texts: Curve not smooth after deleting more than n-3 vertices, where n is amount of every vertex in path

texts:
After when I add a path, enter edit mode, and delete every vertex, except for 3 vertices, then the path is smooth:

But when I delete every vertex, except for 2 or 1 vertices, and extrude vertex 3, then the path is not smooth anymore. How can I fix this?

Thanks :)


texts: How to access a variable from another python file in BGE

texts: I have the 'distance' variable in the file 'char.py'. I wanted to get the value of this variable in another script. How do I achieve this?


texts: How to place a single crisp element as an alpha while sculpting?

texts:
This is my first question, and I am a complete newbie at using Blender (and 3D modelling suits in general).

To elaborate on my question: the goal is to model a logo as a relief on the side of a coffee cup. I am trying to sculpt it with an alpha.

The background and the reasoning are as follows:

The logo in question is quite elaborate, so my first idea was to:

import an SVG
convert it to mesh,
project the result via Shrinkwrap modifier.

However, I have found that the triangular mesh I am getting this way, wraps very poorly. I have tried recalculating it into quads with Remesh, but the results have remained suboptimal.

My second (and sadly last) idea was to:

rasterise my vector of the logo,
turn it into a BW alpha image,
sculpt it (like I managed to do before while messing around with
ZBrush).

Unfortunately, using my alpha as a texture creates a multitude of blurry superimposed reliefs of my logo. I understand that this technique must be intended to create noise-like features (scratches, scales, etc.).

But is it possible to place just one, crisp element this or similar way?

Thanks in advance! =)

P.S. I have tried searching for the answer both on Google and this site, but failed. My apologies if this question has already been answered.


texts:
I have a character mesh I'm trying to bake normals onto from a duplicate of the mesh that's been subdivided to smooth it out.

Problem is, the normals I get from baking from the hi poly to the lo poly are highly triangulated, and this triangulation shows up when the mesh is viewed with Material shading in the viewport.

I've never done an organic mesh before, so I don't know if there's just some missing steps I passed over or what, but this is pretty frustrating (also mystery issues like the normal baking onto a totally different diffuse map I have but thats another thing...)

Here's what I'm doing:
I have the Lo Poly mesh on layer 1
Hi Poly mesh on Layer 3
I select Hi Poly on layer 3, select layer 1 and layer 3
Select Lo Poly on Layer 1.
Go into edit mode and select all geometry. I set the UV image to a blank (128 128 255) blue image.
I go to the bake controls and these are my settings:

And this is my result:

Just what is going on here? Why are my normals baking in such a way that they aren't leaving the mesh looking smooth when used in a material?

I've Uploaded my blend file to Dropbox if anyone wants to take a look.
Lo Poly is layer 1, Hi Poly is layer 3. Other layers just have old WIP backups of the model.

If you look at the back, unlit part of the model you'll see the normals are WAY off, with lots of artifacting going on back there.


texts: Fragment glitches in Blender when camera's far away from object

texts: Another problem has risen about my Earth. When the camera starts to go away from the Earth, these weird fragments appear. I've figured out that it's the Earth map coming through the clouds and atmosphere but only at a distance. They're far apart enough and I don't know if it's a setting that causes this.


texts: Creation of Node Setup with python, missing some commands

texts:
I would like to creat a material with python but I'm missing some commands.

The target material should look like this:

The script I'm writing should be able to access the two values in front of the math node, and the RGB values in the RGB node.

The command(s) I'm missing are the following:

the command to add a node in the material / node editor

the command to remove a node in the material / node editor

the command to link link an imput and an output

the datapath to the values I listed before

Thanks in advance

AliSot2000

Edit

I've just found another problem:
I understand now how to add, remove and link nodes but I don't now how to 'call' them.

In this setup I have two 'Value-Nodes'. How can I refere to those? I'mean ShaderNodeValue won't do because I have two of them.

My current script looks like this:

#Test script for material

bpy.context.scene.render.engine = 'CYCLES'

import bpy
import math

bpy.ops.mesh.primitive_cube_add()

bpy.data.materials.new(name='Testmaterial')
bpy.context.active_object.data.materials.append(bpy.data.materials['Testmaterial'])
#So I can access it via .active_material

bpy.context.object.active_material.use_nodes = True

Now I would like  to remove the Diffuse BSDF, add the MixShader and then link the shader output with the shader imput from Material Output.

the process of adding should be:

bpy.context.object.active_material.node_tree.nodes.new('ShaderNodeMixShader')

I think if I get how to do this the other commands should just be 'copy and paste'


texts:
I'm currently working on a model of an X-wing that I'm intending for use in a game and running into a bit of trouble with the shading of the mesh. The upper nose is rounded off where the sensor cone attaches, but at the point it reaches the canopy frame it flattens out and meets at a corner.

Everything is fine and dandy when the sides are modeled:

but once I close it off and add the top of the nose, the shading goes to hell:

As you can see, the smoothing gets confused at the lip of the cockpit.

I've tried a couple different means of getting around this, none of which looks right while maintaining the correct shape. The transition from the rounded to flat is a fairly important part of the ship's character, so I don't want to discard the contours, either.

Any tips or suggestions on modeling this area?

Addendum:

If I eliminate that second angle where the canopy frame meets the fuselage as marked in red:

this also fixes the smoothing. However this is not a solution, as the angle is a part of the design. It DOES give me another thought on fixing, but I won't be able to test it until I get home.


texts: How to use the shrinkwrap modifier with the shrunk mesh remaining unchanged?

texts:
I'm trying to shrinkwrap a pattern mesh to a tire mesh, but the result always has some kind of deformation. I've checked out this similar question on this site: shrinkwrap deforms mesh, but applying scales does no help at all. I've pushed the subdivision surface modifier to 4 level on the tire mesh, but the deformation still persists.

Is this true that there's no escape from deformation when using shrinkwrap modifiers?

My Blender file: Tires.blend.

Thank you for your time!


texts: How can I etch a perfectly straight line into a sculpted model? I sculpt heads for ventriloquist dummies. I want to etch straight and parallel slot lines on either side of the mouth. Thank you.


texts: Has the "Use Alpa" option for textures been changed?

texts: I'm using .dds textures and I just upgraded to 2.76. Many of the textures I'm handling have an alpha channel that must be disabled. In 2.73 there was a checkbox on the textures tab that said "use alpha". It doesn't seem to be there now. Is this a change or a bug? Also is there another way I can change the alpha option?


texts: How to add roughness to a surface using modifiers?

texts:
I'm trying to make a roughened parchment-like material. I don't want to just use a texture, because I want to take a low-angle shot that lets me see the actual bumps in the surface.

I currently have the parchment represented using a single plane mesh. Is there a modifier I can use to deform the mesh in order to add roughness to it?


texts: How can I make a dark and scratched metal material?

texts:
I am shaping this watch as a training. I did materials for needles and branchs but i'm stuck for the core watch's material.

I'd like to reflect the light like this :

I use Blender Render for now.
If you can help me, it would be nice ^^

Btw if you have any good tutorial for materials especially those with specular shaders and mirrors. Sry if my english is bad, i'm french :s

Actual rendered view (not full render) :


texts: How can I customize which Tabs show in the Tool shelf/panel?

texts:
I'd like to be able to add or remove some of the standard tabs on the Tools panel:

because if I shrink the tab area, the tab names become unreadable:

So, is there a way to remove some of the tabs that I never use?


texts: Python script to extrude with scale restriction

texts:
I am working on a python script and to find the right function calls I have been cutting and pasting from the top bar of the scripting window after I do the step manually. It was going great. For instance, I went into edit on an object, selected some vertices and manually did and extrude restricting it to the Z axis.  Then I put the code into my script:

bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
                                 TRANSFORM_OT_translate={"value":(0, 0, 0),
                                 "constraint_axis":(False, False, False),
                                 "constraint_orientation":'GLOBAL',
                                 "mirror":False,
                                 "proportional":'DISABLED',
                                 "proportional_edit_falloff":'SMOOTH',
                                 "proportional_size":1,
                                 "snap":False,
                                 "snap_target":'CLOSEST',
                                 "snap_point":(0, 0, 0),
                                 "snap_align":False,
                                 "snap_normal":(0, 0, 0),
                                 "gpencil_strokes":False,
                                 "texture_space":False,
                                 "remove_on_cancel":False,
                                 "release_confirm":False})

and it worked fine.

But, then I selected a different ring of vertices and did an Extrude (E) -> Scale (S) then restricted the scaling to the XY plane (Shift+Z) and did the scaling extrusion.  In the UI it worked fine. But, when I copy the code:

bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
                                 TRANSFORM_OT_resize={"value":(2.12492, 2.12492, 2.12492),
                                 "constraint_axis":(True, True, False),
                                 "constraint_orientation":'GLOBAL',
                                 "mirror":False,
                                 "proportional":'DISABLED',
                                 "proportional_edit_falloff":'SMOOTH',
                                 "proportional_size":1,
                                 "snap":False,
                                 "snap_target":'CLOSEST',
                                 "snap_point":(0, 0, 0),
                                 "snap_align":False,
                                 "snap_normal":(0, 0, 0),
                                 "gpencil_strokes":False,
                                 "texture_space":False,
                                 "remove_on_cancel":False,
                                 "release_confirm":False})

to the script and run it, it says:

TypeError: Converting py args to operator properties: : keyword "TRANSFORM_OT_resize" unrecognized

Error: Python script fail, look in the console for now...

I searched for TRANSFORM_OT_resize and I can't find any ref to it.


texts:
I've run into some Subsurf problems while modeling Boba Fett's helmet.

ack.imgur.com/xAIbx.png
On the surface there are sharp edges and at some verticles it looks weird. Its not smooth at all. Crease is at 0.
I tried remodel these parts and i tried messing with the modifier a lot. Does someone know how to erase those sharp lines? Render doesn't look any better...


texts: How do you create an aura, or halo effect, like what was possible with the internal Blender Render Engine, in 2.80

texts: When Blender had its internal render engine, you could set it to render objects as a halo, rather then as a solid. It also allowed for starburst and other effects in the halo. I would like to know how to do the Halo effect using Blender 2.80, preferably in Cycles. I doubt there is away to add the other effects that were possible.


texts: Parenting objects in bge makes them apparently changes normals?

texts:
I'm making a tank game in the blender game engine and the barrel of the tank looks fine until I parent it to the swivelling part, which seems to change the normals, which means I can see through the visible faces to the faces behind it.

