texts: Make plan that has vertex that match the grid

texts:
I am sorry if this has been asked before, but I couldn't find it. I want to be able to add a plane, and have that plan create a vertex at each grid point as I extrude it.

When you first add a plane you get a 2x2 plane. (2x2 relevant to the grid). I want to be able to select one edge of this plane and extrude it (or just drag it) to make it bigger, but as I drag it, I want it to make vertex that match the grid so that I can select any square I want to extrude it further.

This seems like it should be a pretty standard feature, but I can't find how to do it. I ask because I am following this guys video tutorial and it appears that he does it, but he doesn't explain how. I assume he hit a keyboard shortcut. Watch how after the extrudes it a little, he can immediately select points along the edges to extrude futher. Then he does something and seems to make the whole thing red, and it shows all the squares that make up the plane and you can see its vertices. How do you do this?

Thanks!


texts: Traceback Error when i try to use Texture Atlas for a group of objects

texts:
In my current Model, I already have 4 texture pages and I am currently packing for the 5th one. I found some errors in the modelling. I had deleted some instances and tried to continue packing using texture atlas.

I forgot to delete the old group and create a new one instead because i had deleted some objects. So whenever I try to hit 'Start Manual Unwrap'. I get the following Error for the Texture Atlas Add-on.

Traceback (most recent call last):
  File "D:\Programs\Blender\2.79\scripts\addons\uv_texture_atlas.py", line 224, in execute
    group_name=group.name, resolutionX=resX, resolutionY=resY)
  File "D:\Programs\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "D:\Programs\Blender\2.79\scripts\addons\uv_texture_atlas.py", line 575, in execute
    tex.name = self.group_name
AttributeError: 'NoneType' object has no attribute 'name'

location: D:\Programs\Blender\2.79\scripts\modules\bpy\ops.py:189

location: <unknown location>:-1

I don't know how to fix the error, I have even tried appending objects in a new file. But it shoes the same error. I am using Blender 2.9.

Looking forward to your answers


texts: Rigify Mesh twisting weird at elbow of arm

texts:
I'm using Rigify to make my character poses and animations.

But I have this issue.

For some reason when ever I pull my forearm over my upper arm.
It begins twisting from the point where my characters elbow should be. Why is it doing this?

It's totally fine until I pull it over my upper arm. Kind of annoying.

Here's a picture of how it looks messed up.

But I also noticed that when ever I move my Elbow IK it tends to rotate my mesh a bit.
So I'm getting the idea that it has something to do with rotating but I don't know how to come about it.

Here's how it looks with me moving the Elbow IK + A closer screen shot.
I also noticed that only my arm's bone connected to the Elbow point is moving. Hmm. Any help would be appreciated.


texts: Dynamic creation of properties for export script

texts:
This time I have a question about Properties in Blender. I want the operator window of my add-on to have one BoolProperty per action defined in bpy.data.actions and I want them to have the names from bpy.data.actions.keys(). I googled a bit and tried some stuff, but it wont work, theres allways something wrong, so is this even possible and can someone give me some hints on how to do it?

class ExportTSA(bpy.types.Operator, ExportHelper):

    actionprop0 = BoolProperty(name=bpy.data.actions.keys()[0],description="Exporet this action",default=True)
    actionprop1 = BoolProperty(name=bpy.data.actions.keys()[1],description="Exporet this action",default=True)
    actionprop2 = BoolProperty(name=bpy.data.actions.keys()[2],description="Exporet this action",default=True)
    actionprop3 = BoolProperty(name=bpy.data.actions.keys()[3],description="Exporet this action",default=True)

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

        row = layout.row()
        row.prop(self,"actionprop0")
        row = layout.row()
        row.prop(self,"actionprop1")
        row = layout.row()
        row.prop(self,"actionprop2")
        row = layout.row()
        row.prop(self,"actionprop3")

Heres a simplified version of my class, to demonstrate the idea. Instead of making hardcoded props like actionprop0, actionprop1... I want it to be dynamic in a way that it creates an automatic list, assigns the correct names, registers each one and draws them. I also found that you get into trouble when using bpy.data.actions where I used it, after I googled it it turns out that blender seems to be not fully initialized at that point so that causes errors, which might lead to additional problems.


texts:
I tried to put a cylinder and a box together and this happened:

Is this a bug in the new 2.8 or has blender always been like this?

I'm not looking for other "Blenderland" methods of making the same shape, I want to know how a union operation between two primitives can possibly create holes.


texts: How to Cache Frames Faster in Movie Clip Editor?

texts:
I'm trying to track a fairly short (~30 second) video, however while playing through the video it takes FOREVER to cache in all the frames. So far, I have only got to about half way through the clip before the caching pretty much stops, and Blender begins "Not Responding". From here the screen freezes and I am forced to manually turn off the computer.

Any suggestions would be greatly appreciated!


texts: Aligning tangents in connecting NURBS-curves

texts: I want to smoothly connect two NURBS-curves. To that purpose, how can I align their common vertex tangents? Right now, they're at an angle (see picture). I could do it manually (on sight), put that would never be (mathematically) perfect. ...


texts: Get parent from a collection that's already in a collection

texts:
Im really struggling with what seems to be an easy task, however Im not able to make this work.
I need to get the parent inside of a collection that's already in a collection,
with the code im using
    print(collection)
    if collection.name == doorname:
        door = collection.children[0]
        print(door) //OUTPUT: <bpy_struct, Collection("Door") at 0x7ff8f180b678>
        for objects in door:
            print(objects) //Error

I want all the objects in the Door collection to be printed.
Is there a way to do this, what am I missing?
Thanks in advance!


texts: Comprehensive list of 'missing' features in Blender 2.8?

texts:
I am considering moving from 2.79b to 2.8, but I am still unclear of what 2.8 doesn't yet have. Is there a list of all the features it lacks (in comparison to 2.79x).

