of the link isn't displayed in the UI.

I suppose an acceptable solution would be a way of making the link draw in red using my custom property. It just seems really silly when the property already exists and does the thing I want, but something keeps on changing it on me.

ntree_validate_links(bNodeTree *ntree) in the C code is the thing that causes it to change and is called as essentially the last thing when updating a node tree. It does three things, first is sets the flag to valid, second it checks for a cyclic link and will set the flag to invalid if found. Lastly it checks for ntree->typeinfo->validate_link which I'm assuming is a function pointer and calls that to set the flag.

I'm not seeing anything in the RNA node stuff to interact with it though.


texts:
I need help understanding how the Particle System affects duplication.
I had set up a particle system that instantiates this mini figurine below. Not knowing that the settings I chose such as scaling and random rotation affected how the object would be duplicated as it formed a cluster of randomly oriented figurines when I pressed Shift + D.
I thought those were independent of one another. My objective was to create a volume via the selected sculpture and have these little figurines spilling over from inside the bottom half shell rather than passing through the skin as seen below.


texts:
I added an object - plane, rectangle.
Went to edit mode and deleted 3 edges, left only one.
Exit edit mode and added screw modifier to this edge.
This way I can animate drawing of circle with changing angle of screw modifier.

Since I need that this animation be rectangle and not circle, I added cube, hidden and not rendered. This cube is object for Boolean Intersect modifier for Edge.

With some Shift+D, little materials here and there, etc. final product is this:

Is there any chance that I can add text on grey rectangle which would also radial sweep appear? I'm googling all day and cannot find a way (newbie :) ).
One important thing - project is in Eevee, not in Cycles.
Thanks in advance.


texts: How can I manually fix nonplanar geometry?

texts:
I'm going through a course on blender. The course teaches blender through the use of several projects. Right now I'm modeling a low-poly chess set, and we've arrived at the knight. Because we made the knight free-form (just extruding faces and edges up from the base), and because we want to stay as quad-based as possible (to preserve loop cuts), there are a lot of nonplanar faces.

I've modeled my knight, and would now like to fix the nonplanar quads. Most of them only need one or two vertices pushed a small distance (typically less than 0.05BU). My problem is that I can't push them the right way.

In all of the transform orientations (global, normal, gimbal, etc.) the axes never point in the exact direction I need to push the vertex. The closest I can come is the view oreintation, which isn't exact for those vertices not perpendicular/parallel to a side (front, top, right, etc.).

So how can I fix my faces? Is there a way to fix nonplanar quads? Do note that this is a low-poly model, meant to look blocky. The subdivision modifier will not be used.

Note that in the course, the instructor simply uses the edge split modifier. I don't like that, as it is not fixing the geometry, and my model still has triangulation on it (the modifier essentially does nothing). Even if it did work, I would prefer to actually fix the problem instead of pretending it's not there.

You can download the file here. Note that I am using the mirror modifier, which is why there is only half of a knight. You'll have to turn both modifiers off and turn mesh analysis on to see which faces are non-planar.


texts: Setting holdout from python does not update render

texts:
When I run this while cycles is set in viewport does not take effect:
for a in bpy.data.collections:
    for item in a.objects:
        if item.type == "MESH":
            item.cycles.is_holdout = True
            print(item.name)

Any hints on how to force cycle update?


texts: I am having an issue with the knife tool. I'm attempting to make a cut where the maroon line is in the above image, however, when i click the left mouse button, the line goes away, and no cut is made. Please let me know if you have any suggestions or need additional information, I appreciate it.


texts: Properly control compositor's output file names when using command line rendering

texts:
My compositor looks like:

It's simply two render layers, rendered to two separate files.

But when I run:

blender -b test.blend  -E BLENDER_EEVEE -f 1

It outputs:

...
Saved: /Users/raincole/Google Drive/Painting/3D/Blender/Reference for 2D/output/Sphere0001.png
Saved: /Users/raincole/Google Drive/Painting/3D/Blender/Reference for 2D/output/Cube0001.png
Fra:1 Mem:89.09M (0.00M, Peak 175.32M) | Time:00:08.33 | Sce: Scene Ve:0 Fa:0 La:0
Saved: '/tmp/0001.png'

...three files, output/Sphere0001.png, Cube0001.png and /tmp/0001.png. What I expected are two files output/Sphere.png and output/Cube.png. What did I do wrong here?


texts:
I found a tutorial on how to do what I want, except that I don't want any 3d mess.  I've got the path, and it's tracking a point nicely, but all I need now is to add an image to move it with the tracking path. How do I do that? Is such a simple thing even possible here?

You know, make the movement of the tracked path a XY movement of an image in VSE.


texts: Is there a way to get pixels from image files without loading them into Blender, using only built-in modules?

texts:
I'm looking for a way to get image pixels as numpy array from actual image files (.png, .jpeg, .tif, etc.) without loading them into Blender. I know there are tons of image processing modules and packages but afaik none of them is included in Blender, so they can not be used for add-ons. Anyway including the whole someone's 3rd party module in the add-on just for this task doesn't seem like a solution.
The question is: is there a way to access image files pixel data using only built-in modules? I need to do just a simple image processing (blending several images into a single one) and getting access to image pixels bypassing Blender API would allow to use threading or multiprocessing (which Blender API doesn't support at the moment) to speed up this process.
UPD. As I see now it is more complicated than it seemed at first. Each image file type has its own file layout. You can easily get the bytes sequence from file with built-in img_file = open().read() and then convert bytes to floats for example with memoryview(img_file[:]).cast('f') but you need to know exactly what bytes in the file represent pixel data and in what order to decode them properly. Trying to get through OpenEXR file layout which I exactly need for my add-on seems beyond my ability at the moment.


texts: How can I separate an object’s particles from each other, by loose parts, after I applied on it a quick explode? The usual way of P while in edit mode does not work. Thank you for your help.


texts: Fluid sim does not show up, even after baking

texts:
I have a fluid sim set up with 2 inflows, and 2 out flows. The particles do not show up. I remade the inflows and the domain, but it still doesn't show up. I deleted a bunch of other stuff around because the file was over 500mb.
.blend file


texts: Can I run a Python script step by step in Blender?

texts:
Can I run a python script step by step with normal blender, a build, external software or an addon?

I'm developing a script (town generator) and I want to  to execute the code step by step like a debugger. Is this possible?

Edit: it's possible with the eclipse software check this link


texts:
I would like to change the order of the shortcuts I have added to my Quick Menu. I cannot seem to find a way to do that.

Is it possible? And if so, how?


texts: Water simulation on rain water harvesting

texts:
I am currently working on a science project about water harvesting and I was asked to make a simulation of rain and then it colliding with the pipes and getting collected in a tank although I made it look like rain by using a simple particle system I made a separate fluid sim with mostly the default setting for the pipes here is a picture:-

so the question is how do I make it look like water simply flowing in a pipe ?
cause it doesn't look like water flowing through pipes

I also tried changing the mesh to a cylinder-ish thing


texts:
I am working on something in unreal engine and I wanted to have a custom character mesh. I downloaded a mesh then imported the ue4 skeleton in blender, deleted the mesh (just kept the bones) and imported my downloaded mesh.
The UE4 skeleton and my mesh did not have quite the same pose so I had to move some bones around to make them fit the new mesh. Once this was done I wanted to parent and weight the mesh so it could be animated.
The automatic weighting did not work. I tried to do some research and it seems one problem could be that all the bones are not inside the mesh, but I think they all are. Another thing could be that my mesh is not "Closed". I could not get it to work so I decided to try to paint weights myself.
I did painted the whole upper body, but when I tried to move a spine bone in pose mode, there was some kind of "Cheese string" effect. I cant describe it better but the video shows it. I'm worried the weight paint didnt got applied everywhere, I'm not sure if it is a problem with my mesh. If anyone can help that would be great, thanks.
video showing the problem
I've shared two files. The one named "Works" is another try I just did. It seems the mesh is simpler and it looks "Closed" so I guess that is the problem with the other one.
Quick note: I don't own the two meshes

The problem is not the head not moving, I haven't weight painted it yet. The problem like in the hands, there ares points that seem to not move, then it stretches the mesh. Same for the shoulder. This is a screenshot of the lower arm weight paint. I've outlined a little area that is not getting painted, I'm afraid the problem comes from that and I don't know how to solve it.


texts: Why hair particles don't stay where must be?

texts:
Always when I try to add hair, I've got the problem.
Hair don't stay where must be (over than red square in example).
People in youtube easier create hair but I've always got that. I don't know what I'm doing wrong?


texts: Is there a way to spread a texture across each stone and not the whole thing?

texts: I have a well model and I'm wanting to spread the texture across each little stone individually and not the whole well at once. Is there a way to do this?


texts: Making a material fade off(progressive transparency from front to back) based on the location of its geometry

texts:
I'd like to make this object half transparent, on one side and half atmosphere-looking in the front.

Here is what I'd like to look like :

Here is what I currently have :

Also note that the geometry is like this :

The inner part of the object is the light emissive part, and the outer region is for the atmosphere, I gave them both different materials, I want the effect I am talking about on the outer material.