This is the tank without the gun being parented:

As you can see - the gun looks okay, now this is the tank when the gun is parented.

Why does this happen? Surely parenting an object shouldn't affect it's normals.


texts: Where are the Laplacian Lightning settings once the addon has been installed?

texts:
I broke down and installed the Laplacian Lightning addon, like suggested. But now I can't find where to trigger it, that is to say, actually apply it to an object like a plane.

In specific, this plane:

I don't really have any ideas on where the button might be, but then again, I only got it yesterday. Can I have some help please?


texts: Python script to make all adjacent keyframes have constant interpolation

texts:
I made a Cycles animation with motion blur enabled. Whenever the camera (and scene objects) "cuts/jumps" the render is a big, blurred sweep. How do I write a Python script that changes the interpolation mode of all adjacent keyframes to "constant"?

I have a lot of keyframes on numerous objects, and it would take a long time to manually set all of the cuts/jumps to constant.


texts: How do I cut something in the game engine?

texts:
I have a sword attached to a model who swings it every time the mouse is clicked. I would like to know if there is a way the sword could slice though things when it hits them.
Is there a way i could limit this to certain objects? That way he wouldn't cut though solid steel.


texts: How do I cange the cycle settings for Multiple objects - Blender?

texts:
I need two renders and for the second one I do not need the gloss for multiple objects on the floor. It would be difficult to deselect the gloss property for every object for 50 different objects. Is there a way to apply cycle property change from one active object to all selected?

Also is there an easier way to extract just the reflections from a glossy surface, currently I am using different renders and the difference matte in the compositor.

I'm new to blender.


texts: How to make a texture from the view of the camera live (cycles)

texts: i am making a security camera and a want the view of the camera to display as a texture on a monitor. How do i do that?


texts:
Summary of Issue:
The Edge Lengths are inconsistently displayed on an obviously square object.
Issue Detail:
I'm still quite new to Blender.
Iam busy creating door frames using Cube, boolean difference, deleting the inner faces, capping the inner faces, and finally extruding the door frame out.
However, I've noticed some strange behavior. I'm sure this is by design, but it seems to have caused me problems now.
What I initially did was extrude, and type the measurement I wanted (0.004) for the door frame faces.
However, I realized that I actually needed to set it to 0.04 instead.
So instead of extruding again, I selected the faces and used the Move tool to specify my new measurement numerically (0.04) and hit enter.
It seems however that it appends the measurement using some unknown logic which doesn't make sense to me.
The side effect that I'm dealing with now in order to try regain consistency using "Edge Lengths" is that the edges of what is seemingly a square, is actually of different lengths.
I have no idea what is going on, however I can only find help on this for Blender 2.8, and apparently the entire application UI changed within a single minor version number.
Please may somebody help me out here.
This is what I'm talking about:


texts:
I have 2 surfaces moving away from each other, and when I render on the view panel I have some strange artifacts where the light is more strong (I don't care about it).
But the real issue is when I render to PNG I have a munch of artifacts, like the object is deforming.

I'm new to Blender and to the 3D animation, so if you need any more information just ask it.

Tks for your time.

Render Image Editor

Render to PNG


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

this question is about :
        The 3D Cursor: 20:42
        Parenting an Area Light to a Path: 21:54
part if the above youtube video
In this YouTube video the guy is able to set the area light pivot Point to the world origin. However when I do it the yellow ball for the light pivot does not move. And when I rotate / move the area light the light beam does not stay pinned to the eyeball. Furthermore, when I parent the light area to the Circle and then I try to move my time bar that area light does not rotate a round the circle. In fact it does not move at all. I did a parent By follow path but it does not move it all.

Also after I parented them together, and I click on adjust last operation, it shows me the operation I did before  I parented them. so idk what that is about ...

I have tried in both render mode and material preview mode but it does not work

update Picture:
My  Make Parent looks completely different from his:


texts: How to make a bump map from a texture paint?

texts:
I want to have a detailed model. The texture paint png file is like this (though these are the details on the mesh, I will create another paint file and want a bump map from that):

How do I make a bump map from this and have the black lines appear as ridges in the model? This is the model I want to create ridges on:

Will I need to subdivide the mesh? If so, how many times given the image? And will there be any problems because of the topology? Also, how can I see the effects in real time so that I can adjust the strength of bumps accordingly?


texts: How can I fix "Bone Heat Weighting Failed" Issue?

texts: When I try to use the Automatic Weights option to parent my mesh to the Rig how come it deforms the meshes left arm?


texts: How to translate plane coordinates x,y to equirectangular?

texts:
I have a procedural texture with a circle made by formula X ** 2 + Y ** 2 < R ** 2. It looks like a circle on a plane.
But if I try to use this formula in the World environment - the circle is distorted.

How to convert XY coordinates in the formula to the equirectangular coordinates to have the clear circle in the environment?

It's not about especially for the circle, I need to have the formula to translate any procedurally generated plane texture to equirectangular.


texts:
I'm new to Python scripting in blender.

Wonder how to script:

To create a path with specific points to reach on a circle around Z axis?
Run the camera on it?

Any help please?

Eric


texts: ImportError for module installed in scripts/addons/modules

texts:
Where do I put the Python packages my addon imports so Blender can find them? (There are some questions on this topic already but I can't find what I'm doing wrong.)

It works fine on my Linux system where I can install the dependencies to a standard Python path. But I understand Blender often comes with its own Python installation, and besides I want a way to bundle all the code together for a one-click install from zip file.

First I tried making it into a single package, that is scripts/addons/my_addon/ containing my code in __init__.py and subdirectories for the dependencies. Blender finds __init__.py fine, but import fails even though the modules are right there in the same place.

So I tried putting the dependencies in scripts/addons/modules/, though I don't like that because they could clobber different versions installed by another addon, and they stay there even if the user removes my addon through User Preferences. But this still isn't working.

For example: "six" is a module that helps with python 2/3 portability; it's contained in a single file six.py. From the Blender Python console on Windows:

>>> print(sys.path[-1])
C:\Users\jwelsh\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\modules

>>> print(imp.find_module('six')[1])
C:\Users\jwelsh\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\modules\six.py

>>> import six
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
ImportError: No module named 'six'


texts: Cast light from one Object onto another Object

texts:
I want the sun to glow and cast sunshine at the earth. I have set the surface of the sun to emission and 1000 in strength, but the earth is still in the dark when in rendered mode. Does anyone have a suggestion?

I am using Blender 2.8 and Cycles.


texts: Can texture paint brushes be removed through Python ? I wanted to remove a brush of a specific name for example "Brush57". Removing it by shift clicking the x button usually sets it's user to 0 so it still remains in the memory. How am i to remove the brush from the memory/datablock ?


texts: Can't see animation after exporting to video

texts:
I started using Blender a few days ago...

For some reason, after I rendered the animation to a video file, I was left with this grid (see screenshot). How do I go back to the 3D Viewport where I can edit the animation? The wierd thing is that I can see the camera's perspective just fine in the upper right. (I'm using Blender 2.77a)


texts: Going into weight paint mode, the weights aren't visible at all. There's not even the 0 weight blue. They're there and working though because I can pose the character, and I can paint because it changes her pose when I do, but I just can't see it at all. I'm sure it's just a simple button I need to press or something but I can't find the solution by searching so that's why I'm posting it here. You can see in my screenshots that I'm in weight paint mode, but no weights are visible, and she can be posed.


texts:
whenever I rotate my bone it micro rotates on the other axis as well. I recalculated roll - maybe I selected the wrong option. Trying to avoid having tons of extra keyframes.
Any ideas? Thanks in advance.


texts: How to use CSV values to drive object scale?

texts:
CONTEXT:

I am trying to create a 3D Data-Viz project that will take values from a CSV file and use certain values to drive the Z-scale of simple cubes that will stretch vertically as a value gets higher.  It would function similarly to this 3D-Viz asset from the Unity Asset Store, except instead of longitude and latitude, it would take custom tags assigned by hand: https://assetstore.unity.com/packages/templates/systems/globe-data-visualizer-80008

I have tried looking at a lot of SE questions, and Python/Blender API as well to try and reverse engineer some other approaches; some of the pages I have gone through:

https://docs.blender.org/api/blender_python_api_current/bpy.types.bpy_struct.html#bpy.types.bpy_struct.values

https://docs.blender.org/api/blender_python_api_current/bpy.types.GameProperty.html#bpy.types.GameProperty.name

https://stackoverflow.com/questions/21265676/how-do-i-read-out-custom-properties-in-blender-with-python

How to read a csv file and use the values as x and y points in blender?

https://stackoverflow.com/questions/50137473/how-to-change-properties-of-objects-in-blender-with-python

MY EFFORT(S):

My CSV File has a format that fits like

08-S33,Grind,2018,1,118654,1015122,1168.864432
04-LSE200,Gear,2018,1,61,1798,339.2658509

My scene currently has a few simple primitives with names "Cube.001" and Cube.002"  I have given them Game Properties that have values that match the first column in my CSV  like '04-LSE200':

I have tried to write my own script that says:

import bpy, csv

fp = "E:\Data_Viz_Prototype\Data Files\Workcenter_DPPM.csv"

with open( fp ) as csvfile:
    rdr = csv.reader ( csvfile)
    for i, row in enumerate (rdr):
        if i == 0: continue #Skip colum titles
        if row[2:3] != 2018: continue #Skip any rows not from 2018
        if row[3:2] != 1: continue #Skip any rows not from January
        wc, dept, year, month, run, rej, dppm = row[:]

if bpy.data.objects["Cube.002"]['Work_Center'] == '04-LSE200':
    bpy.data.objects["Cube.002"].scale = (.5, .5, dppm)

However I get the following error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
KeyError: 'bpy_struct[key]: key "Work_Center" not found'

I have tried some of the following code in the console window to make sure I can talk to Game properties:

import bpy
bpy.ops.object.game_property_new(type='FLOAT', name="Test")

obj = bpy.data.objects["Cube.002"]
cube = obj.data
print(bpy.types.GameStringProperty.values(cube))

Which will create a new property upon compile, but returns an empty list "[]"

FINAL THOUGHTS:

I am very aware this could be an "X-Y Problem"; in which case I think I need some serious redirection.  I found this one SE question where they were trying to drive values from a CSV file using the node editor; maybe this is the correct approach but I don't even know how to start:

Animation nodes - Driving scale attribute from a CSV list to create a bar chart

My co-worker and I combined have a fair amount of experience in coding, game engines, and modeling; but neither of us is notably familiar with Blender.


texts:
Hi everyone i dont know why my image Textures arent working
i tried to us this image texture
https://www.cgbookcase.com/textures/scratched-gold-01?source=textures.one

but it does not show up in any kind.
Besides from that i dont understand why my object is looking like plastic maybe someone can help me and give some tipps.
Thank you already


texts: Is there a way to control cryptomatte colors? for object colors for instance masking out of the box in blender

texts:
Is there a way to know each color of each object before it will be rendered? Or a way to setup colors for each object. In other words I need to setup a preseted color for each object on the scene.