All I have so far mostly is this from 2018.

  Currently, a few areas area still being completed:

  Stable and well documented Python API for add-ons developers.
  User interface for Collections in the 3D viewport.
  Keymap for left-click select that works well with the new tool system, and a new keymap compatible with other software.
  Making image empty objects a fully-featured replacement for background images.
  Restore support for all the physics systems within the new dependency graph.
  New subdivision surface and multi-resolution modifier implementations based on Pixar’s OpenSubiv.

P.S. also interested in features missing from Animation Nodes.


texts: Mesh not showing in game engine after lattice deform

texts:
I'm trying to make a cube deform when pressing a button by using a lattice, so I've parented a simple cube to a lattice using the Lattice Deform option, but when I start the game engine it won't show anywhere.
The cube is new without any modifiers on it and the lattice surrounds it.
I've also tried to reinstall Blender but nothing changes, could someone please help me?


texts: 'object' option not available in Object Solver panel

texts: I'm following a tutorial on object tracking and when I try to object solve the cube the "object" option doesn't appear in the drop down menu of the "object" field. What have I missed?


texts: I cant find the properties bar, or reopen the bar on the side, all i get is the Transformation bar. That didn't work, it just opened a double.


texts:
I want to make a custom face (or what you call it, sorry I'm new to this)

For example I have a plane cube like this:

And I want to make a small face out of it, so I can have separate texturing to it (If you have suggestions on how I can do it on a smarter way, please do tell me, for now, this is the best idea I have)

I want to have something like this. Thank you in advance!


texts: Procedural generation of cavern floor for 3D printing

texts:
I have started out creating a texture that I'm using to displace a mesh to create a cavern floor texture for 3D printing D&D floor tiles. The texture looks like this.

This results in a nice model that looks like this.

I've started using displace and boolean modifiers to chop up this 4x4 grid to make somewhat random passageways, but I'm now realizing that these same shapes are going to be in every tile and am wondering if there is a way to procedurally generate shapes like these.

I've started by creating an 8-sided plane on the surface. Then I've added two displace modifiers. One X axis and the other Y axis. I use the built in noise texture to displace each vertex in the n-gon. I then use the subdivide modifier to smooth out the n-gon and make it look more like an amoeba like in my original texture. I then use the solidify modifier on the n-gon to give it thickness. Finally I use an array modifier to make stacked copies using an object offset scaled at 90% and vertically offset in order to get the shrinking layer affect.

As you can see, the problem is, each layer is an exact copy of the layer below, just a bit smaller. I'd love to get some variation in the shape and maybe even number of "blobs" on each layer. Just as long as an upper blob doesn't overhang a lower blob.

Can any of you clever Blender users think up a way to procedurally generate something like this so that I can generate new shapes by quickly modifying something? With the noise generator it randomly changes things each refresh. With other generated textures I had to move a reference object. Either way works for me because it is so much easier than hand-drawing new textures.

The shape layers should ideally be on a multiple of 0.2mm because that is the layer height I'm using to 3d print these models. Each shape layer can be a 1 or more print layers thick. Also, I'd like each square to have shapes that terminate at mostly the same height so that minis can easily rest on top. I want each shape to fit within each square in the grid and I don't want shapes to be cut off by the grid because that looks ugly and inorganic.

Maybe make a random hill shape and then somehow slice it into layers?

Is this something that is too difficult for the modifiers and should be done with a python script?

All the best,
Brian


texts: How can I tell if a bone property has a keyframe on the current frame using python?

texts:
I need to be able to tell if a bone property has a keyframe on the current frame. I.e. the property box is yellow and not green.

I know you can evaluate an fcurve but how do you tell if it's a keyframe?
Is there an easy way to do this?


texts:
I did simple a animation, an eagle is flapping its wings,
but the mesh deforming with the wings
Youtube  (Eagle Mesh deforming On Blender 3D there is a problem)


texts: How can I make it so only one object in a group is visible at a time?

texts: I want it so that if I make an object in a group visible, it automatically makes the others invisible.


texts:
I baked a fluid Simulation and it saved the fluid cache above the blend file in a folder called: fluid_cache. But when I closed blender and reopened the project, I had to re-bake the simulation.

Is there a way to load the old cache files so I don't have to re-bake the simulation?


texts: most simple way to drive shape keys in python via armature object

texts:
I'll explain the steps to reproduce the most simple example to allow to update a shape key value from python within the game engine. This is supposedly only possible through an armature object.

start with a new blender file, use the cube that is provided by default
add two shape keys, basis and key1
select key1 go in edit mode and scale the cube object to half of its size and exit edit mode

Now i got a cube object with shape keys.

add an armature
shift select armature and the cube object
hit ctrl-p and select "Armature deform -> with empty groups" from the context menu
select the cube object and select "Value (Key 1)" in "Graph Editor-> Drivers"
under "Drivers" properties
select "Avaraged Value" for "Type"
set "obj/Bone" to "Armature" / "Bone"
set "Type" to "X Location"
set "Space" to "World Space"

Now if I change the X location of the aramture/bone, the shape key changes its value and is represented in the mesh in the 3d view.

My problem arises if I try update said location from within the game engine. The cube object does not change it's shape when i change the X location of the bone.

I added a new script called "shapes" with the following content:

import bge

controller = bge.logic.getCurrentController()
owner = controller.owner

if not "init" in owner:
    owner["init"] = 1
    controller.activate(controller.actuators["Armature"])

x = bge.logic.getRandomFloat()
owner.channels["Bone"].location = [x,0,0]
print(owner.channels["Bone"].location)

owner.update()

select the armature object and switch to "Logic Editor"
add an "Always" sensor with activated "True Level Trigger"
add a "Python" controller and select the "shapes" script
add a "Armature" actuator with "Constraint Type" "Run Armature"
now connect those three boxes

The script chooses a random float value and updates the location of the armature accordingly. I can verify that the location is updated
by creating a simple object and parenting it under the bone. The simple objects position will follow the position updates of the bone.