Thanks for any help!


texts: Add texture slots in blender 2.8 special cases

texts:
slots = mat.texture_slots
slot = mat.texture_slots.create(0)
for slot in mat.texture_slots:
i have this occurrences in old plugin how to implement this in blender 2.8


texts: Weird black spots in rendered view, because of the size

texts:
Some weird black spots seem to appear in the render view of the mesh. They also appear in the final render. It is not duplicated vertices or normals. The materials don't have textures, they are simple node materials.
I've come to realize that it's because it's a huge world (dozens of kilometers of diameter) and the plant is a just a very small object. I tried to make the plant very big (the size of the world) and it doesnt have those spots anymore. How do I solve this without having to change the size of the object?
Blender 2.81, cycles render
My computer:
CPU: AMD Ryzen 7 2700X 8-core
GPU: GeForce GTX 1660 SUPER
32gb RAM


texts:
I want to make a music video for a techno song with a constant beat. I want to simulate strobe lights that flash in time with the beat (one set of lamps for the kicks, one for the snare etc).

Q what is the easiest, most efficient and most accurate way to do this? Bear in mind the song is several minutes long so doing it all by hand would be very time consuming. I'm not afraid to get my hands dirty with programming (though I have not done that with Blender before). Any help is much appreciated.

Thanks


texts:
MY face and beak of this owl aren't showing textures except in "texture paint mode". The rest work but I can't find the difference. Any idea? Thanks!!

owl.blend
owl.blend1


texts:
Does Blender Cycles have this limitation? Because I have 63 unique textures inside one emission material and up to 62 textures render fine, plug 1 more - and it all turns into pitch black, both in viewport and final. No crash or slow performance, just blackness.

Textures are assigned to particles on per index base. Same setup in BI doesn't suffer from this thing.

PC specs are: Ryzen7 1700, GTX 1050Ti, 16 GB RAM, Win10


texts: Boolean modifier doesnt render correctly

texts:
Blender 2.80
I have two meshes (curves extruded along paths) that I have combined with ⌃ Ctrl + J union. Now I am trying to subtract a third mesh using a Boolean Modifier. When I select difference, I don't see the difference result. When I select union it sort of renders a difference but not exactly either.
I have had this happen while performing union on a couple of other extruded meshes but was able to fix it by removing the terminal edges of the mesh and extruding the terminal face before performing union. In this case, I am stumped. I don't know whats causing the problem.
First question I have is the union of the two extruded meshes. I was hoping to see just some exterior faces on the boundary of the two meshes. Rather it looks like the super imposition of the two.
When I subtract the third mesh from the union, the boolean tools are freaking out. Is this because of the issue I am pointing out in the first question.
I have looked for non manifold geometry and loose geometry but haven't found any. I did not find any duplicate vertices to join. I have already performed a limited dissolve.
Can someone help.
Union of first 2 meshes

When third mesh is subtracted I expect a channel but it renders as an union

MeshA + MeshB - MeshC


texts:
I'm tinkering a bit around with some generators which would be nice as effects.
Is it possible to write an addon which generates images series as output for the strips. (Just generating them and importing is not an option)

EDIT:

I want to write an add-on which generates image-sequences for use in the VSE as strip (eg. visualizer for audio)


texts: My 3D Cursor follows my selection cursor everywhere I click. How do I stop this?

texts: This happens to me every now and then in different projects and I never know what causes it. Anywhere I click, my 3D Cursor and Selection Cursor both move to that point and I cannot separate the two. How do I fix this?


texts: Boolean Intersect - Cannot execute boolean operation

texts:
This is my first project using Blender, so it could just be a rookie error.

I'm trying to extract a specific part of a city model using Boolean Intersect, with a cuboid, however I keep getting the same error of "Cannot execute boolean operation".

Unfortunately I'm unable to share the Blend file as it contains the model.


texts: Armature is moving weird on Unity made in Blender

texts:
I'm developing a game making in Unity.

I made a character on Blender include meshes, armature, etc.

I exported each animation separately from my rig to fbx files and I combinate on Unity as setting up Root bone.

When I made my character on Blender, the animation of rigs moves as I expected. But when I Imported on Unity It happens like this.

On Blender

On Unity

As you see, the rotation and position of the mesh that I made are changing weirdly which should not move at all.

When I export animation files, I checked option as [Check only Armature, Apply Transform, FBX Unit Scale, Only Deform Bones, Armature FBXNode Type - Root, NLA Strips]. I tried other options but rather it does not solve my problem and showing up unexpected issues.

Also, I applied Humanoid Rig on Unity.

I guess there is a problem on the origin of my rig when I export to fbx and import to unity but I don't know how to fix this issue.

What other options could I try?

Thank you.


texts: All my objects in all Layers have these kinds of artifacts, anyone know why that may be?, when i hit "P" to play blender game they dissapear, but its super enoying to work with when you are texturing and so on


texts: Rotate a cube to make it stand on one of its corners

texts:
Kind of a theorical question here.
I would like to know how you would rotate a cube so it stands on one of its tops.
I finally managed to do it but probably not in a proper way, and as i'm curious to improve my workflow, I ask you.

Maybe there is a "mathematical" way to compute the Y angle; or even better, would there be a "blender" way to do it even more quickly ? (with snapping or something)

Thanks !


texts: In Zbrush there is a brush that doesn't overlap upon itself, it can make for some smooth uninterrupted strokes. I was wondering if Blender had anything of the sort, where the depth sort of levels off and it doesn't continue to build up. Thanks.


texts: I want to Transfer Weights from a Vertex or Multiple Vertexes one VG to Another in the Same Mesh Object using Python

texts:
I have a model that I want to move vertex groups or a vertex from one group to another.  I almost have the code down, but I'm running into a problem.

This is the code I have so far (I'm only learning and there is probably an easier to code it, but this is code I can understand at my level of experience)

import bpy
vgname1 = 'Leg_L'
vgname2 = 'LegD3_L'
vgi1 = -1
vgi2 = -1
vvgi1 = -1
vvgi2 = -1
verts=[]
vWeight=[]

Get current mode and name for active object
mode = bpy.context.active_object.mode
obname = bpy.context.active_object.name
print(mode, obname)

Walk through Vertex Groups and determine if the New Group
already exists, if not, create the new Group Also Get the
index numbers for the 2 Groups in question

for ob in bpy.data.objects:
    if ob.name == obname:
        for vgn in ob.vertex_groups:
            if vgn.name == vgname1:
                vgi1 = vgn.index

            if vgn.name == vgname2:
                vgi2 = vgn.index

            if vgi2 == -1:
                ob.vertex_groups.new(name=vgname2)
                for vgn2 in ob.vertex_groups:
                    if vgn2.name == vgname2:
                        vgi2 = vgn2.index
Test the results
        print( ob.name, vgname1,vgi1, vgname2, vgi2)

Put the object into Object Mode and get the
vertexes that are currently assigned to the group to be removed
Put the vertex indexes to be moved into a list

        bpy.ops.object.mode_set(mode = 'OBJECT')
        for v in bpy.context.active_object.data.vertices:
            for vg in v.groups:
                if vg.group == vgi1:
                    print(vg.group, vg.weight)
                    verts.append(v.index)
Ignore            vWeight = vg.weight

Now add the vertexes to the other group

                    vg2 = ob.vertex_groups
                    for vga in vg2:
                        if vga.index == vgi2:
                            print(vga.index,vga.name)
                            vga.add(verts, 0, 'ADD')

This is where I go astray.
The new group is added and the vertexes are assigned, but what if the new vertex group already exists and I just want to add the missing vertexes? I don't want to create another instance of the new group. (which is what this code does if I run it twice)

I went to the Blender Python documentation and this bit on Vertex Groups doesn't tell me anything

add(index, weight, type)
Add vertices to the group

Parameters:
•index (int array of 1 items in [-inf, inf]) – Index List
•weight (float in [0, 1]) – Vertex weight
•type (enum in ['REPLACE', 'ADD', 'SUBTRACT']) –
Vertex assign mode
◦REPLACE Replace, Replace.
◦ADD Add, Add.
◦SUBTRACT Subtract, Subtract.

I see types for add, replace and subtract, but no append...

I understand what add and subtract will do, but what the devil does Replace do?

I'm setting the weight to 0 in the vga.add(verts, 0, 'ADD') statement because using a variable seems to set it to 1 by default.  I can add another routine later to reset the weights on the vertices in the new group before removing the old group.

I'm stuck right now on when the new vertex group already exists in the object and I want to add vertices to it without creating a .001 instance of the new group name.

Help???

Thanks


texts: I ma trying to get a cylinder mesh to follow a curve but it does not look to be following the path. Also when I move the mesh on the z axis it moves along the path the loops back on it's self. Any help on this would be great.


texts: Needing help with Vaporwave inspired Illuminated grid (Eevee 2.8)

texts:
I've been following this tutorial https://www.youtube.com/watch?v=FTdEtf1YTTI
I got to the part of 4:11 but what I'm getting as a result is not the same as the video. I cannot create an illuminated grid using a simple shade mixer node... It shows up pink and half-filled. I believe there was an update that happened from the date of the video until now. Forgive me since I am fairly new to the program but trying to learn. Help is appreciated!

What I'm aiming for is this (underneath)


texts: Animated particle texture linked to particle age

texts:
Is it possible to create a particle system emitting objects onto which there is a video clip as its texture, with the video clip starting from the beginning of the clip, on each particle when the particle is spawned.
Currently they are all in sync, regardless of when the particles were spawned.
I'm using 2.91.
Thanks.
Matt


texts:
I would like to close some view windows that I opened accidentally.