Simple scripting with changing materials won't work.

https://gyazo.com/b803e1d0de54654e5d11ce42f0539c6f
https://gyazo.com/351b44d53b4cef562ad2c2bd6ff51e76


texts: How to make a waxy, deep-sea-fish material?

texts:
I am trying to make a material for a sea monster that looks like a deep-sea creature. They have skin that seems slimy, waxy, and slightly translucent, as shown in these reference images:

My first thought was to use a translucent shader and mix it with some SSS to simulate the light bouncing underneath the skin, but that was a failure. I want to get some of that "nastiness" particularly visible in the second image, which I think would involve making an underlayer of pale transparent skin then blending a scaly layer on top.

Has anyone tried something like this before?


texts: How do I give individual UV maps to textures

texts:
I have a texture that is scaled up to about 50x or so, and want to texture paint a B&W factor onto it so  I can another texture. However, the texture paint is inheriting the same uv map and is tiling the edits, nearly crashing blender every time. How do I have individual texture maps, and have it so that each texture uses the right one? I dont want to use mapping nodes because the scaling isn't to a discreet value and the model is to complex to eyeball it. Can anyone point me in the right direction?
Sorry if this is a bad question.


texts: Blender 2.8 API seems to have issues with UV layers

texts:
I have had a working exporter for a custom format that worked fine on 2.79, when i moved to 2.8 everything works besides one issue that i cannot seem to understand. Could you please help me out?
The issue is when i write more then 1 UV layer, the second layer is always bugged.

 uv_0 = mesh.uv_layers[0].data
    if len(mesh.uv_layers) > 1:
        uv_1 = mesh.uv_layers[1].data

I get the UV data in this way. Then i loop though the faces.

    for Face in mesh.polygons :
    for loop_idx in Face.loop_indices:

        vtx_2tc.TC0 = V2D(uv_0[loop_idx].uv.x, 1.0 - uv_0[loop_idx].uv.y)
        vtx_2tc.TC1 = V2D(uv_1[loop_idx].uv.x, 1.0 - uv_1[loop_idx].uv.y)

Which worked perfectly fine in 2.79 and lower, the second UV was correct. However in 2.8 the second UV layer doesn't write properly. Half the mesh's second UV is working, half isn't. And i'm not sure where the issue is.


texts: Can I edit the modifiers applied to an object? https://ibb.co/9stPR5L There is a subsurface modifier applied to the orange part and I'd like to hide it to work on the shape better. After applying a modifier in 2.8, it "goes away" and I can't see it anymore. When I apply a new subsurface modifier to the object, it doesn't overwrite it, it adds it to the first one.


texts: Blender supported 3D files that support armature

texts:
I am just doing some research for an interactive app where I need some 3D assets. I dont have enoguh time to model all myself, so I have to use already existing assets. Since I dont have 3D Max, Cinema 4d or Maya, I have to use Blender for editing and adding further animations to my assets.

My Problem is, most assets I found so far are .3ds files, .obj or fbx.

My Question is: What 3D file formats support bones?

I want to use assets that are already rigged, so I dont have to rig and texture everything again.

Thanks in advance


texts:
I've seen this done before but it was a long time ago. I don't know what it's called so forgive me if there's already a thread like this. Say you have a cube and you put a sphere inside the cube half way so that half of the sphere is poking out. You then use that sphere to carve out the other half of the sphere into the cube as if it's leaving a footprint.

Please redirect me to any duplicate post out there!

NOTE: I'd prefer to avoid using the Knife tool.


texts: Instert an icon inside of an EnumProperty ? is it possible? (addon UI)

texts:
i tried to insert some icon in an enumproperty

test_context: bpy.props.EnumProperty(
    name = 'Context',
    description = '',
    items = [
        ('GENERAL', 'General', '', icon='BLENDER'),
        ('FILEPATHS', 'File Paths', '', icon='KEYINGSET')],
    default = 'GENERAL')

this is obviously not working and i didnt saw any example out there, nothing in the documentation either.
i saw this question but it didnt help
How to add custom icon to EnumProperty in add-on

does someone here know how to do this ? is this even possible ?

original

test_context: bpy.props.EnumProperty(
    name = 'Context',
    description = '',
    items = [
        ('GENERAL', 'General', '', icon='BLENDER'),
        ('FILEPATHS', 'File Paths', '', icon='KEYINGSET')],
    default = 'GENERAL')


texts: How do I get particles to change color over time?

texts:
I saw a conversation on BlenderArtist.org where someone posted a node setup that supposedly would change the color of particles over time based on the Particle Info node's Index value. This is the graphic they posted:

However, when I tried to duplicate this effect, the particles don't change color over time.

Here is my blend file.

Here is the original conversation


texts:
I normally use Octane render, both standalone and plugin version for Sketchup. I'm not at all an hardcore user. I'm trying out Blender in my freetime, just for fun.

When I use the standalone version of Octane, I normally export my sketchup model as obj, and link this file into Octane Render, with it's own node. When I make changes in Sketchup (or Gravity Sketch) I export again as obj and simply press a reload icon in Octane, and the model is updated.

I can't figure out how to do this in Blender. I have only found out how to import, but not link / refresh geometry.

Is it not possible or am I'm looking in the wrong part of Blender?


texts: BGUI text becomes uncentered when setting full screen in game

texts:
I have a game which makes use of the BGUI module for text input and also includes some labels.
Everything is working as intended when I don't do anything to change the window size (ignore that the text is too large!), as below:

However, I want the window to be larger, ideally full screen. For this I have added bge.render.setFullScreen(True) to a bge script which is marked for execution before all other scripts. But when I do this, the result is the following:

The BGUI code for these labels is below:
class SimpleLayout(bgui.bge_utils.Layout):
    def __init__(self, sys, data):
        self.instructionlbl = bgui.Label(self, text='Provide the robot with a description of the location of the highlighted object', pos=[0, .9],
            sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX)
        self.titlelbl = bgui.Label(self, text=empty.getPropertyNames()[0], pos=[0, .95],
        sub_theme='Large', pt_size = 50,options = bgui.BGUI_DEFAULT | bgui.BGUI_CENTERX)
        self.figurelbl = bgui.Label(self, text='Figure: ',pos=[0, .85],
                sub_theme='Large',pt_size = 50, options = bgui.BGUI_DEFAULT| bgui.BGUI_CENTERX)

I have also tried avoiding setting fullscreen by using bge.render.setWindowSize(bge.render.getDisplayDimensions()[0],bge.render.getDisplayDimensions()[1])  instead but I get the same result.
Setting to fullscreen is also throwing off the cursor in the text input field, putting it one character behind.
Is there something wrong with the way I am using bge.render.setFullScreen(True)? Or is it something I need to fix with the BGUI parts? Any thoughts?


texts: How to unwrap overlaping UV island vertically

texts: I need to automatically unwrap UV vertically keeping UV island stacked together. I've created some trim textures and I wish to use them on columns of different heights. Is there any tool/add-on I could use? Thanks!


texts: Black stripes all over the model after texture painting

texts: After texture painting my model, when I switch to render view, it shows these black stripes all over the model, whereas in the texture viewport it's fine. Why?


texts:
I have a simple setup to try out Volumetric Lighting. I have a spot lamp and Volume Scatter set for the World. The cube has a window for the light of the spot lamp.

But no Volumetric Lighting. I have read most questions on this subject. But I have no idea where I am going wrong.


texts: particle object rotation beginner question

texts:
I'm afraid to post such a noob question. using blender2.8

but I want to make scene in which so many dead leaves sitting on the ground like winter forest.
my particle settings are foloowing:

==========

Type:Hair

▼Emission
 ▼Source:
Random　 ☑

▼Rotation:
Orientation Axis:   Normal
Randomize:5

▼Object:
GlobalCoordinates:   ☑

▼Rotation:
Orientation Axis:   Normal
Randomize:5

▼Render:
Render As:      Object

==========

kinda expected, most of the leaves are not sitting on , or lying down on the ground, but they are standing..

How do I get leaves lying over the ground and still leaves are rotating just only horizontally with randomized.


texts: Blender 2.80 does not preview in viewport/render textures when in Cycles

texts:
Halo, I upgraded to 2.80 and I have problem seeing the textures in rendered mode when in Cycles. All works fine in Eevee.Same happens when i try to render the image.
All good in Eevee but outputs grey screen when in Cycles.Same happens in CPU/GPU render. I have the latest build installed. It only happens in this Collection/Layer.
In other Collections it all works fine. I have no idea if Im doing anything wrong, or it this could be some Beta bug? Would anybody know, thanks you for any help.

https://www.youtube.com/watch?v=e0ND0B7ZCyc&feature=youtu.be


texts: Can I delete all materials of all objects in a scene quickly?

texts: Is there a quick way to delete all materials in the scene? I have a scene containing 20+ materials and all linked to objects. I'd like to remove all the materials from my blender file.


texts: Blender 2.8 Add-ons "Testing" content missing

texts:
I am trying to activate the Plug-in "Export Camera to After Effects JSX". I have researched that it is under the tab Preferences > Add-ons tab "Testing". However, there is no content here with Blender 2.8. I am working on Mac. I have also tried a colleague's Mac and my PC and the content is always missing.
How does one activate the content?


texts:
Do values from the MeasureIt add-on have a data path we can point to when using drivers ?
I've scrolled through the code but couldn't figure it out.


texts: What is the reason to make quad or triangle faces on a surface?

texts:
Following the answers to my last posted question I incorporated the answers and reworked the exercise to create a 3D Logo.  This post shows what I did to make it work.