The cube object however does not change it's shape. My simple example can be downloaded.


texts:
I am quite new to blender so it's a search for advice rather than an issue.
So, I'm creating a computer mouse, and I want to separate the sides from the main body, however, I do not know how to do it.
After some research I found the Bisect tool, however, that leaves me with triangle faces on top and then one large face (highlighted).
Is there a better way to do this?
Are the triangles that big of a problem? (It will be used for 3d printing not animation or rendering)
Is there an automatic way of separating that large face to match the rest of the body?
Any advice would be much appreciated.


texts: Move object to mouse position using python?

texts: From top view(orthographic), I'd like to be able to click in the 3D view and move an object to where I clicked. I know I have to do this in a modal operator, what I  need to know is how do I convert the mouse position coordinates into xy coordinates in the 3D view?


texts: White pixelated domain when viewed in viewport shading

texts:
I'm new to blender and am trying to simulate a smoke effect. However, when I try to view the smoke through "Viewport Shading" everything within my domain becomes white and pixelated. Does anyone know the cause and possible solution to this?
Here is a video of issue in motion: https://drive.google.com/file/d/1J2b1xQaF137debneBBMO8TbIHxHDp5rx/view


texts: How to turn off editing an object with NURBS

texts:
I'm trying to  edit my object in edit mode, but it is slowing down my computer. I figured out that I turned on nurbs, but I'm not sure how I did that. Now I can't turn off nurbs to edit my object without crashing my computer. What is the shortcut for turning off nurbs? Thanks!
Edit: I started editing the model with just polygonal geometry and now it's smoothed. So when I try to edit a point, I can move the point, but the geometry is averaged by all the other points around it making the geometry smoothed.
I solved it. In the modifiers I changed it from Catmull-Clark to simple.


texts: I have looked through the source py file of the material panel and all I could find is block data, it seems that the data that is responsible for the preview icons is hardcoded. Is it possible to display the preview icon on a custom panel ?


texts: How to calculate the direction and up vector of a camera?

texts: I'm trying to implement a prototype for a custom render engine using blender as content creation tool. One remaining questions is: How can we calculate the direction and up vector of the camera by its actual position and rotation properly?


texts: Controlling Different Rotational Speed Of Two Interacting Objects

texts:
enter link description hereI have a problem modeling a Geneva Gear with two rotating parts, a cam which is driving a spur gear. The cam rotates continually, but the spur gear rotates by the action of the cam. I either need to slow down the rotation of the spur gear or make it interactive with the cam. BTW, I'm a noob.

Please download Blender file and run animation. I am not going to render the animation. It's fine the way it is.


texts: How can I keep the text resolution and sharp but resize the rectangle?

texts:
This is in the rendering mode I want to cut from both top and bottom and maybe some from the sides the black rectangle background :

This is how it looks like in the layout :

When I mean to cut from the top bottom and sides I mean something like that. I did it in pain just to show what I mean but I want it in the blender so the animation when doing later CTRL + F12 to be in that rectangle size and not like in the first screenshot :

When I'm doing CTRL + F12 to render the animation it's creating on the hard disk 100 frames that's 100 png images this is the output properties settings :

And this is example of image on the hard disk how it is now before making the cutting :

Tried changing resolution :

But this is when I changed the mode to Rendering it looks like as before like there are no changes at all :

And this is one of the images on the hard disk after did CTRL + F12 after changed the resolution on Y to 260 :


texts: Moving camera around in camera view in Blender 2.8

texts: In Blender 2.79b, you can move around in the camera view by pressing Shift+F.  When I tried it in Blender 2.8, it doesn't seem to do anything. Does anyone know how to do this in Blender 2.8?


texts: How to put a luma mask on a texture in blender render

texts:
I don't like using cycles, so I prefer using Blender Render.

I have two images for textures. One is the texture itself and the other is a matte.

Texture:   Matte:

How can I combine them to create a transparent (luma mask) texture of any mesh?

Please ask if you need any more information


texts: Im not able to duplicate my animations keyframes (DAE)

texts:
Iv just dropped in a animation from Maximo website, for some reason FBX ones don't work, the only one that did was a DAE file. The animation plays through its entirety but when I go to duplicate the key frames it does nothing... its as if its locked... I can select individual key frames and highlight them white but anything other than that cant be altered..
What do I do to "unlock" the keyframes from  and have the freedom to transform them and duplicate them? (my goal here is to have a character consistently walk)


texts:
Recently, I started using 2.8 for smoke simulation. Everything looks normal until I render it out. Though I can preview the smoke in the viewport(render mode), it does not appear in the final render(F12).
Then, I found out that I have to bake the smoke in order to render it out. I even saw some article in the forum stated it is "mandatory" to have your smoke baked.
But is it? I mean I'm not a expert in blender but I pretty sure that baking is not mandatory back in 2.79, right?
Is this some kind of bug or something, any suggestion?

(BTW, I'm using cycles in the 2.8)

THX


texts:
I'm looking for the simplest way to add a button and a text input field to Blender's UI so I can use some parameters in my Python script.

I've tried a few tutorials but...

This one uses the word self which throws me an error (name 'self' is not defined)
http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Cookbook/Code_snippets/Interface#Using_scene_properties_to_store_information

In this one I cannot really see where the actual code to add to UI is
http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Operator.html

Plus a few others that I don't understand at all.


texts: I'm having an issue merging after I joined the objects

texts:
I'm a novice user of 3d art and new to Blender. I was working on my Hatsune Miku model and then this happened after I got done with her feet after joining the objects (body and feet).