See the image below:

Edit: another note: I tried searching for the solution, but only found things like "Join Area", which don't seem to work in this situation.


texts: Blender 2.77 cycles. Smoke generation stops working when I click on flow

texts:
I'm trying to get fire/smoke working in Blender. I have Blender 2.77 running on Windows 7. To reproduce:

Create a new file (Ctrl+N)
switch to Cycles Render
Select the cube
Choose Object > Quick effects > Quick Smoke in 3D View header.
Press Alt+A to play animation. Smoke appears as expected
Go to the Physics tab on the newly created smoke object. Click on "Flow".

Smoke disappears and doesn't appear again when the animation is played again.


texts: I parented a polygon hair made with bezier curves to my character's head, but, when I move the bone connected to the head, the hair doesn't move with it, what do I do?


texts: I have accidentally toggled something to show some weird dotted lines

texts: I have just accidentally toggled on some weird dotted lines. Any idea how to turn these off. P.S. the model was imported from Fusion 360.


texts: I have a leaf texture and add some bump node. When i render the image is stretched. Any suggestion or help with the bump nodes whats going wrong.


texts: Rotate particle emitted collections based on the direction they're moving (velocity vector?)

texts:
I am using Blender 2.90
I have searched for this and come across a couple of 2 -3 year old solutions that involve the use of 'Animation Node' setups (addon) but the Blender documentation seems to indicate I should be able to achieve my goal using the particle system rotation settings.
I have a plane emitting 100 particles which I've set to be instances of a collection.
The collection is a couple of very basic meshes in the form of a fly with flapping wings.
I have 3 x force fields acting on the particle system creating a swarm of these flies.
The flies (collection instances) are constantly changing direction and speed from the affect of the force fields.
I have been playing around with the rotation settings in the particle system trying to get the flies to rotate so as to be always facing the direction they're flying (am I correct in calling this their velocity vector?) but I cannot get this to happen.
The 2.90 Blender manual seems to refer to settings under the Angular Velocity heading that don't correspond to the settings in the program (ie I don't see 'spin' as an option).
Do I really need an addon to get the particles to rotate based on their velocity vector?
Thanks.


texts: How do I get a variable that is stored in scene memory into an Operator?

texts:
I thought that I could get integers from user input in the UI panel and use them directly in a generic operator to scale the image, but I am stumped on how to get the scene info into the operator as it is now. Sorry about the code quality, but this is a cut and paste proof of concept first before I tidy things up.

import bpy
from bpy.props import *

def initSceneProperties(scn):
    bpy.types.Scene.MyIntX = IntProperty(
        name = "Scale X",
        description = "Enter an integer")
    scn['MyIntX'] = 1024

    bpy.types.Scene.MyIntY = IntProperty(
        name = "Scale Y",
        description = "Enter an integer")
    scn['MyIntY'] = 1024
    return

initSceneProperties(bpy.context.scene)

class GenericOper(bpy.types.Operator):
    """Generic Operator"""
    bl_idname = "object.generic_operator"

    bl_label = "Generic Operator Template"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        for area in bpy.context.screen.areas :
            if area.type == 'IMAGE_EDITOR' :
                my_img = area.spaces.active.image
                area.spaces.active.image = my_img

                my_img.scale(MyIntX,MyIntY)

        return {'FINISHED'}

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Image Scale"
    bl_idname = "OBJECT_PT_imagescale"
    bl_space_type = 'IMAGE_EDITOR'
    bl_region_type = 'UI'
    #bl_context = "object"

    def draw(self, context):
        layout = self.layout
        scn = context.scene
        image = bpy.context.space_data.image

        row = layout.row()
        row.label(text="Image Scale Test Panel", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active image is: " + image.name)
        row = layout.row()
        row.prop(image, "name")
        row = layout.row()
        row.operator("object.generic_operator", text="scale it")
        row = layout.row()
        row.prop(scn, 'MyIntX', icon='BLENDER', toggle=True)
        row = layout.row()
        row.prop(scn, 'MyIntY', icon='BLENDER', toggle=True)

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

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

    bpy.utils.register_class(GenericOper)

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

    bpy.utils.unregister_class(GenericOper)

if __name__ == "__main__":
    register()


texts: Hiding Entire Panels and Other Elements from the UI

texts:
I'd like to hide the vast majority of the user interface.  The users of my addon are biologists who are often quite intimidated by computers, so I'd like to limit the confusion on the screen to just the outliner, the panel of my custom addon, and the 3D view with no overlays, if possible.
How can I access the panels and other interface objects from python, in order to hide them from view?  It's probably fine to just consider the layout workspace.
Thanks for your help!


texts: Workflow for animating object inside of object? (Organic shapes...)

texts:
I'm a noob looking for best way to animate scenario below... Wrap around heart which beats.  The Wrap also inflates and deflates while heart beats.
I tried shapekeys, and although wrap is parented to heart, the keys only affect the heart...
Any suggestions?

Thanks!  Shrinkwrap looks like it might help.. I tried jacking offset to see if
it's viable as animation key, and got these results in render... any idea what's causing the artifacting?  Face normals are all pointing outwards... (I didn't check vertex or edge norms...)


texts: How to render very high resolutions without running out of memory?

texts: I tried to render a file at %1000 res first my mouse locked up then it returned to normal, blender entered the render screen but never started rendering. after about 10 mins blender crashed and quit. Is it possible to render a image this good, would having a better PC help, could my PC have run out of free RAM(I think it has 2 GB).


texts: How can I quickly select all faces surrounded by 4 vertices or 4 edges?

texts:
Besides Rectangle Select or Brush select is there anything faster/easier?

I want to relax the vertices on the roof of a van without having to select all edgeloops and then unselect the parts I do not need or add "shortest distance" selections for each edge loop until I have the selection I need.

Is there something quicker/easier? Like just select the 4 outer vertices or edges and say "select inside"?


texts: Hippydrome-Rig in Blender: What components to use?

texts:
I have been reading the "Art of Moving Points" iBook by Brian Tindall which goes into great detail about setting up facial and other rigging systems.
The deformation demos on his site are really perfect and smooth, so I am trying to get the same action going. http://hippydrome.com/

I am having problems translating his instructions into Blender's rigging system.

Has anybody built a Hippydrome Rig in Blender yet?

Let me add a little bit of information on how the setup is supposed to work:

The basic idea is to seperate an object, like for instance, a face, into several zones. You then take those zones and split them into an outer, a middle and an inner zone.

You then create a system of layered control for each of thses zones. These are created to be fired one after the other in an effort to make rigs and animation date re-usable and the rigging process easier to debug.

Using an eye-lid as an example, you would split it up into three zones,

outer
middle
inner

Then you would make separate controls for all possible movement direction of that section, each isolated into a single direction

Up/Down
Left/Right
Twist
Forward/Backward

Here is his video demo on that.
https://vimeo.com/144022577

Up to this point, there is no problem recreating the setup for me, this can easily be achieved with Shape Keys and Drivers.

The next Layer has me scratching my head, though, because this deals with the sculptural changes in the motion, basically, making sure, the points don't just move up or down, but follow the shape of the model. So for an eyelid, you would need something like a Rotation Deformer to move the lid points along the surface of the eyeball. And this is where I don't know what to do with the shapekeys anymore.

Theoretically, after adding the deformers, there would be a fourth layer on top of that, basically a corrective Shape Key that would add final fine changes to the mesh.

I am now wondering, how do I go about this? Do I need to start with Bones and Drivers instead of Shape Keys? Can I get motions along curves to work in blender at all?


texts:
my object is split into two. Last time I got rid of this problem by making normals consistent, but this time it doesnt work. I have a Mirror Modifier on the objecgt, but not applied yet.
Thanks for your help!


texts:
I'm creating a crowd of people in Blender. For now, they all have the same model, and I want to create some variation by changing the colour of their clothing. What I have is a texture, a mask for each piece of clothing, and a randomly chosen colour. What I would like is to be able to use these to create a new texture like so:

Of course I can create each texture by hand, but I'd rather write some script that performs these tasks automatically in Blender. I also want to avoid a directory full of textures, as I can easily create those myself. What would be a good approach for this?

I'm using Blender Internal, and GLSL shading in the viewport. It's important that the viewport also reflects the colour, as I'll be using this in a live demo.

UPDATE: By using material nodes (as suggested by @chebhou) I almost got it working. This is the material node setup now. The material referred to in the "Material" node is actually simply a white textureless material.

The one thing that's left is to ensure that each object has a unique value for the HSV converter inputs. Does anyone have any ideas about this?

UPDATE 2:
Chebhou writes: I have tried to use the driver on the value node but it's not evaluated ( it's just stuck at a certain value) , and i need to make this value specific to each object (there are many objects that use this material but needs to look different )

I'm looking for a way to get an object related value like in cycles :

it would be good also if there is another approach(I can go through the objects and assign this material with different settings but it would be better if it is only one shared )

UPDATE 3:
Sybren writes: What I have so far is working nicely, check the video at  https://www.youtube.com/watch?v=BBlS4PKJhOc

However, it still uses the same values for all objects that use the material :(


texts:
I do not know what I did wrong but for some reason, my default file startup location is somewhere else in my system and its awkward that it is ALREADY saved (it asks me "Save Over? ")

How can I reset this to a default unsaved file and in a location that 'I' alone have specified?


texts: Can't scale two edge loops around the X axis

texts:
I have these 2 edge loops and I want to scale them to be further apart, but using S + X and dragging the mouse won't move (along the Y and Z axis it works). I can set them apart manually by taking each one and moving it using G but I want them to be equally apart.