You can see that I remade the closed complex shapes and pressed "F" to make a face on them.

That worked fine, then after selecting everything I went to the Front Ortho view.

The extrusion worked just fine.  But there are no Quad or Triangle faces

Are they needed?  How do I make them?

Thanks again,

Randy Van Nostrand


texts: AMD Radeon r9: weird results using GPU compute

texts: hello so i'm having weird results using gpu compute on my blender(v.2.77 on steam) and when i render my project it comes out like this, also tried just using the cpu(which comes out how it should) any ideas on how to fix this or something i could do? simple scene just to test it using a plane and a cube with camera and sun, default cycles setup, windows 10 pro, amd radeon r9 280 gpu(lastest drivers), rendered using default settings at 720p 100% resolution


texts:
I'm working with cycles standalone and I'm trying to find a way to use an image I already have loaded in memory as a texture in cycles.

From what I can see, the only way to load an image texture is with the ImageTextureNode, but that seems to only take a path to a file.

Is there some way built in to cycles to allow me to pass in a pointer to a bitmap in memory? My goal here is just to avoid needlessly writing out a temporary file to disk just so cycles can read it in again.


texts:
Hy everyone

I've got a caterpillar/tank tracks, with several individual track parts. With the Curve modifier, they go around the curve and behave as they should.

The animation is a loop animation for a game. So all the track-parts move just one part forward and then jump back. Played the right way (looping) it's completely seamless.

The problem is, the current animation keyframes are, because of the curve modifier along the curves y-axis and are location-keyframes.
With the "Object->animation->bake keyframes", after applying the curve modifier, they just move in the y-direction and not in the way the curve path was.

Finally, I want keyframes for all these objects (for a action) and all objects without any modifier go this one step.

Thanks in advance for your answers

Quados


texts: Is there an animation library addon for Blender?

texts:
I'd like to save a character rig's animation data for reuse on the same rig in different scene files (eg walk cycles). In Maya I've used scripts such as PAIE or Studio Library. Does anything like these exist for Blender? Links below to clarify.

https://www.studiolibrary.com/

https://animationapprentice.blogspot.com/2015/01/the-free-paie-plugin-for-maya-how-it.html

Also, in case this is flagged as duplicate, this post doesn't answer this question -
How can I create a library of animations?

Thanks


texts: I want to create a helical/spiral structure like the figure below. I tried to create a circle and poke faces after that I dont know how to extend it in z direction to look like a spiral.


texts: How to create a realistic horizon sun flare?

texts:
This is my original render:

This is what I'm aiming for:

How do I make the sun flare look like that?
This is my setup file:


texts: My object is not moving smoothly, but in increments of one unit

texts:
What is preventing my objects from moving smoothly? Instead of moving slowly and precisely, the object moves by one unit

.


texts: Array + Curve Modifier not filling out fully

texts:
My curve is a bit odd - it is a gridlike structure (based on NYC streets). I want to place cars on the roads using the array and curve modifiers, but for some reason, when I do this, it only fills out a small portion. For a long straight line curve, it works perfectly, but for the grid-like curves, it doesn't (this is OpenStreetMap imported data, by the way).
Do you have any ideas on how I can fill out the entire grid with cars, just as the array and curve does on non-grid-like curves?
I want to be able to automate this process with code, so some manual splitting of the roads is not really an option


texts: What's the physically correct way to mix an emission shader with a non-emissive cover material?

texts:
How do I make a PBR emissive dielectric material such as: a computer screen, a glow stick, or the white tube of a CFL light?

Do I MIX or ADD the Emission with the Principled BSDF?
Should I mix it with Fresnel?


texts: The transform orientation after pressing 'g' and 'z' doesn't match 'Normal' transform orientation

texts:
I've rotated the mesh to a position that no longer matches the global axis orientation but still want to transform my selection at right angles.

I have transformation selection set to 'normal', the z-axis becomes horizontal (which is ok I guess, as long as I can move in that direction.) but when I press 'z' to constrain my movement along that axis it locks it to the traditional z-axis vertical movement.

I can manually transform respective to the 'normal' transformation mode by grabbing the arrows but I want to input specific transformation values which is impossible with manual dragging.


texts:
I have around 5500 .ply files, which amount to about 7 GB of point cloud data; each file is one frame of animation.

Is there any feasible way of importing this into blender for processing? I am aware of tools like Stop-motion-OBJ and Sverchok nodes; however, due to the large number of files, blender simply can't handle it.

The only solution I've found is setting up a scene with camera and lights, and then importing and rendering each frame separately with a script, similar to the procedure detailed here. However, since I only have the point cloud data, I'd have to add spheres around each point to be able to render them. This amounts to creating a new .ply file with vertices corresponding to a sphere centered around each point. I've already managed to automate this process; however, according to my calculations, the last frame alone would have a size of 10 GB after appending the spheres.


texts: I am try to do something based on the ID of a vertices. I want blender to show me the vertices ID. How can I have blender show me the ID in the viewport? I do not see an option in the Mesh Display tab.


texts: Missing Noise Texture Node in Material View

texts:
Apologies in advance if this is a duplicate. I have checked similar posts and their alleged duplicates, but have not seen/understood any answers (EG: Noise texture node is not available).

I am following a tutorial (https://www.youtube.com/watch?v=t2XjdzzWCqI @ 11:54) and it would appear that I am missing a vanilla node called Noise Texture, used to add "random" colour variety into textures.
I have pressed Shift+A to bring up the node search menu and not found a Noise Texture. I have selected the Materials button, so that alone cannot be the issue.

This is in Blender 2.79b.

Any help is appreciated. Thanks.


texts: How do you know if a collection has been clicked on by the user using Python?

texts:
How can I create a panel that allows me to add custom properties (StringProperty, BoolProperty, etc) for Collections? I want to show a GUI in the object properties when the user clicks a collection in the outliner. To create a panel you normally inherit from bpy.types.Panel and implement the draw(). The poll() function can be used to determine if the panel should be shown or not. The obvious approach is to use this feature. But how would this poll() look like? How do you know if a collection has been clicked by the user as shown in the screenshot below.

When "my-collection" is clicked/selected I want to show a panel in the object properties. But how do I know  if a collection has been clicked?
Update 1

I'll try to clarify the issue a bit more. In the image above I've made the "Sub" collection active. When I print the name C.collection.name you see that it prints "Sub".  Now, let me make "Cube" active:

Now, when I print C.collection.name it prints "Sub" again; and although that's correct, that's not the info I'm trying to retrieve. I need to query some other context value which would give me the collection when "Sub" is active and "Cube" when the object is active.


texts: I have 2 objects in the scene red cylinder and blue cube. They both have a basic colour in the Principal Shader. How can I lower the opacity of the red cylinder so I can see the blue cube behind it?


texts: How to use normal bent texture in cycle(anisotropic reflections)

texts:
In ff7re game character texture,there is one NB texture,some people consider it as normal bent.
So how to use the map in cycle ?(It's a map for hair)


texts: I need to show my poly count in my render for a school assignment. How can I do that using Blender 2.83?

texts: I modeled a well for a school assignment using blender 2.83. I need to make a render which shows the poly count. I can't find polycount as an option in the Metadata to include in the render. I wonder if there is a way to include it in the render or am I going to have to add it in the notes after getting them.


texts:
I was wondering if it was possible to replicate the famous Quantum Leap end of episode effect as replicated here: https://youtu.be/coUnhsJ3tUY ?

Any help is appreciated.

EDIT: In response to Firewill:

I think the three main features that I don't have a clue about how to implement are: 1) the 'electric current' that traverses the person's body, 2) the white 'filling-in' of the body shape, and 3) the blue light beams that come from behind the person during the 'leap'.


texts: The camera is scaled like this and the render image is also stretched'

texts: This is what it looks like in the veiwport


texts: I've made numerous different animations for a wolf, making a different blender file for each. I've just learnt that I should have made them all in the same file and played the animations back to back. Could someone please tell me how to merge the files together or copy the animations across to one file. If I can't do this, could someone please break the news to me and tell me I can't so i can start over on the animations. Thanks :)


texts: Image Texture is fine in Render View but renders distorted

texts:
After modelling a character I've unwrapped the model with Smart UV Unwrap and then painted up an image texture. Everything is fine in Rendered View both in Evee and in Cycles but the texture renders crooked as though the unwrap is messed up.
I tried loading an older save with the finished model and unwrapping and painting it again with the same end result - the image texture renders crooked and parts of the mesh even loose the Shade Smooth look (see the right wing of the owl).
What am I missing? Have I messed up while modelling?


texts: Export animation as a video for editing later

texts:
I have simple 10 sec animation and I want to render it into a video file for future video editing. I've used FFmpeg video format option in Blender with MPEG-4 container, H.264 codec and Lossless output quality, but generated mp4 cannot be opened in Quicktime (I use mac os), only in VLC. More importantly, I cannot open it in DaVinci Resolve (it is not recognised).
What is the best format to use, so that it won't noticeably worsen the quality and can be easily used for editing? Are AVI Raw or AVI JPEG good options?


texts: How do I move bones from one armature to another armature in the outliner?

texts:
I would like to make sure all these bones are in a single armature so I can select them all in edit mode.

Thanks


texts:
I have a couple shape key animations, but they don't seem to be saving properly. It's just a couple facial expressions, blinking, happy, angry. I can see it on the dope sheet,

But for some reason it doesn't seem to save them as an animation and I can't see any key frames on the action editor. If I press play, it plays the blinking animation, but if I click new action, and make another animation, the blinking animation seems to be overwritten? Also, when I export to fbx and import to Unity these animations are gone. I was able to export one shape key animation successfully, but upon importing again, it poofed.
Any help would be appreciated.


texts: I moved two vertices on the cube: once side is bent inwards and the other not

texts:
What I did is:

I selected the right vertex and moved it to the left.
I selected the left vertex and moved it to the right.