I can't merge at all. It only does this for the feet for some reason.


texts: Measure Tool - How to Copy Measurement Value to my Clipboard (Blender 2.80)?

texts:
How do I copy the active ruler/protractor's measurements to my clipboard in Blender 2.80?
In Blender 2.79, pressing ⎈ CtrlC could copy the value to the clipboard, but it doesn't work this way in Blender 2.80.
Always manually writing down or memorizing 5-digit measurements and calculating angles to decimal places is very time-consuming.


texts: How to add template objects (groups) from other file?

texts:
Let's say I have a *.blend containing a few objects which I would like to add to a group and use as a template. This could be some (textured) meshes and a text object which are connected in a group. A totally arbitrary example might be a player mesh (e.g. a tank) with a health bar and a life-counter.

Then, in another blend, I linked the above group, added them to an invisible layer and and would like to:

Add instances of the whole group, staying connected as known from the editor
Change properties of the group members (e.g. text)
Move the whole group at once with Python

How can I achieve that?

PS: I'm using about the standard BGE (2.79), not the UPBGE fork.


texts: Camera motion tracking: "Unable to reconstruct" due to "POINT BEHIND CAMERA 1"

texts:
I am doing a very simple camera motion tracking, and I almost always get the errors:
E1227 07:10:20.242158  6528 intersect.cc:159] POINT BEHIND CAMERA 1: 01.12694e+07 00000-502884 -2.22473e+07
E1227 07:10:20.244158  6528 intersect.cc:159] POINT BEHIND CAMERA 1: 01.12479e+07 -1.40083e+06 -1.93429e+07
E1227 07:10:20.246158  6528 intersect.cc:159] POINT BEHIND CAMERA 1: 016253.3 -19688.9 -87439.6
Unable to reconstruct position for track #2 'Track.002'
Unable to reconstruct position for track #3 'Track.003'
Unable to reconstruct position for track #4 'Track.004'

like this:

The video is simple; little movement and all the tracking points are visible from start to end. Only 8 points so far, I wanted to keep it simple to understand the errors above somehow.
First frame:

Half way:

Last frame:

The blue/red lines all look good to me; none loose track, they keep on point.
If I check the "Tripod" on the Solve tab, it works, but I get a huge error (Solve error: 11.62 px), which also is very odd to me.
If I now change the "Sensor width" to 16.000 and "Focal length" to 17.00 (which is what I think that the Huawei P30 has), then the error just disappears, but I still get a solve error of 13.79.

Changing "Sensor width" and "focal length" resolves this error? But why? Im not even sure that the numbers I entered are correct.


texts:
Okay, so I try to make clothes for my character but by some reason, every time when I try to animate the clothes they always start looking like this when I but cloth physics on them.

This is what I would wanna them to look like:

Can some please help me with this my problem, because I have no any clue what I should do to fix it?

Also, sorry about my bad English.


texts:
I have a problem with customize hotkeys. For example I want to change Zoom in viewport hotkey from "Ctrl + MMB" to "1 + LMB" how can I do that? I found this command in input preferences, and I can change to any letters hotkeys + Mouse Button, but if I change to numbers + Mouse Button - it's not working.

I'm customized this in Maya and used to it some years ago and it's very convenient for me, so I would like to do the same in Blender.


texts: Why do i get wrong shading like if there are sharp edges that shouldn't be there?

texts: This propeller i modeled has wrong shading on the tip of the blades, like if there are sharp edges but there aren't. The vertices are all connected, the normals are calculated correctly like u can see in the screenshot. I tried splitting it on the wrong shading line and rejoining them, but even after cleaning by distance the problem is still there. The model is using the auto smooth at 180° so that's not the problem either. Also if it can help, when i try to unwrap it, i get separate islands like if those sharp edges had seams aswell even if they don't. What could it be?


texts: Custom shortcuts: Copying the "full" data path for a button

texts:
After trying to create a shortcut for "Vertex selection mask in weight paint mode" for a while, I found much to my joy that Blender already had a shortcut for this (V, as described in this helpful answer).

Comparing my setup with Blender's shortcut I found that my shortcut's operator was correct (wm.context_toggle), but the attribute I obtained from "Copy Data Path" on the vertex toggle button was incomplete. What I received was "use_paint_mask_vertex" while the correct setup (from Blender's default) is "weight_paint_object.data.use_paint_mask_vertex".

So my question is (for future reference) - How do I copy the full/correct data path for creating custom shortcuts? Also is there a better way to find out default shortcuts than searching in the User Preference panel? It did not list a shortcut for weight paint vertex mask when I searched; being able to right-click on a button element and see the default shortcut would be nice :)

(Blender version: 2.74)

Thanks for any input!


texts: Homogeneous Matrix Wrong Orientation from Blender, come from PyOpenGL

texts:
Good afternoon guys, I have an animation in PyOpenGL, which receives the coordinates of a file, and then animates an ROV.

This animation calculates the homogeneous ROV matrix containing its position and Orientation in certain instants of animation, (Ex, 10 seconds of animation are 2000 lines of coordinates "X Y Z").

I'm bringing this simulation to Blender, for working on it creating a more real world for animation.

But I'm having problems.

I have a CAD Object that is an ROV, and when I step at all instants of the animation this Homogeneous Matrix, the position of the ROV is correct, but the orientation of it goes wrong, inside the Blender.

It seems that Phi, Theta and Csi are reversed. The orientation should go to the left, but it appears going right. How can I check this and change the orientation of the object, which is being passed by the homogeneous Matrix:

Would anyone help me understand why this occurs?

Blender work with Matrix Homogeneous different from OpenGL?