Here is a 'perspective' view of the shape, maybe I did something wrong that prevents me from scaling those loops.


texts: Why i cannot comb the hairs. i have attach the files. for me he setting looks good. whats the issue may i know. Can anybody plz explain me in few simple steps how the hairs and what settings do i have to set. A lot of issue im facing with the hairs. When comb the hairs goes inside the mesh etc. i have a question before related to hair particles here


texts: How do i change like texture into animation

texts: I am creating face texture. trying make him talking with textures animation but i dont know how to do it.


texts:
SHADE SMOOTH:

SHADE FLAT:

TOPOLOGY:

Honestly, i dont know why i have darkness in my mesh and how to solve my problem


texts: How can I parent multiple meshes to one bone?

texts:
I have a very many objects in my object tree. How can I select them all and parent them to my Root bone?

They are children of the armature, but they're not connected to the root bone.

I've tried to: Press A, Enter Edit mode, Press A again, And then assign the root bone from the vertex group. But somehow this doesnt work, they wont get connect. But when i do it one object at a time, it works...


texts:
I'm trying to understand how the meshes are working in blender vs. unity.

My goal is to take an object with many meshes, and after applying the textures and the materials in blender, merge the meshes into one mesh using "join". Now, there's only one mesh for the object and I export a .fbx file.

In Unity however, after importing the .fbx file, the object has multiple meshes regardless the fact that in blender it had only one mesh.

Can anyone explain to me why unity avoid the mesh changes made in blender?


texts: create a folder in a specific path using Blender python

texts:
I'm trying to create a folder using python in blender and run in in blender text editor. I don't know how I can do this.

I want to export the vertices of a mesh in this specific created folder. Currently I'm doing this which create the file in the blender folder.

fout = open("mesh.verts", "w")


texts: How can I recreate this diamond cut texture surface like on certain flashlights?

texts:
I was wondering if there was a way to recreate this sort of texture on a cylinder.
I don't know if it's an actual texture or an actual surface.


texts:
I have a small Blender 2.78c file with one (active) object, one material which is assigned to the object. It uses a UVMap with one images.

Blender crashes at the last line of the script below and the crash report is nothing but

Error: EXCEPTION_ACCESS_VIOLATION

I have reduced my script so that the error and crash still appear, but the code does not make sense anymore. Any hints on why this happens would be highly appreciated.

object = bpy.context.scene.objects.active
uv = object.data.uv_textures[0].data
for slot in object.material_slots:
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.object.material_slot_assign()
    bpy.ops.object.mode_set(mode = 'OBJECT')

uv[1].image

Please find the file under:
https://www.dropbox.com/s/poirg3qf70a5c7y/Testfile.blend?dl=0


texts: How to UV unwrap an object on every frame?

texts:
I watched Curtis Holt's Animation Nodes tutorial and started making a drone glitch effect project with it. The target is to make a plane with a simple flooring texture and displacements, some walls, and a drone model parented to a empty, The animation nodes will be taking the mesh from the plane which is the flooring and generating a target using the object output and mesh input. The floor which is just a subdivided plane has problems with materials. When I Unwrap the mesh, it works fine but when I move the empty which changes the geometry of the plane (which is what the tutorial of curtis holt is about), the mesh returns to a brown texture without the proper flooring texture so is there a way to unwrapp the mesh automatically on every frame to get the proper floor texture.
For Refernce , Here is the tutorial link Animation Nodes Tutorial
Original Plane

Target Plane

My Uvs are proper, the normals are not flipped....


texts: Cannot transform, scale or move (aka edit) vertices, faces or edges - X,Y,Z locked

texts: I'm using 2.8. Yesterday I had no issues editing my mesh. Now, after I select vertices (faces or edges) I cannot scale or move it for editing- it feels locked. I turned proportional editing on and off. I also tried using cursor, move, transform, etc. Maybe I accidentally pressed something. Any ideas?


texts: Missing portion when 3D printing (even if the 3D print tab seems OK), I need help to figure out what's happening

texts: I tried different approach and redid the model a couple of times and I always and up with the missing parts you see on the picture. I just don't understand why it's doing that. I've printed a lot of stuff and this never happen before.


texts:
Is it possible to delete multiple objects in the Outliner? The way I delete objects now is by Shift + Left Click on them on the Outliner, then Right Click then selecting Delete. However, this only works on the active element, not on all selected objects.

How do I delete all the selected objects?

EDIT: I tried selecting the objects then pressing on X on the 3D Viewport to select Delete, but it doesn't seem to be working. Please see the GIF below:


texts: Help please with an animation of a cardboard chocolate package from a dieline

texts:
I wonder if anyone can help me?  I'm new to blender and have managed to almost create the package and animate it folding from a flat dieline into a box.  However, in real life, the final shape isn't a straight box, there are additional folds in the side which create the box to slope at the top when it's folded up, and I have no idea how to make this happen in blender.
I've included the blender file as is,  and a photo of what I'm trying to create.  If anyone could give me a pointer I'd be super grateful.
Best wishes,  Jason

Reference image:

blender file - https://drive.google.com/file/d/15Lvgzm7NQUCQcS7niRhJe0vTo7uC1Efh/view?usp=sharing


texts: Automatically modify primitive based on texture

texts:
I have a cube with black and white squares on its surface (texture). Like this:

My question is: How can I reshape this cube in a way, that the black parts stick out? I could modify it manually with edge/face loops, but what if I have hundreds of black squares? That would take me days. There must be some automated method.

Thank you for your answer.


texts: Subdivision surface causes problems on connected edges (bridged edge loops)

texts:
I'm pretty new to Blender and trying to model various things, but I faced a problem which I can't properly describe to find an answer, so sorry for silly question if it is.

I tried to model several edge bridges like second bottom in a barrel (second bottom edges connect directly to an edge loop on outside wall) and regular edge bridge that connects inside edges to outside wall with a bridge and got strange behavior along connection lines.

I want to 3d print this model thus I'm trying to solidify it and subdivision surface gives these artifacts. I tried to add supporting geometry, the distortion can be reduced but remains there.

I also tried to flip normals, but that has more cosmetic effect to the bottom case bec. it is still smth. wrong with edges but in this case inside.

In case of bridge it makes both edge loops sharp and ugly and I can't apply any bevel etc. to it. In case of second bottom it distorts outer wall. Without all this the model is smooth as expected without any issues.

Any help is much appreciated!

Model overview (symmetrical along X axis)

Inner edge bridge

Second bottom


texts:
I'm trying to experiment with an animation project that requires the use of a spherical background image. The image I wish to use comes from a program that outputs six images; one for the top, bottom, left, right, front, and rear views.

Originally, I tried getting these stitched using an external program to create the spherical projection that can be used for a background in Blender. This worked perfectly, as far as seeing the image was concerned. However, the only free tool I could find places a watermark on the image.

So before I ask if a fully functioning free tool exists, is there a feature or add-on in Cycles that can create the intended background using the available images?

If it matters, the node setup I used for the watermarked image was:


texts: Material is being squished according to the dimensions of object, how can I fix this?

texts:
The issue I am having is that my brick photo texture is getting squished if the opject it's being applied to is not perfectly square.  As you can see in the image below, the object on the left, which is a longer rectangle has long thin bricks.  The object on the right, which is more or less a cube, has bricks of the correct dimensions.

How can I make it so even if I am applying the brick texture to a tall thin rectangle, the bricks are normal dimensions?


texts: How can I solidify a 2d shape so that the rim isn't solidified and the center is solidified the most ? (Think creating a dome from a sphere)

texts:
I am trying to create a teardrop shaped Jewel such as this one.

The approach I wanted to take is the create a cross section of the jewel and model it from a circle as seen here:

and then solidifying it in some way which would make the center have the most height and the keeping the rim as edges. Think of it as solidifying with a factor of 1 in the center (or the point where I choose) and that factor gradually decreases until it reaches 0 at the outer edges where they are not given any thickness.

I'm not ever sure that this would be the right approach, but it seems to be the easiest if I am able to find a modifier that created my desired effect.


texts:
I would like to know if it's possible to automatically generate a mesh based on a texture. Let's say I have a sprite like this:

And I would like to turn it into something like this:

Doesn't need to be exactly like this example, I'm fine if the mesh has flat colors and a flat surface with no additional details.
Is there a way to create a mesh like this from a sprite, preferably in a non-destructive way? The way I imagined it possibly working is by using a flat plane as the mesh, applying the sprite as a texture and using some sort of modifier to add depth to the plane based on the texture. Is there a modifier of some sort that would allow me to do that?
Bonus: if you know how to add detail to the generated mesh like in the example above, please post it too! I don't personally need it, but I imagine other people might find use for it.


texts: Topology not smooth and trying to work with a 6 pole

texts:
I have this situation

I want to smooth off the edges so with some basic cuts I get

With a sub-d of 2 applied

I have played around with this for too long trying to find a solution. I know the problem is the pole and I have had so many crazy topology solutions that honestly became unworkable.