Please notice how on the right the geometry is somehow bent inwards and on the left it is not.

Why is that so? Is that a correct behavior?


texts: Create mesh from procedural volumetric material 'isosurface'

texts:
So Rich Sedman wrote an answer / tutorial on how to make a random / organic scaffolding structure using procedural volumtetric materials. He essentially defines an isosurface in math nodes and uses shaders to render them. I would like to take that surface and use it as a mesh, but I cant figure out how.
Does anyone know of a way to turn a volumetric material into a mesh?
Perhaps convert it into a point cloud and then use marching cubes or use metaballs? Can voxel remesher be used on volumetric material?
People have seem to been doing similar stuff, I cant figure out how, but perhaps volumetric material is the wrong way to start:
https://blenderartists.org/t/voxel-remesher-shader-modeling/1197740/4
https://www.youtube.com/watch?v=6n62SZMC3fo
https://www.youtube.com/watch?v=oOlwvTmScKg
How to create a mesh from metaballs which will always work with a Boolean modifier?
https://www.reddit.com/r/blenderhelp/comments/d6gpmb/mesh_from_volumetric/


texts:
I've read documentation and StackExchange for two days or more and installed 2.74, but I'm still lost.  I watched one Warp tutorial which appeared to do what I wanted, which is to create a bridge between the two objects, but I couldn't duplicate the result.  I got some modification between the end points, but no fill.
The objects which I'm working with present matching planes, but if one were scaled, that would be my next question.  Also, the "curve" option of warp seems to be what I need, but there should also be some rotation to get a smooth transition between the two objects.

https://www.dropbox.com/s/x44ua54ac1pvfnm/warp.blend?dl=0

Thanks for any help.

The 90 degree question and bending pipe didn't answer my question.  @cegaton suggested the following as a possible solution.  This may be the answer, but it may also be beyond my life expectancy to implement.

A problem with Blender's Bridge Edge Loops system

What a comprehensive user friendly program.

The succinct statement of my problem may be: join two faces whose normals don't with a projection of a user shape.
Can curve, bend or warp do that?  I haven't been able to do that, and, from Allen's post, doubt that they can.


texts: Wacom Intuos Pro (tablet) not working with Blender on OSX

texts:
My Wacom Intuos Pro isn't working when I try to use it in Blender. I can move the cursor of the computer but not Blender's cursor.

How can I debug or provide more information?

Outside of blender, it seems like I can move the cursor but not click with it.

I am on OSX.


texts: Go you have any ideas how to make this sort of an effect? I've tried to achieve this using water simulation, but it didn't turned out well. Using a texture looks like rational, but I have no idea how to make one. I'm concerned that buying Flip Fluids is my only option.


texts: How to use Blender's dynamic sky add-on?

texts:
How do I use the dynamic sky add-on to create a:
1 daytime sky with no cloud?
2 night-time sky with stars?
3 sunset sky with clouds?
I'll be using the cycles render engine.
Also are there any other things I need to know about the add-on?
Problems Faced
I don't know how the "sphere" that controls the light direction works

I don't know how to make it look realistic.
I don't know how to control the cloud level and horizon level.
So, I made this using your technique:

Now, I'm unable to add volumetric lighting, such that a light beam is clearly visible from the lighthouse. Also, if I were to change the camera angle, there should be God Rays visible from behind the floating rocks. And light shafts exiting the door too.
Now, the lighthouse has a spot lamp with a 20-degree cone with a brightness of 500 and the lights in the house have a brightness of 10 / 20, all light source emission shaders are connected to a blackbody output with a temperature of 1800K.


texts: What causes fire to look like dissolved spots?

texts:
I don't know what setting causes my fire to look like this:

Seems random to me, since I constantly tweak different settings and when I come back to the same settings that give me this result, all of a sudden it works. I'm not sure if I'm accidentally messing something up. Here are the fire sim settings:


texts: How to handle modal operator events in a single loop?

texts:
When writing a modal operator, handling each event runs the 'modal()' callback which handles a single event.

While this makes sense, its not always convenient compared to a simple loop that consumes events (local variables need to be stored in the operator and restored every time, and you can't use flow control (break/continue) - for example).

Is there a way to handle events for a modal operator in a Python loop?

psudo-code example:

def modal_loop():
    for event in modal_events():
        # handle event
        if event.type == 'ESC':
            return {'CANCELLED'}

        if other_test:
            break
    return {'FINISHED'}

Note, this question is a little contrived. Since it should be possible using some of Python's coroutines, posting here since its probably a useful reference for others too.


texts: I was wondering how to use armatures or bones in the 2d animation view in blender (2.92). I've looked at other tutorials but all are older and are confusing. I mainly need to know how to connect them to the drawing itself.


texts: With cycles, how do I render only highlights and only shadows and nothing else?

texts:
I want to render a scene that only the shading and highlights including reflections is rendered in gray scale without rendering diffusion.
Would I be able to do such a thing?
Image example: The lower part shows where it is darker it's black and white where light hits it and gray where it's in the middle.
I just found the effect I'm looking to create here: https://developer.valvesoftware.com/wiki/Screen_Space_Ambient_Occlusion_(SSAO)


texts: Is netrender only useful for multiple frames?

texts:
Trying to speed-up render times on a large single-frame Cycles image by using netrender and a spare machine. The spare is running (in separate terminals) a master and a slave, and the main computer is running a client and another slave.

Pressing F12 from the client works to render the image, however only the slave on the client machine is used. Killing that slave will then cause the slave on the spare to be used. It does not appear possible to have them work in concert. Is it correct to conclude that netrender only divvies frames to slaves, not tiles?


texts: How do I make the domain bake the fluid object?

texts:
I'm following Blender Guru's guide for Introduction to Blender's Fluid Simulator and I have everything all set up, a cup with an object inside of it and a cube. The cup is set as an obstacle, the object inside the cup is set as fluid and the cube is of course set as the domain. The cube is surrounding both objects as well.

When I go to bake the domain cube the fluid that shows up is outside of the cup (As shown by the rectangle in the picture below) and nowhere close to the same shape of the object that I have set to fluid. The confusing part is, I did the exact same steps as the video tutorial and in the video it works but mine doesn't. So how do I get the fluid to be in the cup when I press bake? Not sure if I'm just an idiot, but any help as to how to get the fluid in the proper shape and spot would be great!


texts: Video Quality Loss after Rendering in VSE

texts: I rendered an animation in a 720p-png format and the images looked HQ. After re-rendering them into video in VSE the video lost its quality and looked blurred. (I tried higher bitrates and different formats but nothing worked). How to keep my video quality as good as images?


texts: Blender model to .dae/.sdf with textures

texts: I'm working on a project where I need to export a Blender model to a Gazebo model. I am able to do that, but the textures are not showing in Gazebo. I'm using Blender 2.82 and Gazebo9. To my knowledge Gazebo can read .stl and .dae files.


texts: Mesh Edit Mode showing covered verticies

texts:
I don't really know how explain this, but I did this:

Somebody can explain me this? I'm beginner and it's my second problem with editing mesh view.


texts: With upgrade to 2.78a menu bar for 3d View window is at the top

texts: In the 3d View window I am referring to the menu bar where you can select between vertex, edge, or face select. With my upgrade to 2.78a that menu bar is at the top of the 3d View window and I would like it back on the bottom of the 3d view window. How may I do that please?


texts: Weird behavior when moving or scaling or rotating default cube or any first object

texts:
This just started today. Everything was working fine before. Reinstalled no change. Installed 2.83 beta. No change. Rebooted to Ubuntu no problem there. Any ideas? The material I link to below shows my problem.

https://youtu.be/pEctF8ogKJ4


texts: Rotation Value ist not the same as given in the driver output

texts:
I am just trying to set up a dynamic circular array of objects. To keep it as dynamic as possible, I want to make my helpers empty z rotation driven by a driver. The Scripted Expression looks like this:  360/count while count is the count value set in the arrays modifier on my object.

The final value calculated in the driver is correct.(45 in case I have a count of 8). The actual value set in the rotation property is different. See the Screenshot below.

Am I missing something?


texts: All the fingers in the hand works perfectly, but the middle finger twist in the middle when rotate the bone on Y, the weight paint is correct, but still twists.


texts: if i import a model from blender into unreal engine 4 will the lamps come with it?

texts: so I'm trying to make 3d models for a game I'm making in unreal engine 4. and I've been doing research on how they import using the fbx files it and I know the materials will import with it, but i cant find anything to tell me wether or not lamps will come with it... i don't really care either way, but i need to know if it will


texts: Wondering about an efficient way to mirror specific parts of a mesh

texts: I'm wondering what would be the most efficient way to copy the structures/hight differences from the surface of the first picture to the bottom surface of it. I should have used a mirror from the beginning but didn't think of it :( is there any way to still do it efficiently now?


texts: Is it possible to project texture across object instances with Animation Nodes?

texts:
I'm trying to project a logo texture across a grid of instances so that I can control it's movement with the Object Controller Falloff node.

Here's an example of what I'm trying to accomplish that was just done with a bunch of separate cube objects without Animation Nodes.

When trying to place the UV texture on the instanced objects using Animation Nodes, it applies the texture to each cube separately like below.

Is there are way to project the texture across all the cubes like the first example using Animation Nodes?

At the very least, is there a way I can use the the Object Controller Node as an effector on the separate cube objects so that they move the same way as they would if they were instanced? I've tried using translation matrices to move them but they don't snap back into place after I move the effector away like the instanced objects do...

Any help would be much appreciated! Thank you!


texts: 1080ti and 2080ti in one machine. Is it possible?

texts:
I have 2 1080tis. What if I replace one of them on 2080ti? Will I have both cards operational for evee and cycles? like sharing CUDA cores, optix denoising, rtx for evee?
thank you!


texts:
To avoid the problems that PNG has with fire Transparency, I exported the images in EXR format, but when I compare them to the PNG counterpart, the colours in the EXR image are way to blown out.