Codes:
Sample Matrix homogeneous:

posture =
[ 0.21468954 -0.86920989 -0.4454017  -1.61063969
  0.65986419 -0.20712563  0.72227293  2.18389297
 -0.72006083 -0.44896907  0.52909279 -7.34360504
  0.  0.  0.  1.]

self.owner.localTransform = posture

Result:

Rov should be in the right orientation, with his forehead elevated. He is inverted and with the front pointing down.

Thanks for helping.


texts:
I am trying to export a scene to Wikitude 3D Encoder. The scene is nothing special, for now a simple cube will do. However, I would like to have multiple animations available for this object which I can then later on trigger in Wikitude.

I found that using the NLA Editor will give me multiple animations in the FBX file, and they also import into Wikitude. However, only the last animation is used, no matter which one I trigger.

To be clear: I define a separate action for Move, Rotate and Scale cube. I create an NLA track for each. I export to FBX and import into Wikitude. I do see three animations there, but no matter which one I click, I only see one of them executed. It is the one at the bottom in the NLA editor, in this example the scaling. So when I execute 'Scale' it scales, when I execute 'Rotate' it scales, when I click 'Move' it scales. Hope this is somewhat understandable...

Any ideas?


texts:
I made a model in Blender 2.79 and would like to modify it in Blender 2.8. I can open the project in 2.8, but can't seem to find this feature:

When I open up Blender 2.8 without opening my 2.79 project, I can find the feature. Help!


texts: Why is the wood grain texture I applied to my model not showing?

texts: I am trying to apply a wood grain type of effect to a model, I set up all the nodes and everything yet it won't show properly. How would I apply the texture?


texts:
Download speeds plummet down to zero after trying to download either zip files or the installers for the current version.
EDIT: Downloading via Steam worked, thanks.


texts: How can I rig this kind of mechanical, kinematic setup?

texts:
I don't know how to rig this,
it's kind of mechnical, I'll try to explain it:
dl the blendfile https://www.dropbox.com/s/8xtmubzqfm8pry7/mechrig.blend?dl=0
Bone.Main = should be controlling this on, by pulling up and to the side
the Bone.Arm.right and the Bone.Arm.right.stiff should be fixed in angle, just like one glued part
so, what should happen is:
dragging .main up/down: opening and closing the big legs
pulling main to the side: pulling the legs sideways
it's all based on kinematic, so maybe the ik constraint does this,
but I've never used any before ...
I tried to but I did not work, it's kind of too difficult for my knowledge state
anyone can give me a hint...
I'd like to parent meshes to the bones and use a proxy armature later...


texts: Object set as "visible" isn't actually visible in the viewport... (Blender 2.83.5)

texts: For some reason, despite all the three icons are active, this circle mesh isn't showing up in the viewport under the "Layout" tab, but it shows up in render and in any other workspace, such as "Shading", I can't figure out why and this way I can't pose his eyes, how can I fix this?


texts:
I'm trying to make a fountain and I have finished the fluid baking...Now I want to bake the mesh it doesn't allow me to bake it.
I have to bake it in the domain


texts: In Scripting mode,how do I select multiple bones?

texts:
I've been stuck for a few hours on this problem and I can't seem to find any solution.

I want to select those two bones(abs bone is named "Bone.005" and leg bone is named "Bone") in Scripting mode,but when I do it with RMB + SHIFT RMB to select those two with the mouse I can't get any code line.

If someone can help me out,I would really appreciate !


texts: I have applied an image to a plane in blender using UV Mapping however I want the image only on one side of the plane not both. I am not sure where the setting is for this.


texts: Align an object to transform orientation with python

texts:
I'm currently writing a plugin for Blender. Everything is done except one stuff.

I would like to align an object to the selected transform orientation. Without the plugin, I just have to click on "Object"->"Transform" ->"Align to transform orientation". But I didn't find in the Blender Python API a method for doing that in a plugin.

Do you have an idea?
Thanks,
Maxime


texts:
Forgive me, I am relatively new to Blender and I am struggling with terminology shared with other 3D applications.
I am used to the term "instancing" being used to describe a situation where the geometry, UV mapping, materials etc of single static mesh are reused by perhaps 10s or 100s of thousands of shallow copies that only differ from the original static mesh in the transform.
The critical point is that there is only one draw call to the graphics card for all of these instances.
There are many examples where this is useful, for example: procedurally generating a forest. I would hope that when this is used, I would only see one object, on the scene graph, as a "container" for all the shallow copies. Hence, one click to hide or remove all the shallow copies. I am struggling to find any any explanations or useful examples. I suspect I am using the wrong terminology. I would be very grateful for any help you might be able to provide.


texts:
I don't know why, but it doesn't work. I've done everything said in this
video, and my result is the following: planes without a transparent background, only displaying @ as the texture, sitting next to each other. Also, there are a lot more planes than the text.

I have a .blend which can be found here.


texts: After switching computers, my rig is completely broken?

texts:
So I'm Modeling Korra from TLOK, and I switched laptops. Both Laptops were using Ubuntu based OS's, one of them being a chromebook running GalliumOS (ubuntu version 18) and this one being a standard HP laptop running Kubuntu (version 20)
I have no idea what could have caused the errors I'm experiencing. Essentially, parts of the model turn invisible, and when trying to rotate joints on the rig, they go completely crazy and the verticies spread out randomly in every direction.
I've tried 2.9, 2.83 (all LTS versions), nothing works...

In this gallery there is an image and video of what I'm talking about.
Blend file link:
I appreciate anyone who helps me with this ;-;-;


texts: Legs twists after adding a pole target to IK

texts:
I just got finished adding IK to the leg bones of my model, but when I add a pole target the leg twists immediately,
I tried fixing this by rotating the pole angle but this results in the IK not following the pole target as it should,
I checked the axes of the bones to make sure everything was in order, and I could not find anything wrong
what should I do?