Any suggestions would be very welcome

thank you

Here is another image to show the 6 pole

Changed the topology based on comments (thank you) and there is an improvement. Makes sense to add a loop Any other suggestions would be great - thanks

added autosmooth at 50

Additional edge loop added

Seems so far this is the best I can achieve?

In response to comment on the issue. The light looks wrong on this image and slightly creased. thanks

FINAL SOLUTION


texts: How to make object translations in the UV Editor (Scripting, Blender Python API 2.8)

texts:
I'd like to to perform translations on objects within the UV Editor via a Python script. Attempts so far have only affected the 3D Viewport.

From a user-based, non-scripted perspective, there are two methods I'm aware of: (1) toggle to transform mode and drag the object (2) adjust the X/Y values in UV Editor > UV Vertex.

However, neither of these methods print useful commands to the console.

Transform

This method prints a standard transform command, which if replicated only affects the 3D Viewport

bpy.ops.transform.translate(value=(0.16838, -0.0870929, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

UV Vertex

And oddly, adjusting the UV Vertex values will print nothing to the console.

API Documentation

The UV operators documentation is where I would expect a solution, but it makes no mention of translations.

I've noticed space related parameters in the bpy.ops.transform.translate, but it seems they have more to do with the values of the translation rather than its context.

I'm currently exploring bmesh, but admittedly, I'm not entirely sure I understand the concept. A plugin I'm reading through from 2.79 does something like this:

bmesh.faces[0].loops[0].uv += vector

Any help is much appreciated. Thanks for taking the time.


texts:
I'm trying to use texture paint, and everything's working except the color is stuck as black. Can't figure out what's wrong, especially because it was working like an hour ago and now it's not.

If you can help let me know. Thanks


texts: How to add header and space choice combobox to a custom made space?

texts:
I followed the tutorial for making a custom space in C code, from the tutorial in this question Creating own editor type.

I succeeded but it seems that it has no header and no combo box with the list of other spaces. If I try to run template scripts to create panels and switch the bl_space_type to the name of my editor the script runs with no errors but the controls don't show up.
So I am interested in how to insert header, combo box and generally make it work like other spaces with the Python API.
A python based solution is preferable but, at this point, I would welcome any.


texts: Can I create a timer overlay for a video file to use in the VSE? How?

texts:
I need to create a text overlay on my video file showing a timer started and stopped at certain times during the clips length.

All tutorials I found on creating text or titles to be used in the VSE or node compositor only mention pre-made still images or videos with text and alpha to be merged with the original video.

I know of the 'stamp' render option which can either display custom static text or even display time, but it will only show the overall playback time and can not be started or stopped.

Is there an easy way to create a timer with blenders modeling and animation capabilities to be used in the scene? (Easy enough for someone who only wants to edit live-action video and usually does not create 3D content)?


texts: pass variable to custom operator through iteration

texts:
i'm trying to write a little addon to show all strips used in a vse timeline. and i also want it to have a "reveal file in explorer" button. So far so good, i have this to show strips with a pop up menu :

        scene = bpy.context.scene
        strip = scene.sequence_editor.sequences_all
        activeST = scene.sequence_editor.active_strip
        rstrip = activeST
        print(rstrip)

        #images/videos/sons
        for s in strip:
            if s.type == 'IMAGE':
                layout.label(s.name, icon='FILE_IMAGE')
                layout.label("  Start : " + str(s.frame_start) + "   End : " + str(int(s.frame_start)+int(s.frame_final_duration)-1))
                layout.operator('reveal.file_explorer')
            if s.type == 'SOUND':
                layout.label(s.name, icon='FILE_SOUND')
                layout.label("  Start : " + str(s.frame_start) + "   End : " + str(int(s.frame_start)+int(s.frame_final_duration)-1))
                layout.operator('reveal.file_explorer')
            if s.type == 'MOVIE':
                layout.label(s.name, icon='FILE_MOVIE')
                layout.label("  Start : " + str(s.frame_start) + "   End : " + str(int(s.frame_start)+int(s.frame_final_duration)-1))
                layout.operator('reveal.file_explorer')

all is working except for the custom "reveal.file_explorer" operator, here's its code :

def revealfileexplorer (s):

    if rstrip.type=='IMAGE':
        name='\\' + rstrip.elements[0].filename
        path=rstrip.directory
        Npath=os.path.abspath(bpy.path.abspath(path)) + name
        print(Npath)
        subprocess.Popen('explorer /select,"'+Npath+'"')

    if rstrip.type=='MOVIE':
        path=rstrip.filepath
        Npath=os.path.abspath(bpy.path.abspath(path))
        print(Npath)
        subprocess.Popen('explorer /select,"'+Npath+'"')

    if rstrip.type=='SOUND':
        path=rstrip.sound.filepath
        Npath=os.path.abspath(bpy.path.abspath(path))
        print(Npath)
        subprocess.Popen('explorer /select,"'+Npath+'"')

class RevealFile(bpy.types.Operator):
    """Reveal file in Explorer"""
    bl_idname = "reveal.file_explorer"
    bl_label = "Reveal"
    bl_options = {'REGISTER'}

    def execute(self, context):
        revealfileexplorer(s)
        return {'FINISHED'}

I tried to pass the "s" value to make the operator different with every file, and opening the right one... but "name "s" is not defined" according to blender. I'm not a coder basically, and no clue on how to do this...
Any help would be greatly appreciated :D
thanks in advance !


texts: How to create the same animation for different meshes?

texts: I am trying to create the same skeleton animation from a mesh to a different mesh, which already has morph animation (shape keys were created). So I deleted the first mesh, kept the skeleton (which already has skeletal animation) and then, imported the second mesh with morph animation. I scaled, rotated and changed location of the second mesh so it fits the skeleton. Then, I did the process of rigging (I selected the mesh + shift + selected the armature, then clicked "ctrl + P" to create parenting). And it worked, the second mesh was animated according to the skeletal animation of the first mesh. Nevertheless, when I try to export this mesh to three.js as a skeletal animation (I chose pose mode, because when I choose rest mode, it gives me error), the mesh is displayed in a messy way and not with its normal shape. How can I fix this?


texts: How Use the rotation of a driver object to drive the 0-1 position of 12 driven objects

texts:
I've specfied my question so its hopefully a bit clearer.
The idea is to use the rotation of a driver, to drive 12 driven objects.
This means that for every 30 degrees of rotation, a driven object goes from 0, to 1 and back to 0. Gradually.
What does this specificly look like for one driven object?
Driver rotates to 15 degrees. Driven object is on Tz = 0
Driver rotates to 30 degrees. Driven object gradualy moved to tz = 1
Driver rotates to 45 degrees. Driven object gradually moved to tz = 0
Driver rotation can be > 360
and only when it reaches the equivalent of 15-45 degrees, should driven object gradually move from 0, to 1, and back to 0


texts:
I made a rather simple animation using video sequence editor (mostly blinking between two images), but for some reason I cannot render it. When I clicked render animation, all I see in the render result window is the blank "image" and nothing happens. I made the animation in blender 2.8 and I though maybe there is a problem in blender 2.8, but it didn't work (the same file) in blender 2.79 either. This was the second try of the same animation, first rendered fine, but crashed so I had to start over. This is what I get:
I can render image and get the first image of the video.


texts: Use modern features like SURF in camera tracking?

texts:
There are plenty of modern and effective features, which are suitable for camera tracking, like SURF. Does blender use them? Apparently not, because it's camera tracking feature requires a lot of by-hand operations.

Is it possible to use that modern features in blender? Probably licensing prevents this, but may be there is some workaround for the problem?


texts: Make a car drive perpendicular to normals on certain surfaces given certain conditionsin BGE

texts:
What I have in mind is to make a car I made (using the car physics, the one with the rigid body and non-solid wheels) be able to drive up steep surfaces and go around loops and corkscrews and other things in the track I made if it goes a certain speed or higher.

I'm guessing this will require being able to orient the car to the normals of the part of the track that I want to have it run up on, but how can I do this with the criterion that my car has to go a certain speed or faster to stick?


texts: How to adjust light's strength in LuxRender?

texts: I have just installed LuxRender. I know how to do change the strength of lamps with Cycles but it seems that settings change for each render engine. Could someone please help me to adjust the light's strength in LuxRender?


texts: Save modified image as a direct copy via scripting API

texts:
So it turns out pre-processing some image data in Blender is fairly non-trivial and unfruitful task without extra libraries. If I modify raw pixels (pixels prop on BlendDataImages object) Blender wont update the view with them when using as a part of  material nodes/texture source (only in ImageViewer, which is pointless). I also can't use save() even if I wanted to, for some reason it never works and been broken for ages, as search on this SE sub-resource shows (also, it is DDS and Blender cant write DDS). I could save it as a render frame but because it uses scene render settings it always will be off in colors, even if you match the output format as close as possible to source (in this case DDS, saving as PNG or TGA or Iris or EXR). There is no way for me to match the rest of render_settings 1:1 because user can have whatever set up.
You could use 'save_as_a_copy' but this fails for pre-processing because it requires user dialogue and interaction (I never found a way to do it behind the scenes)
If anyone knows some other ways I've missed - let me know. The idea is to load image, flip pixels, save as 1:1 copy and replace. Bolded step is where it all ded.
My current approach is rather ugly:
image.pixels[:] = do_a_flip()
image.update()
image.pack()
image.reload()
image.unpack()


texts: difficulty mapping dice image to base cube

texts:
I'm trying to do a simple exercise of making the default cube look like a dice. I've uv-unwrapped the cube, created a PNG file with dice sides which match, and now trying to get it to apply.