Why and how can I correct for that?


texts: Hide parent object without hiding the instanced children?

texts: I have a cube, added a cone which I parented to the cube and instanced on the faces of the cube. Is it now possible to make the cube disappear?


texts:
I'm a small-time YouTuber, and I use the Blender VSE to edit / render my vid's. I'm currently running this on my laptop, but—especially if I apply transformations or multiple over-drop layers—rendering is slooooow! Would getting a box with a supported GPU help me get shorter render times? (And, is there a list of supported / recommended GPUs somewhere?) To be clear, everything I'm doing is 2D and via the VSE. I have a background in computing (so I'm not frightened by matrix transformations or technical terminology), but I don't understand what Blender's capabilities are vis-à-vis using a GPU to do 2D compositing.

While we're at it, it seems that if I, say, chain ten transform layers it's substantially slower than applying one … Why is this‽ I.e., I'd imagine that you'd multiply all of the transform matrices together once, cache that, and then apply it to each frame (in which case N transforms ought to take no longer than 1. To be more technically precise, I would expect that applying the same N transformations to M frames would take O(N + M) but it, empirically, seems to take O(N * M).).

//cheers

~K.D.P.Ross


texts: Smoke+fire wispy and transparent in render, but fine in render preview

texts:
My .blend file can be found here.

When I view the simulation in the viewport, it looks normal, like this:

When I view it in the render preview with SHIFT+Z viewport, it looks perfect:

But when I render with F12, it's strangely transparent and looks odd!:

Here's my node setup:

Also, try viewing the images on imgur directly. It's more apparent what the problem is.

Ignore the funky flow shape. Thanks in advance.


texts: Best way to model stylized anime hair non laggy

texts:
i mention anime because I'll throw genshin impact character's hair in here where the back of their hair seem to be just 2 symmetrical pieces that flap around, then the head hair and, front bangs and side bangs.
instead of doing every single hair idividually or using he particle method...
why do i need assitance? my friend is trying to do this but the particle method ets a result that has less control and doing each hair one by one is lagging out his pc so much that he keeps having to restart
so my idea was... put a ball on the head, chop the bottom half off, tada, bowl cut shape it from there
but aparently making the hair from 1 piece only is... idunno
is that an option?
toss all methods of making hair down here if you can
yes I've seen the youtube tutorials but those usually go for the 1 by 1 method or particles.


texts:
Is it possible to write a full-proof error handler that will always show information to the user when executed? I'm looking to make something for development only, where I can test conditions in a specific function (any function) and throw the error when the conditions are not met. These extensive condition tests are for programming only, testing for programmer mistakes rather than user or machine problems. So they will all be turned off after development is finished (not even checked).

I've been raising exceptions thus far, but my exceptions don't always generate pop-ups, and they become easy to miss, only printing to the console. It seems like this happens inside of certain functions, outside of Blender classes. Is it possible to force exceptions to halt execution and/or always generate user messages? Or perhaps there is another reliable method?


texts: Weight painting in rigging and particle systems combined

texts:
I modelled and rigged a rabbit. There are many vertexgroups name-connected with the bones. One of the groups is the head and the eyes are included. I made a separate vertex-group for the eyes eventhough they are not connected to the armature but it is just handy to be able to select them (for texturing eg).
The eyes move with the rig when they are joined to the mesh. But when I apply a particle system (hair) to the head they are also planted on the eyes. So when I then weightpaint the eyes blue in the head, the particles are gone but the eyes don't move with the rig anymore.
So the weightpaint seems to conflict for rigging and particle systems? Is there a way to separate weightpainting for particles and for rigging?


texts:
Is there a way to create Volumes (Volume Object Type in blender 2.83+) from Image Sequences?
And/Or can the Volumedata be accessed/modified with python?
This would be very nice for scientific visualizations and for creating 3D-Objects from medical scans with the new Volume to Mesh Modifier in 2.91.


texts: Creating a grid of tubes following a mathematical surface

texts:
I am creating a 3D mathematical surface using the "Add Mesh: Extra Objects" plugin, resulting in the mesh surface below:

Ultimately, I would like to convert this surface into a grid of Paths, so I can have a circle trace each Path, and recreate the surface above as a grid of tubes.
My first thought was to use the Bridge function of the LoopTools Add-on to create a grid of vertices that describe the surface, as shown:

then collect each row and column of vertices into a Path or curve that I could follow with a circle to create the grid of tubes. However, I do not know how to collect a number of vertices into a Path or curve.

Is there an easier way to create a grid of tubes from a mathematical surface? Or,
How can I create a Path or curve from a collection of vertices?


texts:
I am trying to append brushes but when it comes to browsing to the folder containing the brushes I wish to append, Blender alleges that it is not a library.
The brushes that I know are there do not appear in the browser.
Does anyone have e any suggestions? I have no idea why it won't recognize files that are definitely in the folder.


texts: How to texture a complex mesh/multiple meshes?

texts:
I am a beginner in Blender. I have created a handgun after a reference, and I believe I have made a few mistakes. When it came to dents, I used "loop cut" to manually show them, but I do not believe I will be able to do this in the future (too many polygons and loop cuts for every single dent or additive). I also did this for holes.

There are several objects/meshes that are separate. I am completely lost when it comes to texturing the gun after the reference image. Should I join all of the meshes/objects into one object and then texture? If so, how would I go about texturing every single aspect that I need present. I apologise if this seems complicated or confusing, I am a true beginner. (I have watched a few tutorials)


texts: How to change contrast in a popup window?

texts:
I want to use a popup window to indicate some failure in our Addon. However i noticed that the default theme does not create enough contrast between background and text color:

I found where in the Theme settings i can modify the background color of the popup window. But i could not figure out which theme property controls the  text color.

Here is the script that i used for creating the Popup:

import bpy

class PopupTest(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "popup.test"
    bl_label = "Popup Test"
    bl_options = {'REGISTER', 'UNDO'}

    def invoke(self, context, event):
        width = 400 * bpy.context.user_preferences.system.pixel_size
        status = context.window_manager.invoke_props_dialog(self,
                 width=width)
        return status

    def draw(self, context):
        layout = self.layout
        box   = layout.box()
        box.label(text="title")
        col = box.column(align=True)
        col.label("Rig version    : 1.0")
        col.separator()
        col.label("Press the OK Button below to update")
        col.label("click anywhere outside this box to Skip")
        col.separator()
        col.label("CAUTION: ...")

    def execute(self, context):

        ob = context.object
        return {'FINISHED'}

class PanelPopupTest(bpy.types.Panel):
    bl_space_type  = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_label       = "PopupTestPanel"
    bl_idname      = "popup.testpannel"
    bl_options     = {'DEFAULT_CLOSED'}
    bl_category    = "Tools"

    @classmethod
    def poll(self, context):
        return True

    def draw(self, context):
        layout = self.layout
        box   = layout.box()
        box.label(text="title")
        col = box.column(align=True)
        col.operator("popup.test")

if __name__ == "__main__":

    bpy.utils.register_class(PanelPopupTest)
    bpy.utils.register_class(PopupTest)


texts: Cant select/move multiple keyframes even with B select?

texts:
Ok, it is very inconvenient in the dopesheet trying to move multiple keyframes but only able to move 1 - even when a batch has been highlighted orange.

Per other answers Ie used the B key to select multiple:

But then when I try to move them with left mousekey, only 1 moves at a time. Is there a way around this?


texts: Camera - follow path and change rotation

texts: I created the camera moving by the curve using parenting and follow path option. However, how to do so that the camera moves on this curve, simultaneously changing the rotation so that all the time it  observes the other object (moving along a second path beside)? I have tried to add "track to" option, but the camera was adjusted completely not in this direction what it is necessary.


texts: Fix/Freeze/Clamp Object Info at certain value

texts:
I am using an object's 3D position to apply a diffuse colour. I have a selection of objects that are different Z positions and hence have the colour ramp applied to them. As objects merge back into their final places I would like them to retain their colours.

The position of the plates when exploded will not be as they are now so I cannot just simply reduce the scale of the ramp when they contract back in. I need them to "remember" the value of their Z displacement for the colour ramp to use that data.

Basically I need a node (or some way to do it with what I have) that can be key framed to "freeze" it's output value.

H


texts: Does changing the fps change the speed of the animation?

texts: I had created animation in blender 2.76 with sound effects, at 30 fps, and rendered it at 60 fps. However, when I saw the rendered result, the video was faster than the sound. Does increasing the fps while rendering a video increase its speed? If yes, will simply rendering the animation at 30 fps solve the issue? If no, how should I solve this problem?


texts: Accelerating a looped animation over time

texts:
I've got a looping animation set up for a ground plane so it looks like there's motion (kind of like a repeating conveyor belt), but I'd like to make it accelerate linearly over time.
Here's a preview of what I kind of mean.
Webm Preview
What should be happening is the loop should be getting progressively faster and faster as time goes on. Though in the example it's just separate clips scaled to different values, which makes it looked stepped.

I figured this was something I could accomplish with curves, but now I'm not so sure.

I had also tried repeating the clip in the NLA editor, then using a driver to influence the action's length scale. This works to a degree, but the final value isn't actually the same as it should be.

So for example, I had an action repeat using the "repeat" option and have a driver scale the length of it from 1.0 to 0.25. The final speed of the animation wouldn't actually be the same speed as if I had manually taken one instance of the action and scaled it to 0.25. It's actually much faster. Probably because it's scaling over the length of the entire repeated clip, rather than on each clip individually. Which is wrong in terms of what I'm after.

Hopefully what I've wrote isn't too confusing. I've done some searching here for some answers, but nothing really was all that helpful to my situation, so a proper answer would be appreciated.