The following img shows the before and after of attaching the pole target

.blend download :


texts:
I am trying to follow along with this tutorial. I had to put its speed to 0.25 to be able to view it.
In this tutorial it is shown how the author selects an edge and then duplicates it and "scales" it while dragging.
I have taken some screenshots:

How does he do it, and what is this operation called?
Thank you!


texts: Cannot import nested Python module when writing an add-on

texts:
I am working on my first add-on, though I am pretty experienced with Python having written multiple apps using Django. My project structure looks like this:
lib/
  application/
  blender/
    models/
    operators/
      test_local_simulation_operator.py
      ...
    ui/
      panels/
        test_simulation_panel.py
        ...
  domain/
  ...
__init__.py
...

My init file contains the following code after the bl_info.
from bpy.utils import register_classes_factory

from lib.blender.operators.test_local_simulation_operator import (
    TestLocalSimulationOperator,
)
from lib.blender.ui.panels.test_simulation_panel import TestSimulationPanel

classes = (TestLocalSimulationOperator, TestSimulationPanel)

register, unregister = register_classes_factory(classes)

I am using VS Code on Windows with the Blender Development extension. When I launch the add-on using the Blender: Start command, I get the following import error:
Traceback (most recent call last):
  File "c:\Users\[user]\Blender Foundation\Blender 2.91\2.91\scripts\modules\addon_utils.py", line 351, in enable
    mod = __import__(module_name)
  File "C:\Users\[user]\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\[project_folder]\__init__.py", line 22, in <module>
    from lib.blender.operators.test_local_simulation_operator import (
ModuleNotFoundError: No module named 'lib.blender'

I have tried adding an init file to all of my sub-modules to no avail. The only way I can get it to work is by adding this import style to each init file chained throughout my project.
# lib/__init__.py
from . import blender, ...

This seems like a lot of unnecessary overhead not required in conventional Python projects, so my conclusion is that I am doing something wrong here.
What should I do to get my modules to import properly?


texts:
I created an object and used an array modifier to create copies of the object in a circular shape as seen below (using the object offset option around an empty at the origin).

I'd like to be able to rotate the objects around the circle at the point where they intersect, but I'm at a loss as to how this could be achieved.

Could someone point me in the right direction? Thanks!


texts: Compositor, can`t see blur effect from different camera angle

texts: I m using basic node setup for material blur in compositor, when i change camera angle for top view it disappear. How can i make it visible ?


texts: How would I create a rotation speed controller

texts: So I was trying to Create a Animated set of gears that play continuously through out a project. I have managed to do so using drivers a number of ways. (setting the frames or position of a moving empty on a graph with a generator set to have them move continually along one axis) But I need a Custom Property Variable that can accelerate and decelerate the speed of the gears rotation. If I just multiply the custom property by the Constant rotation speed then when I lower the value over time the gear reverses direction as the number is decreasing which I don't want. Can some one point me toward how I would make a custom property that works in the following way. 0 = no speed. 1 = normal speed. 10 = 10x speed. -1 normal speed reverse ect... I'm thinking I will need to use expressions of some kind but I'm a bit stuck as to how I would set this up. :/


texts: bad texture mapping on sides of a cylinder

texts:
I would like to apply a texture to an cylinder object in Blender cycles.
Below is the result when I apply the texture to the entire mesh:

Mapping OK for the Upper and bottom circular faces.
Mapping not OK
for the lateral side, the texture is applied to each single
subdivision face.

My goal is to apply the texture to the entire lateral side as a single surface.


texts: Can't select anything or see selection in the viewport

texts: I can't select anything in the 3D viewport, and I don't see the gizmos axis or selected objects.


texts: Discrepancy in Rendering from original model

texts:
When I have modeled and animated my project my 3d view looks like this:

While my rendering looks like this:

As you can tell the crown is distorted the pearls are being lifted off the crown and the points on the crown are no longer pointy. Why is this happening/how do I fix it?

Thanks!


texts: How can I attack to different portions of the screen?

texts:
Often times in video games that use melee combat, there are three or four preset animations that play through when you swing your weapon; however, the higher end games have different strokes that play depending on which way you are moving your mouse or have recently moved your mouse, effectively giving you the ability to control where you attack, and requiring more skill.

How would I implement this in the Blender Game Engine? I want to play a different animation or attack based on which direction my mouse has just moved.


texts:
my hair simulation shows what appears to be triangles over the surface which are, from what i assume, the face's mesh showing through the hair for some reason.

This is still visible with subdivision modifier, only way i can make them disappear is if i subdivide the actual mesh a couple times... which is not really performance friendly when animating stuff. What's the best way to not make these faces/edges "visible" ?


texts: Magenta fog makes objects in foreground green tinted?

texts:
Ok, there some color dichotomy thing happening probably but Im having an issue where applying a magenta fog in cycles:

Creates the desired fog, but makes dark objects in foreground greenish.Dark black especially.

Ive played w numbers repeatedly but cant get this to stop. What is causing this/can I get JUST the fog without the green tint?


texts: I'm trying to create a truncated cube. However when I switch to edit mode, the original cube remains and I'm only able to select it's faces, instead of my truncated one. How do I remove this frame?


texts:
is there a way, like in maya, to filter current vertices / edges / faces selection or whole selection if none is selected by default ?

for example if none is selected, i would like to select all border edge , but if a group of edge is already selected , within my currrent seclection of edge, filter and select only the edge on border ?

or within the current face selection, select all triangle / quad etc  only etc ...

Thanks


texts:
I have problems with the shadows. The ones with the green arrow have a kind of hole. I do not understand why. I am using one area light.
Blender 2.9


texts: Is it possible to elongate particles based on velocity?

texts:
I would like to elongate particles along their direction of movement proportional to their velocity. Is this possible?