As you can see in the screenshot, I'm seeing the dice sides on only two of the six sides. I've created a material and assigned it to the entire mesh (or so I claim). I've loaded the texture image and assigned it with UVMap coordinates.

This is supposed to be stupid-simple, as easy as it gets (other than applying a single texture eg wood grain). Why am I seeing two sides only? It all appears to line up properly and I was expecting to see all six sides with their correct dot dice image.

Maddening!


texts: How do I fix this dark spot on my model?

texts:
I'm working on this model in Blender 2.79, and I noticed a dark spot on the top of the model when I go into Texture view.

Does anybody know how to fix this?


texts: Any way to create a 360 stereoscopic video for playback in VR?

texts:
I have search the web for a solution to my problem, but most of the solutions out there seem to be created for a "fixed" view-angle..
For instance:
http://www.dalaifelinto.com/?p=1009

That would only create a "flat" movie with depth.. but what If I actually want to create a spherical 360 stereoscopic top-down(or side by side) video for playback in VR?

Simply using the above solution and turning on Panoramic->Equirectangular wouldn't do it.. since after all.. the cameras(left and right-eye) has to rotate around the center of the cameras/eyes..

As you might notice.. the problem with only using a Equirectangular is that as soon as the user turns his/her head to any other direction than the direction the cameras was pointing to.. the stereoscopic-effect will "break".. or you will end up with a "cross eye"-effect..

Any ideas of how to solve this.. any tutorials around that you are aware of?

Br,
Inx


texts: How do I set influence radius to a specific size?

texts: When doing proportional edits in Blender is there a way to set the radius of influence to a specific size (e.g. 23) or do I have to use my mouse wheel and just try to get close?


texts:
I have a problem with fluid simulation.

The project is pretty simple, I have just a domain object and an inflow object.

The inflow object is supposed to start drop oilish fluid at frame #1100 and ends after 8 seconds.

It was working almost correctly until I moved the inflow object a little (inside the domain), after that it started to act in a weird way.

The inflow seems to behave if it was a long tube (instead of a little sphere) and the fluid seems dense and is not following the initial velocity settings.

As you can see in this picture that strange long melting tube is supposed to be a flow of oil sprinking in the direction (x, -y, -z).

I've already tried to delete the bake cache, restart Blender, using different OS (Windows, Linux and macOS), but with no luck.

You can download the project file here.


texts: How to create a loop in Animation Nodes (now that it has been updated)

texts:
At 2:32 in Jacques Lucke's video on how to use loops in his epic Animation Nodes addon, he uses two nodes that are now revised.

Supposedly the actions that Loop Call and Loop did in older versions can now be done with Loop Input and Invoke Subprogram.  This is all fine and dandy, however I can't figure out how to get the Replicate Object node (now called Object Instancer) to do the same thing.

How do I get the same effect he does in that example using the updated version of Animation Nodes?


texts: Compositing Transparency / Layer Masking Problem

texts:
I have a scene with a number of Render Layers. In the screenshot I am only showing two to focus on the problem (called "main ground" and "bushes").

Each render layer has all the other layers set as a mask (I am not sure if this is correct, but it was the only way I could see to put them back together again as one image without visible parts that should have been obscured).

I am using Alpha Over nodes, but oddly I am getting strange halos around some of the layers. You can see this on the left of the image where there is a strange transparent halo around the bush, cutting through to the sky background.

It seems like Blender is cutting the wrong sized mask "hole" in the main ground layer for the bush layer, but I don't understand why. I suspect I somehow need to tell Blender to better calculate the bush layer mask, but I don't know how.


texts: How do I add a non-deformed end cap to a tube?

texts:
I want to create some parts that I can reuse for models. I was trying to make a steam punkish exhaust pipe. I want to be able to make the pipe of any length, and as curvy as I like but I want to keep the end cap always undeformed. I approximated my results by hand placing the "crown" at the end of this bezier curve.

I tried to make an array modifier that included the crown as the end cap, but that results in the end cap deforming.


texts: Change the export stl file code from Exported from Blender-x.x.x to object name

texts:
I want export model into stl format in ASCII, which Blender can do. However when I open the exported stl file by text, the first line is always like this:

solid Exported from Blender-2.91.2

And the last line is:

endsolid Exported from Blender-2.91.2

I want to change the string "Exported from Blender-2.91.2" to my stl file name, so I have to open my stl files again and again to change the name. This bothers me a lot and I don't know how to fixed it once and for all. I tried to open the addon folder io_mesh_stl(path:2.91\scripts\addons) and find in file stl_utils,line 75:

return "Exported from Blender-" + bpy.app.version_string

Is it because this line? How can I fix my problem? Thanks a lot if anyone can help!


texts:
I'm getting some weird shadows on my mesh that I can't figure out how to remove. It appears they don't have any natural reason for being there as they are along straight edges and on  faces.

I've checked normals and they are all pointing the right way. I've removed double/unnecessary vertices. The mesh has 1x mirror and 1x EdgeSplit modifiers on, but applying these doesn't fix the problem. Iv'e tried change clipping without any luck.

The edges have been marked sharp, but removing this doesn't change the shadows. (The red dots are holes I made in the mesh with Boolean modifiers (that have been applied) and the back of the mesh showing through) The shadow problem was there prior to the boolean operation.

If I extend out a face the shadows are visible along the side/connecting face as well.

Hopefully someone can help me with this as it it driving me a bit mad at the moment.
Thanks.

Possible solution: It might have something to do with UV unwrap. Working to confirm if this is the case or not.

Blender 2.82a (Mac Catalina OS) Cycles render engine.


texts: How to find if the vertex of an object is occluded by another vertex/face in front of it from a given viewpoint?

texts: I can use the recipes on this page: How to find image coordinates of the rendered vertex?. But is there a way to know if a point is being occluded by some point/face in front of it from the viewpoint of a given camera in the scene?


texts: re-exporting object with material gets more memory

texts:
I got Many FBX and now I'm importing to paint them. Then I export them like the same file.

Example With one of FBX. FBX get example 550KB, I paint it, now it's  get's
for example 1MB

Any body know how to fix it?


texts: How to see object from multiple perspectives in real time

texts: I'm trying to model a helmet, I have a reference image of the head from frontal view and side view, I would like to see the helmet overlapping both views of the head, and I want to be able to modify one view of the object and see the changes in the other view as well, something like a link between the two objects, the same way you would create a texture pattern.


texts: How to Instantiate Complex Collections With Variations?

texts:
Has anyone been able to instantiate complex collections with variations?

Example: I have an elaborate light fixture with many objects and animations (all animations use Animation Nodes). Now I want to create 100 instances of this light fixture. The instances should be completely independent. For example, it should be possible to replace materials in instance #10 without affecting all the other instances. It would be also nice to be able to override animation node trees, but that's not critical.

For those familiar with Unity, the above is easily accomplished using their prefab system. I realize that Blender doesn't currently have that. I tried isolating the light fixture into a separate file and using Append, but couldn't get that to work as desired. I suspect that's because the file appends to a separate scene and/or the Animation Nodes don't get imported quite right. Even if that did work, appending dozens of files manually would be a nightmare, especially if at some point we need to edit the original.

I hope there is a solution, because otherwise I don't see how it would be practical to create complex scenes with many similar animated objects in them.


texts: I want to follow a tutorial but my mirror modifier doesn't work like in video?

texts: So as you see on the video , the front side is moving together but the back side is not ! I want to follow a tutorial video but my mirror and the tutorial mirror is behave differently ! But why ? As I see on the tutorial both sides moving together ! Here is the video how my mirror works!


texts: How can i model Montressor Spaceport from Treasure Planet?

texts:
i've started a project about Treasure Planet, some ships are already done, but i don't know how i can model this thing, here is some references :

https://youtu.be/MI1_3oqwsFk?list=PL4tadHw-sbDsPHuIFfT0E8XPk8LkNvqUZ

I was thinking of Kitbashing, but it making my pc laggy, even i've got a strong i7 core CPU.

Here is what i have done so far :


texts:
I have a circle. I checked every single vertex's z value individually, and they're all 0.0:

But when I select all the vertices, the median for the z value is not 0:

Why isn't it showing as zero? This has been very frustrating for me. I kept trying to set the value on a larger mesh to 0 (using s -> z -> 0) to no avail. But it didn't work. So I cut down the mesh to just this small portion and I saw this problem still.
Here's the file in case you're interested:
https://www.dropbox.com/s/jqi3eljppr8gcvv/uneven.blend?dl=0
This brings up a side issue I've been having using blender. I do an action (like s -> z -> 0) and it brings up a little window in the bottom left:

Is it still waiting for my input? What's it doing there? I can make it go away by deselecting vertices or something. Sometimes, like when I do a bevel, its purpose is obvious, and I change values in there and it affects the geometry. But most of the time it sits there and I need to do something funky to make it go away.
Thanks for any help with either problem!


texts: 3D render - requested side-by-side but got anaglyphic - how to fix

texts:
I am trying to render a Blender image for Google Cardboard.

I followed the instructions in rendering 3D video/image for google cardboard with the default scene, but it gave me the image for coloured glasses, which I gather is called anaglyphic. I am using Blender 2.77a.