Thank you.


texts: How to get the position output of a Voronoi texture using only math nodes

texts: Sorry in advance if the title is confusing, I didn't know how else to phrase it. I'm trying to replicate the voronoi texture node and I'm stumped on how to replicate the position vector of the voronoi texture using math nodes. So far I've been able to get the distance using a tutorial, but I've had difficulty trying to locate any information on how the cells are colored (at least in a way I can understand). Any tips or pointers are appreciated. Below is what I have so far.


texts: Shrinkwrap modifier not applying correctly

texts: When I apply the Shrinkwrap modifier, the mesh isn't above the surface of the other like it should be. Plus, when the modifier is on the bottom, it deforms correctly, but then when applied, it is all messed up. How can I fix it?


texts: 2.9.1 Duplicate Linked objects disappear when save/reopen

texts: I have a scene with a number of duplicate linked rocks (created with Alt-D) translated to various positions that look good.  When I save and reopen my project the last two I created have disappeared.  I'm not sure if they are gone gone or just somewhere else.  Is this a KA or perhaps something I've done wrong?  I am seeing this pretty consistently, seems very reproducible once my duplicate linked object number gets to about 25.  I believe have have 4 basic rocks duplicated up to about 25 total.


texts: What viewers apps are capable of interpreting blenders VR images? (And why won't stereo 3D save?)

texts:
Let's say that I've used some of blenders render options like this:

To create two side by side images.  (Second question: whenever I choose "stereo 3D" (or squeeze frame?) no image appears to be saved at all, and if I try to save it manually, it just gives "left" and "right" images, I tried to .exr formats...)
So, now that I have generated these things, are there any apps really made in order to view them?  Specifically, I tried to do stero 3D by doing something like this:

So that the user could look around the field.
This is not a question about how to make these images "look right" this is a question about what pipelins exist to actually make this work.
Thanks in advance.


texts:
I've made pants, and I've made a body, and I lined the two up. What I want to do is the following:

Have the body not be affected by gravity, but still have collision against the pants.
Have the pants have "elastic waistbands" on the waist and ankles so that the pants stick to the body.
Have the pants have cloth physics with gravity, so that the body hangs to the body, but also hangs it's excess fabric, creating baggy pants.

How can I do this? :/


texts: Is there a way to deform a model and then have the mesh stay that way, even without an armature?

texts:
I want to 3D print several pawns. I need them to be in different poses, but be the same general character. I can achieve this by re-meshing the posed object with another object, but I would like a less time consuming way.

How do I pose a mesh using an armature, then have the mesh stay that way, even without the armature which needs to be deleted for my print? preferably this would create a new mesh that I could print as my pawn(s).


texts: Why is the gold color code not used for Gold Materials

texts:
I am looking at how to create a realistic looking gold material (for instance for ingots). So I am looking at a "pure gold" material. When I google I find this #FFD700 hex value for the color gold. This is a very saturated color of red and green (and NO blue). When I use that color for a simple glossy shader then I get this image. Somehow this color does not feel right ...

I also found a gold material at blend swap.

The shader is much more complex and a mix of colours is used (mixing forecolor and middle color and then mixing again with a back color).

Can someone explain this? Why this mixing of colors? And why is the Gold color code (#FFD700) not being used in this shader setup? Most people use a color with some blue in it.

How to construct a realistic gold shader? And what color to be used?


texts:
I created this small room and for the door I used a Boolean, now the problem is that I can texture the inner part of the this model as the faces are flipped off the walls and ceiling, and when I try to flip them then the outer part of the faces got flipped and cant texture the outer wall part.

Is there any method to fix this or do I have to create this again?


texts: How to change property after mouse release

texts:
I have a custom property of the type bpy.props.FloatProperty , that has a update=update_function .
then I have that mapped to a row.prop() with slider=True.
Now for better and predictable user experience I want that custom float property to go back to 0,when the mouse releases the click.Since a release on the slider means that the user is no longer updating the function.

I've tried to do this in the update function,while this worked...somehow,the thing was that it was resetting the value with each update iteration so this was creating a big lag in performance.
Is it doable?


texts: when i go in the falloff window the falloff shape option doesn't appears

texts: i am doing weight painting right Now, and i need to paint on both side of the mesh, in most video on weight painting they go to the falloff window and select Projected instead of sphere in the falloff shape option, my problem is that when i go on the falloff window the falloff shape option doesn't appear


texts: Why is the Track to constraint "legacy"?

texts:
The tooltip for the "Track to" constraint says: "Legacy tracking constraint prone to twisting artifacts".

Why is it "legacy"? Has it been replaced with something else?


texts: How to slow down an object following an animated path?

texts: I was wondering on how to slow down the speed of an object following a path (that has been animated.) I'm trying to slow down how fast the UFO (with a particle system) goes along the bezier circle I've made, but I can't seem to find that option.


texts: Can't Use Bevel on Certain Extruded Edges

texts:
I'm very new to Blender and have been learning from some excellent tutorials.
I ran into a problem trying to bevel certain edges when extrusion is involved.
The first picture shows a proper bevel on the model.
The second picture shows what happens when I try and bevel a different edge ring.
Why is this edge ring not beveling like the other edge rings?
Thank you in advance for any advice.
[


texts: How to add multiple cubes in a collection?

texts:
Setup : Blender 2.82

I want to add multiple cubes in a specific collection but i want them to dissapear from the other collections.

import bpy

collection = bpy.data.collections.new(name="COLLECTION GOOD") #create new coll in data

for i in range(0,2):
  bpy.ops.mesh.primitive_cube_add(location=(i, i, i))
  bpy.context.active_object.name = 'cube'
  cube = bpy.context.object

  obj_old_coll = cube.users_collection #list of all collection the obj is in
  bpy.context.scene.collection.children.link(collection) #add new coll to the scene
  collection.objects.link(cube) #link obj to scene

  cube.remove(cube["cube"], True)
  for ob in obj_old_coll: #unlink from all  precedent obj collections
     ob.objects.unlink(cube)

I would expect to have a collection named collection good with 2 cubes at different locations. However this is adding only 1 cube in the collection and 1 outside of it.


texts: Particle Instance Modifier : colour each instance based on the emitter texture (like Hair strands materials do)

texts:
In cycles, with particle hair strands, I can get the colour from the texture of the emitter object for colouring the entire strand.

When I use the "Particle Instance" modifier on a mesh (a simple cylinder in the image bellow), I do not manage to get the same result. I would like to set the colour of the instances (cylinders), so each instance has a different colour (example, the first instance is blue, the second is red etc). This colour should be based on a texture mapped to the emitter, like it is the case when I apply a texture to hair strands (see the image above).

My goal is to model custom hair primitives (like dreadlocks, or mesh braids) while maintaining the ability to paint on the emitter for variance between each instance.

Here is what I get with my instances material. My goal is to get the same result as my first image (for the material, not the shape of course):

Here is the file if someone wants to try (Made in Blender 2.79) :
https://www.dropbox.com/s/chbt1mp28a6wt4k/demo_for_help.blend?dl=1

(I did not find a way to add a .blend attachment so I used dropbox).


texts:
I am rigging a Pixar lamp as shown in the screenshot above. The lamp bone is tracking 'bulbtarget' and the neck bone is copying the rotation of 'rotateneck'.
I want the rotation of lamp bone to be around the joint between rod and lamp like this:

I added an empty object at that joint and changed the pivot point of lamp, but this isn't working well. How can I make both parts move together without any gap?
If I connect the bones without all the fuss then the problem goes away, but the lamp object won't point towards the target, it will move at some offset angle.


texts: How can i add a text help window and a help button into the 3D View?

texts: I have seen in a video form cgcookies that they added a Help button and a Help text box right into the 3D View. How can this be achieved within an Addon?


texts:
How would you animate/rig a cube which moves with its own body power?
The cube has no legs. It has to pushes itself while taying stitch to a plane and rotate on its edges.

I tried to manually add Keyframes and change the Pivot Point to the particular corner, but that doesn't work because is not possible to keyframe the pivot of the rotation.


texts: Getting errors when trying to use the online material library add on


texts: Does blender have the concept of instances and params?

texts:
Goal

My goal is to keep a single source of truth while allowing instances to modify a few expected parameters (a material for example).

This way I can create a small object in a separate file, and create instances of it in many different files. Each instance would allow me to override a param from its default value for the material.

If I ever need to change all objects of that type, I'd just modify the main one.

It's a bit similar to Object-Oriented Programming, but using Blender objects instead.

Unreal Engine 4 has exactly this concept that I'm looking for when it comes to materials: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/

Does Blender Cycles have this concept of params for materials? Does it also have the concept of instances?

Example

File: Ball.blend

Created a Sphere called Ball.
Apply a simple diffuse material. By default the color is red. Instances of Ball should be able to choose a different color, so I want to create a param called 'color' for the material.

File: Beach.blend

Shift+F1 to Link Ball into this file. Any changes made in the original Ball will be reflected here.
I want to change the color of the ball to green, so I override the param 'color' to 'green'.

I could decide later that all balls should be glossy, so I could apply this shader to the main material and all balls are now glossy while maintaining the green color for my instance since I'm expecting a parameter in the material called 'color'.


texts: How do i unlink different parts of a 3d model?

texts: Could someone tell me how to unlink parts of a 3d model to make changes on the separate parts? The model here was from an imported fbx file . I tried separating the highlighted part with the 'P' hotkey for separation. When I try to change the color of the selected part, the whole object gets its color changed and I've not been able to figure out how to isolate each part and work on them separately. I'm pretty much a beginner so if anyone has any links to some tutorials or articles on how to do separation of different parts of a 3d model from an imported fbx file I would be super grateful.


texts: Script to remove animation from a specific bone instead of the armature using script

texts:
I found a way to point to bones in an armature

import bpy

armature = bpy.data.armatures["Armature"]
for bone in armature.bones:
    print(bone.name)

Here I want to check for names of bones and if those name match then I am looking to remove all the animation from that bone including all Scale , Location and Quaternion Rotation.

Thanks in Advance


texts:
This question should apply to functions besides "Add Spiral", but this is just what I'm working on at the moment. In my example picture, I created an Archimedan spiral (Add > Curve > Curve Spirals > Archimedan) and rotated/scaled in on Object View to make it better fit the ponytail. Later I realized that I still needed to adjust one of the options originally present on the spiral's options menu (Radius Growth), but that menu is gone now. (It disappeared again when on another attempt, I made a curved line and fit the spiral to that via this.) Is there a way to recover that options menu without having to make a new shape? Alternatively (and this one WOULD be specific to my project), can I preview the spiral fit to that curve without losing that menu in the first place?