So instead of this:

I'd like to have something that looks like this:


texts: If I create a cube, the origin is originally at the center of mass. I know how to move the origin to the center of one of its faces using the interface, but how can I do the same thing via Python?


texts:
So trying to create this wire and I can't seem to find the solution for how to keep the end from collapsing, or pinching, on itself when making a turn like this. Tried adding more points but that doesn't work. Neither does rotating or trying to scale.  Tried modifying the title and the 'W' control point and got to the second image, but still basically the same issue.
I could probably find a way around it (add more "cable" or something to bypass the tight corner) but I feel like it's one of those things I'll run into again and again so here I am. Help, please :-)


texts: Particle Object to Inherit Uniform Colour from Emitter

texts:
I have a particle system which is rendering as objects. I would like each of these objects to have a uniform colour. I would like the colour to be dictated by the underlying material of the emitter. I.e. if the particle is emitted from a red part of the emitter, it should be red all over, if it's emitted from a blue part, blue all over.

I thought that this question would solve the problem for me:

Particle Color based on where the particle is emitted?

but it does not seem to. Here is my simple MWE .blend:

https://bit.ly/3bFLLcC

and below is a screenshot:

Any help greatly appreciated.

Thanks


texts: How does squared samples "make tweaking easier?"

texts:
According to the documentation, the new "squared samples" feature in the render settings can "make tweaking easier from an artists point of view," but it's not clear what this settings does, or how it would make tweaking easier.

In short, what does the squared samples setting do, and how do I exploit its powers?


texts: Scaling Bezier Curves in Edit Mode vs Object Mode

texts:
If we create a bezier cruve ([shift]+[a], "Curve", "Bezier") we get a slightly curved curve with two nodes along the x-axis.

If we enter edit mode, select everything and scale it with respect to the y-axis ([s],[y],[0],[enter]) to zero, everything behaves as we'd expect it.

However if we say in object mode and scale the curve to zero with respect to the y-axis (same commands as above) and then switch to the edit mode, I noticed that the "handles" of the nodes can only be rotated within the x-z-plane, but not into y-direction anymore.

So far I had the impression that this scaling does the same thing no matter whether we are in edit mode or object mode, but this is apparently not the case. So my question is:

  When are these two scaling methods not equivalent?


texts: Splitting a large texture into smaller textures on the same photogrammerty model for import into Unreal

texts: I have a large photogrammetry model i want to pull into the Unreal game engine. The texture on the model is a single jpg 20000 * 20000 px. The Unreal engine only supports textures up to 8192px in size. Is there a way i can split the large texture into 4 different 8192*8192 textures on the same model? Apologies i am new to Blender i'm just trying to use it to do this 1 task.


texts:
I´m looking for a way to present information (simple text) that can be typed into a panel with text input. The panel is active on the session but it will be displayed on the 3D viewport all the time.
Like this:

On softimage we called these "notes" and it was an extra item on the collection.
I don´t know where to start looking, since the original code is not part of Blender for doing this. I used this function a lot in softimage.
Please help.
Thanks.


texts: Showing mouse event in blender info panel

texts: It is interesting to see that the api for all operations happening in blender is shown in the info panel. Is it possible to show the mouse operations also, such as stocking with mouse during texturing painting?


texts: How to modify width of "wire" material type

texts:
I'm struggling to model my objects into a 90's retro vector style, with the wireframe and low poly look.

Freestyle won't render in a game mode, and it seems to use a tremendous amount of time just to render simple black outlines around my mesh faces.

It seems if I create two materials, one as "wire" and the other as a surface - it does the trick, however it's only 1 pixel thick, and seems to get lost.  When I pan around different angles, the matte material seems to take over the wireframe material.

Does anyone know how to modify the thickness of that wire attribute in the materials?

I don't want to create a whole different mesh object for the wireframe effect, that the blender previewer seems to handle gracefully by default in preview mode. The render animation seems to do a whole lot of extra work to render frames, and all I want is a retro 90's cartoon, and possibly do something in simulator / game mode.


texts: Using two or more separate UV maps and textures on the same material and model

texts:
I joined two meshes together and now need to add a texture to them. The entire unwrapped mesh is currently on the head's texture: (right)

You can make out the body's unwrapped mesh above the head's unwrapped mesh. I would like to move the body's unwrapped mesh away from the head's onto another texture.

How do I separate the head's and body's unwrapped meshes onto separate textures, all in the same material? (If they can be disconnected onto seperate textures, but with two materials as well, I'm fine with that but prefer the same material).

EDIT:
To be more clear, I basically want to keep the current unwrap (yes, overlapping) and move the top unwrap (the body's) onto a different texture and keep the heads unwrap on this current texture without interference from the body's unwrap.


texts: Shading artifacts caused by boolean modifier

texts: I tried applying a boolean modifier so I could make some holes inside a mesh, but the result was horrible shading. I've tried smooth lighting and an edge split modifier with sharp edges, but still nothing so far. I even added a new knife cut near the ends so it wouldn't be as noticeable. It's really bugging me, please help! Split concave edges just made a bunch of triangles with even worse shading.


texts: How do I use Blender's built-in stereoscopic features?

texts:
I followed instructions I found online. It was pretty straightforward. Just enable "Views" in the scene tab. But it doesn't seem to work for me. When I render, it just renders both left and right and then layers it on top of each other as a flat image.

I'm unable to preview or render the images correctly. Here's a video of what I did.

Is my Blender buggy or am I just doing it wrong?


texts:
There's this cat that I'm trying to rig, and no matter what I do it wont work. I've tried fixing any mesh errors that I could find, but I can't find any more, it seems clean now.
I've remeshed it with instant meshes and the new mesh works rigs nicely. Hope you guys can identify what is my error in this mesh...
Link file: https://drive.google.com/file/d/1KIb7WQPs5sT4KhtT8j4cRsVCkPTvlVMH/view


texts:
I want to put a 2D image on a 3D object in Blender. How do I do that?