Does anyone know what I should do to fix my render?


texts:
Using the GUI you can Set Transform Orientation to Normal select a face in edit mode then hit G button then Z button to move the face in the direction of the normal.

I am trying to do this with blender python.

import bpy

ob=bpy.context.view_layer.objects.active

for i in range(0,len(ob.data.polygons)):

    # deselect everything first
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')

    # it seems you can only select face during object mode
    bpy.ops.object.mode_set(mode='OBJECT')
    face=ob.data.polygons[i]
    face.select=True

    bpy.ops.object.mode_set(mode='EDIT')
    face_normal=face.normal

    matrix=((0, -1, 0), (face_normal[2], 0, -face_normal[0]), (face_normal[0], 0, face_normal[2]))

    bpy.ops.transform.translate(value=(0, 0, 0.1),
        orient_type='NORMAL',
        orient_matrix=matrix,
        orient_matrix_type='NORMAL',
        constraint_axis=(False, False, True))

This sample code should iterate through all the faces on the selected object and translate each face individually along the face normal.

This is just a test snippet - I intend to use filters to select specific faces later but just iterating through all faces now to verify code works.

If you create an object this code works to scale the object on the Z axis but not oriented toward the face normal.

I suspect the problem is something with the way I'm assigning the orient_matrix matrix variable. I can't find any examples on how to assign the the orient_matrix for translate operations. there are lots of examples for rotations but not for translating individual faces.


texts: My mesh is stuck in lines mode, it renders with faces, but they don't show when editing

texts: So, what I did, was I was looking through the physics tab in the mesh editor, going through all of them, I press "Rigid Body". I unchecked it (as I did all the others) and now my mesh will not go back to object mode. The faces don't show at least. I can render it and it will work perfectly, but I can't make it go out of this view and it's starting to bug me. http://gyazo.com/6ad87d5a902d56c5712edf0c0453d127 I can go into edit mode and it will work normally, but this is in object mode with no modifiers, materials, perticles, nothing. If there is a setting that I might need to check, please tell me.


texts: Blender 2.8 Clothing collision with other object overlapping

texts:
thank you in advance for answering. As the tittle says, I'm having problems with cloth collision.

There's the cloth object, then a mesh object for the shirt and a mesh for the body. The body collision with the cloth works fine but I'm having problems with the collision of the shirt, as seem in the picture:

Here is the cloth object settings:


texts: Create a mesh/object which fills another mesh/object

texts:
I've modelled a can like mesh with an uneven base. Inside the can is another can flush at the bottom but smaller in all dimensions.

Now I need a third mesh that fills this space in a way that water would if you poured it in but it needs to be a solid mesh.

I've been messing around with fluids but think this might be a red herring as I don't need any animation.

I've looked high and low but I'm probably (hopefully?) searching the wrong way for it!


texts:
So I have this Face Rig, and I want to put it on another rig.
The mouth booleans and controls seem to be parented properly to the head, but when I parent the head to the rig, the mouth booleans and controls do not follow along properly.
Here is what is happening


texts: How can I make cloth never get inside mesh

texts: Now I know I know the collision and the cloth does collide with the mesh but in same frames of me animatiting it gets in the mesh which really bothers me . Am I rigging it the wrong way ? I rigged the cloth the same way I rigged the mesh with automatic weights so that it follows the movement of the body


texts: Are there any tutorials on adding new details to model textures?

texts:
I want to make part of the skin on my model more detailed so it looks more realistic but I'm not sure how to do it.

Can you use a bump map from somewhere and UV map that way? Or is there more to it.


texts: How can I achieve this "security camera" effect?

texts:
I want to create the following effect:

When a keyboard control is pressed the main camera will be switched to another camera that already exists in the scene. At that time till the camera is switched back, everything at the scene where both cameras exist must remain as is with no change, except a few things of my choosing.

How can I achieve this? I thought of suspending the scene but I want to be able to move the new camera.

My 2nd thought was changing all objects to different states when I set the new camera so they won't move at all, but that will mess with scripts and it is confusing.

My 3rd thought was a bit more complicated but till a point I think correct. It was the following idea: What if I add the new camera in the original scene and create a new overlay scene with one new camera there also. Now everytime I switch to the new camera in the original scene, I'll suspend the original scene and add the overlay scene with a small delay so that it will seem that it is the same "new" camera. But there is a problem. How can I save any motion done with the camera in the overlay scene to be copied to the "new" camera in the original scene?

I hope I did not make this too complicated. Any ideas?


texts: Array modifier questions from a beginner

texts:
I am following a tutorial at https://www.youtube.com/watch?v=emT-CL957HE
Around 19:30, how does he turn off the array modifier for the duplicate? No matter what I do, they seem to share the same behaviour ie shadow the parent - can't figure out how he did it in the video.

Some other questions:

-What is the significance of Ctrl-L (at 18.30 and 20:00) and when is it used? I can't find any good info on the net that can provide a good example of the usage especially in the above context.
-What is the purpose of clicking Apply? Is there something that is irreversible once Apply is clicked?
Thanks in advance.


texts: Preview Bake Process in Cycles Like During Rendering

texts:
I wonder if there is a way to preview a baked texture during the process as we can see the progress of each sample when simply rendering a scene in the rendered viewport.
Often the first results of baking a texture are not what I expect and it would be very useful to be able to see this before I waited many minutes to complete the baking. Of course I could change the sample count for rendering and simply do a quick-run, but even this might take its time and I need to redo the work even if the quick-run turns out to be what I wanted.
I think in theory this should be possible to get the intermediate images (as it in theory should make no difference if rendering to the render viewport or an image), but I couldn't find any information on how to see them.
Is there a way? Or would this be worth a feature request? Or are there some technical difficulties that make it hard or impossible I didn't think about?
Best regards,
ahorn


texts: How to model grassy growth in Blender 2.8x?

texts: I want to model grassy growth in Blender like in the picture below where it can be placed on rocks and stuff like that in UE4 so are there any good tutorials on how to model it?


texts:
This Toyota logo is a topological mess. Initially it was just a large circle plane, extruded, with no cutouts. Then, it got messed up after using a boolean difference modifier. It actually looks better than before because I ended up deleting a lot of extra faces and filling in new ones. The main problem with this is the faces of the object which are large asymmetrical ngons.
I now assume a much better way to have done this would be with curves and knife project but am retpologizing this as a learning exercise.

I am pretty new to blender. I used to use it several years ago but have memory issues and am now relearning everything. This is my third model.

I know the first step would probably be to connect the vertices of the cutout edges and dissolve non-matching vertices and edges. But I cant always do that for edges What I am trying to do with this model is chamfer the edges of the cutout areas. Is this possible even with tedious work or is it a lost cause? Also, would it have been better to keep the main two faces of the disc as a circular ngon or should I have used fill grid before applying the difference modifier?

The file is at http://www.pasteall.org/blend/33200


texts:
I am trying to deform a flat coil for an animation:

The bone rotates around its own axis (z) and the coil-mesh should rotate and get closer to the bone depending on the distance to the center. So basically the "density" should be increased in the process.

My first thought was using weighted painting in radial fashion. Unfortunately this didn't work at all.

My second thought was using shape keys or key framing. Before I try that I wanted to ask if weighted painting is the way to go and not a dead end.

Edit: Trying atomicbezierslinger's answer results into this mess (probably my fault):


texts: Problem with Sculpting Objects That have been joined together?

texts:
Ok, so...I am attempting to sculpt on top of two objects I have joined together...However, when I go to sculpt, the sculpting tool adds onto what might be called object A, and subtracts on what might be called objects B. Here is a screenshot to demonstrate what is happening:

As you can see, one object remained the normal lighter color (OBJECT A), while one changed to a darker color (OBJECT B).This happens even when the two are not touching each other. For reference I have sculpting tools installed if that makes a difference.

Any insight would be appreciated as I am a beginner and have no idea what is going on :)


texts: I need help with blender. I got a minecraft intro template, and there is a skin on it I want to change. The only way to change it like how everyone does is go to the replace image on the picture file. But it isn't an option. For example, when I click on that image icon where you can select Save as image, Copy image, New image, and all that stuff, it's not an option. I mean it's still there but grayed out. Can anyone help me please?


texts:
How do I make an object glow?

I've tried everything to make it glow but it isn't. I even made a separate material and added the texture again and used a mix shader to mix the texture and glow.


texts:
For example on tree branches like this:

Image from Wikimedia commons


texts:
So, I'm rigging a model and I noticed a problem with the Arm. As shown in the pictures, the upper part of the arm collapses on itself when I move it. The rest of the arm is fine.

I'm still learning how to properly rig and such, so if anyone can tell me why this is happening, that would be greatly appreciated.
Here is the Blend file, i managed to get the head and somewhat of the left arm and still kind of new to rigging so it's not the best. I'm rigging it for vrchat so.
https://drive.google.com/file/d/12SQNEksYcoQCIxSNnqGwRWLvLGupZK4y/view?usp=sharing


texts: How to select all faces that have no texture?

texts:
I have a barn on which I have nearly finished the texturing, but there are many untextured faces, which all need the same texture. There must be a quicker way than manually selecting each face.

This image shows some of the untextured faces:

Note that I'm not using materials.


texts:
How would I move only one vertex in "texturing"?