UPDATE: I'm running Blender 2.79b, and in attempting to follow Susu's answer, I find that the key parameters are missing (which is what required me to perform object transforms in the first place). Not sure how to recover those. (I also have an issue with the spiral's bezier shape not laying flush with the ponytail surface, but that one probably needs a new question.)


texts: "With Automatic Weights" not correctly putting weight in my model's clothing

texts:
For some reason whenever I press Ctrl+P and choose the option "With Automatic Weights" so I can weight my model's meshes, Blender in some areas only weighs the body (leg bone only moving the leg but not the dress), while in others it weights more than it should (arm bone moves the whole shirt).
What is causing this?


texts: How to rig an imported model with "joints or axis" (im extremely clueless)

texts:
As stated above i have imported a Model from sketchfab (https://sketchfab.com/3d-models/crush-dummy-0c5cf6b017ba48f1bb32244ae1fefd2d) and would now like to pose it different. To import the model i had to pass it through the "Autodesk FBX converter" since i got an error message when trying to import the original file (error message:"Version 6100 unsupported, must be 7100 or later"). Sadly i did not get a rig of bones like expected but a bunch of axis(?) that are shaped like a rig. I have no clue how to turn these into bones or if i even should ??
What are my options to make this work ?
Thank you very much,
Lukas :)


texts: How would one make noise into fractal noise in cycles?

texts: The cycles noise texture has a detail slider to increase the number of times the noise is layered on itself, making a fractal, however, not all textures have this slider. How would one be able to make, say, voronoi noise into fractal noise.


texts: why particle system doesn't collision in blend 2.9

texts:
can you help me?? I have Three Objects.. The first is plane object with particle System with velocity 0.1, frame started 1.000, frame ended 80.000 and life times is 50.000. the second, i have sphere object as an object of Particle System. and last, i have one more plane object that acts as the collision to collide with the object & its particle system. No problem with particles system when in the viewport display. But, the problem is when after rendering.. the particle system doesn't collide with the object. it's just go through.
Please Help Me !!! it is important to my study
I will attach the blend file in case someone would like to have a look in it
"Sorry for my bad english"
enter link description here


texts: How to iterate through UV faces via Python code

texts: I have a model and I have unwrapped its faces using simple cubic unwrap. I would like to iterate through the unwrapped faces and select and apply a few operations from external addons to each of them. But I don't quite see in the examples from the documentation how can I make such iteration. How can I achieve this?


texts: Unwanted black frames around fog material

texts:
So I was following this Tutorial; https://www.youtube.com/watch?v=72LPW4S8bns&t=1263s
then I was creating the fogs but suddenly the fog boxes that are further from camera started getting black corners.
Im posting the nodes, please take a look


texts: I'd like to add more curl to my hair and above is my current one. It has approximately 4 curves currently but I'd like to increase the amount by 9 or 8. But the 'frequency' bar's maximum value is 10 which looks like above. I'd like to increase the value or do other things to increase the amount of curls. Is there a way?


texts: Trying to find a way to make a true pixel screen

texts:
Using UVs to animate the shapes on the screen would be hard and tedious so i want to use geometry to impact which dots light up

the compositor won't really help as it pixelates where the camera is facing rather than where the mesh is facing

when i used animation nodes the matrix wouldn't parent to my plane, and the rotation only affected the induvidual bounds of each sphere (which is what i used to make the leds)

something like this effect: https://blenderartists.org/t/animatable-pixel-matrix-display/1126033/11

Can i make a mesh light up when something touches it?

^ it's better explained in this new one i made


texts: Rigid body changes position while keyframing "animation" and "dynamics" checkboxes

texts:
I try to animate interaction about two rigid body objects. One of them is animated, the second one is animated but just a frame before the interaction I switch its behavior by keyframing "animated" and "dynamics" checkboxes in Rigid Body properties.

In a simple example I made it works well but in the real project I am doing after disactivating the "animated"checkbox, the rigid body objects suprisingly moves back to another position

The only difference between projects is animation nodes add-onn used to multiply objects. May it be the reason?

Please find linked below blender files. Any answers would be highly appreciated.

https://we.tl/eTJqTAsTN0

Jakub

.

P.S No idea why, but after reloading the second file the bottle loses its rigid bodiness...


texts: use same smoke cache in multiple domains

texts:
I am trying to render a scene involving 128 or more rockets which each have their own smoke domain. To achieve the quality i want, any of the smoke domains take considerable time to bake, and the externally saved smoke caches takes up noteworthy disk space, and furthermore all the different smoke simulations look as good as identical.
Therefor i would rather not bake and save each every 128 smoke domains individually, instead i would rather bake a limited number of smoke caches (for instance 16) and use these smoke caches in multiple of the smoke domains (which all have the same mesh).

Simply setting the same external file path, index number and frame range for the different domains under the Smoke Cache tab (in the properties panel), does however not seem to make different smoke domains able to use each others smoke cache.

My question is therefor: is there any thinkable way to make multiple smoke domains use the same smoke cache (and thus have identical smoke – linking the smoke simulations so to say) provided that the smoke domains have exactly the same mesh? And if this is possiple, how can it be done?


texts:
I am modeling a microscope, and am wondering if it is actually possible to make the microscope would so that it functions like a light-refractory microscope in real life. (Not an electron scanning microscope).
I.e. it has glass material lenses to refract light and magnify objects .1mm in real world size. Is this possible in Blender, and if so, how could I do this?

What I essentially want is to actually use a series of lenses to magnify an object in .1mm real world size instead of using a separate render.

In one sense, I am asking if it is possible to create an object in Blender at .1mm (microscopic level) real world size, and be able to use a working modeled microscope to be able to see it through a camera's lens.

I'm not looking to be practical about viewing a microscopic object, so that's why I don't want to just make a separate render of it, so I want it to be physically light based.


texts: How export animation of Sapling Tree Gen in unity?

texts: I’ve created a tree in blender using the “Sapling Tree Gen”, with an armature, an animation and without leaf (I added them after with particle system and convert it, but this is another story xD) now, how can I export the mesh of the tree with the animation and import them in unity?


texts: How do you do a walk cycle in production?

texts:
I am an amateur animator and have only just started learning 3d animation.

All the tutorials that I have been studying teach the character walking in-place. I am wondering whether the character moves in place with the background props moving in the opposite direction so as to give the illusion of walking or do you just translate with offset and actually have the character moving (probably stupid question, but might as well ask it).


texts: Boolean-like modifier for 2d objects or very thin 3d form?

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I am struggling with cutting out a shape on a hollowed out cone form. The two forms I am using are a solid cone and a cone that has been hollowed out (but still has some thickness). From what I have read, it seems like boolean doesnt work when an object is too thin and is recognized as a 2d shape rather than 3d. Is there any other modifier or function on blender that can be used to subtract a shape from another shape for 2d or very thin 3d forms?

it seems like i can only add 2 images atm.

Bottom of Cone 1 has been hollowed out, cone 2 is solid.


texts:
Here is the problem statement

Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: rBf1aa4d18d49d

I have array of objects. And i want to give scroll effect. Now when i use cube on it to display only overlapping objects it show only one which come fully under it. Like if i scroll and half box from it go out it will remove whole object. In ideal case it must show half of that object.

Exact steps for others to reproduce the error

Create a cube (representing post on the mobile screen)
resize it
Add array modifer
Create new cube
overLap it on arrays of cube(post)
Select Post array and then add boolean modifer
then intersect ( in boolean modifer )
It only showing post which come fully inside it

We can see that post is loaded only after it fully enter the Boolean container. And disappear after it fully exit.

It has happened twice. I think it may be caused after adding materials ( i only added colors though ) Any help will be appreciated

Here are the modifier object added to post array


texts: How to resolve problem with back-face culling and export it to a game engine?

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I would like to know how to fix the problem with "back-face culling", check this photo.

In my 3D viewport you can see the right window in Unity has a problem, you can as spectator see the inside of the pipe, however in front view (left window in the picture) the interior faces are ok .

So my first steps in Blender were

Check the display to "GLSL" (Blender Internal)
Go into Edit Mode and flip the normals of all the mesh (press W > Flip Normals on all mesh objects).
Once I've flipped all the normals I activate the option Back-face Culling in the N panel
Apply the transformation .
Unwrap the model (check marked seams if possible and space for
texture bleeding)
Export in FBX/OBJ files to the game engine.

I would like to know how to fix back-face culling for cylinders objects.


texts: Weight painting / vertex groups questions

texts:
I have a bear mesh that is the combination of meshes from different files/different “versions” of this bear. Some parts of the mesh are disconnected/overlapping.
I have tried different armatures on this mesh and am now trying to use a “basic human meta-rig” to control the mesh. My questions are about how vertex groups in this mesh are working. In the “vertex groups” section, I do not know how all of the groups got there: are they from past armatures related to the same mesh? Are they from libraries that are shared across different meshes/files?
The basic human meta-rig did a good job controlling the mesh but had a few weight-painting issues. Because this vertex groups list was disorganized and I could not quickly navigate through it for weight painting I decided to delete all vertex groups and re-parent the basic human meta-rig. (However, it seems to me that entering weight paint mode with the armature selected, then shift-clicking bones, is a more efficient way to do this - do you agree?)
After deleting all vertex groups and re-parenting the basic human meta-rig, it did a much worse job controlling the mesh. I needed to go back to using the mesh with its disorganized list of vertex groups to get the meta-rig to work again. This made me think that somehow the meta-rig was working with previous vertex groups. Is this correct, or am I missing something?
Finally, I tried a different version where I used a basic human meta-rig and corrected all weight painting issues. In pose mode, the armature controlled the mesh exactly how I wanted it. Then I clicked “generate rig” and parented the mesh to the rig, went to pose mode, and found that the rig’s control didn’t correspond to the meta-rig armature’s control. Why is this?
In general, do you think that using a meta-rig the most efficient way to control a mesh like this? I would like to be able to easily animate simple movement - walk/run, dance, sit, swim, etc. I will appreciate any insights on how to better animate and understand these concepts. Thank you.
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