Result:

And it doesn't matter what Selection mode am using, it happens to all of these:


texts: Animating Violin and Bow - Constrain Rigid Body Between 2 Moving Points

texts:
Here is a challenge for animation gurus...I am attempting to add a violin and bow to a model with a mocap violin performance. The Mocap has worked quite well, and I have been able to rotate the and pose the hands of the bow (RH) and the violin (LH). I have added bones to the bow and violin, and constrained the bow to the RH of the model armature, and so it is moving quite well with the bow arm, and the violin to the LH of the model. It works - after a fashion.
What I'd like to do is be able to constrain the bow's rotation so that it matches the violin. Mocamp doesn't capture the intricate movements of the bow hand (understandably), but if I could find a way to parent or constrain the bow to an empty attached to the violin, the RH bow arm could drive the local Z axis of the bow, and the violin RH arm could control its world position via the empty, thus keeping the bow positioned on the strings whilst being "bowed".
I've gotten close, but no cigar as yet. I feel sure this is doable, and I'm not miles off. What about a nurb path? I just can't quite figure out how. Anyone have ideas?


texts: Setting the correct Python data_path for vertex motion?

texts:
I am currently using Blender 2.80, and am attempting to follow along with the tutorial at this link on animating mesh objects (https://medium.com/@behreajj/creative-coding-in-blender-a-primer-53e79ff71e)

Specifically, I am referring to the section where the author morphs the shape of Suzanne.

I am attempting to do the same for the grid object, and while the graph editor clearly shows the vertices are moving to where I want, the animation shows that the mesh does not change whatsoever.

I am puzzled as to how the tutorial works for Suzanne, but this does not. I see that there is an alternate method using shape keys, but the code below should still work right?

import bpy
import numpy as np

pi = np.pi

#Clear out the objects on the screen
scene = bpy.context.scene
for obj in bpy.data.objects:
    bpy.data.objects.remove(obj, do_unlink=True)

#Make a grid object to animate
bpy.ops.mesh.primitive_grid_add(x_subdivisions=20, y_subdivisions=20,size=10)
obj = bpy.context.active_object
mesh = obj.data

frames = np.arange(0,250,20)
T =15*6
for fram_num in frames:
    scene.frame_set(fram_num)
    t = fram_num * 2*pi/T
    #Move all vertices and add keyframes to each one
    for i,v in enumerate(mesh.vertices):
        x,y,_ = v.co
        z = np.sin(x+y-t)
        v.co = (x,y,z)
        v.keyframe_insert(data_path="co", index=-1)

Edit: Curiously this code works in Blender 2.79, but not in 2.80! Is this a bug, or intended?


texts: Using the properties panel I can add, with "+"  button, only eight UV maps. Is it possible to have more than 8 of them?


texts: What is the correct python code for pressing "I" and selecting LocRotScale?

texts:
I have already did a dummy test and all the rest of my code works. The only thing that fails is calling bpy.ops.anim.keyframe_insert_menu(type = 'LocRotScale'), which is what appears if you press I and doing it manually. The error I am getting is:

  File "D:\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in
  call
      ret = op_call(self.idname_py(), None, kw) TypeError: Converting py args to operator properties:  enum "location" not found in
  ('Location', 'Rotation', 'Scaling', 'BUILTIN_KSI_LocRot',
  'LocRotScale', 'BUILTIN_KSI_LocScale', 'BUILTIN_KSI_RotScale',
  'BUILTIN_KSI_DeltaLocation', 'BUILTIN_KSI_DeltaRotation',
  'BUILTIN_KSI_DeltaScal)

The idea of my script is simple, there are 8 coordinates in a list that I want to loop through and apply each coordinate to a cube.

Pseudo code would be:

Frame_set the current frame on the timeline so starting frame would be at 0
I would take the coordinate[i] in the list and apply it to the cube
I would then key the location of the cube for animation
update the current_frame by =+ 4 each time. S0 frame 0, 4, 8... would be the keyframes.

All other steps works, if I comment out step number 3 I would see my cube moving from 1 location to the other, I just need to know how to key each location for animation!

My code is below:

current_frame = 0

for i in range( 0, len( selected_loc ) ): # selcted_loc contains 8 xyz vectors

    bpy.data.scenes["Scene"].frame_set( current_frame )
    moving_object.location = selected_loc[i] #moving_object is just a cube

    #bpy.ops.anim.keyframe_insert_menu(type = 'location') #line that fails

    current_frame += 4


texts: Fill Mesh Components with Random Vertex Color

texts:
I find myself spending a tremendous amount of time preparing my models for export into substance painter. It seems like a macro and or script would be able to do this no problem. Unfortunately my Python skills are non existent, but I would love to learn. My process is fairly straight forward.

I select an object / mesh that has multiple components in Object
Mode. Then switch to Edit Mode.
Select a pieces verts using L.
Switch to Vertex Paint Mode making sure Face selection masking for painting
is on.
Select a random color and hit Shift + K to fill selection with color.

I usually end up with something like this..

This allows me to generate an ID map within substance painter. It is the quickest way I've found to generate these maps for texturing.

My searches have brought up random vert colorization, but nothing like what I'm describing. Maybe I'm using the wrong terminology?

Any help with this would be greatly appreciated!


texts: How does this works? verts = [[float(i) for i in r[:3]] for r in rows]

texts:
I looked over here and found a csv reading script that creates curves, wich is exactly what I need, it´s cool, but I need to modify it because I need to read a differently formated csv, in fact I need to create different lists with different values, my CSV looks like this:

uniquename, x,      y,      z,      diameter,   name
401_JJ,     2800,   15500,  21400,  406,        401_JJ
a,          2800,   15500,  24150,  406,        401_JJ

The thing is that I need to extract a names list, a unique names list, a diameter list and a coordinates list.

I know that with this code I extract the first 3 rows and convert them to a vector collection, but I don´t know how to modify this and extract specific positions, for example, 2,3,4 as vectors, 1 as string, 5 as float and 6 as string.

Hope someone can help me out here.

Thanks!


texts:
I made this code to control the sound of my car in a game very specifically:

    import bge

cont = bge.logic.getCurrentController()
own = cont.owner
sound = cont.actuators['Sound']
ray = cont.sensors['Radar'].positive
velocity = own.localLinearVelocity
speedY = velocity.Y

#control volume and pitch
if ray:
    sound.volume = (.2 * (math.sqrt(speedY)) ^ .6) + .2
    sound.pitch = (.00128 * (speedY)) -.125

    cont.activate(sound)

I used the bricks without the code and an and controller and it worked fine, so the sensor does activate correctly. So there's something wrong with the code. I'm not hearing anything so what's wrong?


texts: Weight paint maps in/out of Blender to allow editing in Photoshop or other

texts:
I have seen this thread: How can I use an image texture as a guide for weight painting?

and it allows me to use textures as a guide for weight painting... but is it possible to get weight paint maps in and out of Blender, so they could be edited with a more sophisticated image editor?


texts: An rendered image containing emissions particles, when zoomed in get's very pixelated

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So I have created a Christmas scene where there are houses and particles all around the house which is made by particle systems and emission.
When I render it and zoom the pic all the particles are very pixelated. I have tried to add denoising and all stuff but the issues is same. Do I have to increase the sample scene for a beautiful emissive scene?


texts:
i want to make this set of faces more polished , more round , just having more faces forming a more defined curve

normally i do a subdivision with the modifier and crease the faces from top and below but the model is too complex for that

how am i supposed to do ?

temporary file link:
https://we.tl/t-r7BXMT7Vxd

thanks


texts: Messed up Blender models when exporting to Unity3D

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I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is this happening? I have never had problems importing models into Unity3D like this before.

Blender Screenshot

Unity Screenshots

It seems to me that different faces appear when I rotate it differently. How can I prevent this? Thanks!


texts: Modifier "Adjust Edit Cage" - Is there a way to make transformations relative to modifier result instead of the original mesh?

texts:
When I select vertices on the resulting edit-cage, the transform tool appears over the original mesh instead of actual vertices I selected on the modifier result. Similarly, if I move the vertices, they move relative to the original mesh.
This makes editing the mesh very tedious without being forced to apply the modifier result first, at which point the changes aren't applied to any mirrored / arrayed portions of the object.
What's the correct approach to this? Is this a feature that exists or will be added at some stage, or am I going about this the wrong way?


texts: Inconsistent/ Random behavior in Blender

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I am generating some shape using python in Blender. Most of the times, when I run the code I get what I expect. But sometimes I see the broken mesh as I have shown in the figure.

As far as code's functionality is concerned, I am not using any random function/ number. Code is expected to give out deterministic result every time I run it.

Any suggestions on what might be causing this inconsistent behavior?


texts:
First post as a complete beginner. Following Blender Guru's Coffee cup tutorial. Modelled the cup, everything seems to be going well but my render output is rubbish and I'm struggling to fix it. I've spent the last 2 hours searching the net/spent 2 hours trying to sort the handle out. Lots of black spots/areas on the render:

If anyone can help these are my settings:

Reflective Caustics On
Refractive Caustics On
Max Bounces 8
Diffuse 4
Glossy 4
Transparency 8
Transmission 8
Volume 0
Denoise On In Layers
-I've upped Min Light Bounces & Min Transparent Bounces to 5
Normals facing the right way.
Blender 2.80
Cycles - GPU rendering
Tried 256 / 512 rendering samples too.

I've even just created a new project, simple cone and set it to glass and same issue.