I have found the "textures" tab in the "properties" window, but I can't figure out what to do with it.

Preferably, I would like to click and drag an image off my desktop right onto the object.


texts: How do I subdivide all faces in a mesh equally?

texts: I want to subdivide all faces at the same time (subdivide in edit mode doesn't subdivide them equally) the way it can be achieved in sculpt mode with SculptDraw brush selected, strength set to 0 and detail set to a low number (1px) and then sculpting all over the object. Is there another way (I'm using v2.79 and the only reason I want to do so is to be able to use the Displace Modifier)?


texts:
I'd like to use Blender as a modeling environment for engineering stuff.
Blender = python - that is obvious, however I have plenty of functionality for my modeling written in c++ but exported as a c with extern "C".
In order to use my c++ functionality in python, I wrap it using ctypes, which works well with python2.7 and python3.5.
Generally I use my c++ (with extern "C") functionality with python and ctypes with no problems, but in Blender I have a big problem - it simply crashes when I try to get any value from my c++ shared object.
The following two pieces of code recreate the problem:

==== ==== c++ functionality (compiled as libblTest.so) ==== ====

#include <stdio.h>

class KBlenderTest
{
public:
   KBlenderTest(double initVal)
   {
       _val = initVal;
       printf("obj created: initVal: %g\n", _val);  // print to prove that object was created
   }

   ~KBlenderTest()
   {
       printf("obj deleted\n");
   }

  /** function that crashes Blender, but not other instances of python interpreter */
  double get_val()
   {
       return _val;
   }
private:
   double _val;
};

extern "C"
{
    KBlenderTest *KBlenderTest_init(double initVal)
    {
        return new KBlenderTest(initVal);
    }

    void KBlenderTest_del(KBlenderTest *obj)
    {
        delete obj;
    }

    double KBlenderTest_get_val(KBlenderTest *obj)
    {
        return obj->get_val();
    }
}

==== ==== python wrapper for ctypes (blTest.py) ==== ====

import ctypes as ctp

cpp = ctp.cdll.LoadLibrary("path_to_shared_lib/libblTest.so")

cpp.KBlenderTest_get_val.restype = ctp.c_double

class KBlTest(object):
    def __init__(self, initVal):
        self.obj = cpp.KBlenderTest_init(ctp.c_double(initVal))

    def get_val(self):
        return cpp.KBlenderTest_get_val(self.obj)

    def __del__(self):
        cpp.KBlenderTest_del(self.obj)

def test(initVal):
    test = KBlTest(initVal)
    print("test=", test.get_val())

In linux shell python I run the test with:

import sys
sys.path.append("path_to_python_wrapper/")
import blTest

blTest.test(1.23)

which gives the following output:

obj created: initVal: 1.23
test= 1.23
obj deleted

Exactly the same action in Blender's python console, crashes Blender with segmentation fault. Currently I use Blender 2.79, but the situation was exactly the same with a few versions back.

Has anyone had similar problem?
The functionality I have in mind is much more complex, but I've tracked it  down to a relatively simple case.
I would be grateful for some clues how deal with this.

Best wishes,
Jerzy


texts: Eevee hair particles are not rendered properly in the final render

texts: I'm trying to create this bedroom scene using Eevee. As you can see in the image below, the carpet looked fine in the Eevee viewport, however, it looked very strange in the final render. Anyone knows what was the cause of this issue? Thanks.


texts: How do i apply subdivision surface modifier while keeping deforms?

texts:
i got a rigged mesh with a subdivision modifier thats after the armature modifier, that gave me deforms that look like this

is there a way i can preserve these deformations after applying the modifier?, only options i can think of is duplicating the mesh and using a data transfer modifier to transfer weights from the 2, or just redo weights entirely on these areas


texts:
I am holding shift and hitting the "X" button in the action editor. The "0" doesn't show up. Please help :(
https://drive.google.com/file/d/0B2ZiQtohl3tmbVlMZDFkYWc0TU0/view?usp=sharing


texts: Unwanted artifacts in Dynamic Paint wetmap

texts:
I have been trying to get the effect of melted wax running down the surface of someone's face.

After struggling to recreate the desired viscosity with a fluid sim, I decided to used Dynamic Paint with the drip effect to create an image sequence of wet maps.

The results were much better, however, there are some messy artifacts that ruin the illusion (as seen on the nose). After rendering the image sequence at various resolutions with the same result, I have a feeling that this is due to the simulation side of Dynamic Paint. Is there any way to correct this? If not, is there another approach I can take to get the same effect?


texts:
I hope u can help me out, I want to make a Ghost with this shader.
Would be nice if someone can help


texts:
I saw a couple of questions here but they are not helping.

This is what I did:

Added a circle as emitter.
Added a domain cube
Changed the desired settings and this is the result in 3D viewport:

you can see the domain box and smoke. But when I render this scene, I see the domain cube and no smoke.

There are no materials assigned to the emitter and domain. This is my first time with smoke simulation and it is giving me a headache.


texts:
after baking the image texture, the result look's a bit odd/ bad. On the left side you can see the model with the baked image texture, on the right side (the selected model) with the "real" materials. Even when I zoom in, you can see strange transitions (last image).

How do I make the baked texture look like the materials from the real model and how do I solve the artifact problem?

Render: Cycles Render
Blender Version: 2.8

Thanks in advance.


texts:
I'm trying to export cube to .json which has multiple actions (bouncing, scaling...).
But every time in json file I get just one animation that was actually selected, which name in json is "default".
I saw other projects with rigging, which had different actions as well (idle, walk, run...) and it was expotred and named by the name of action (not "default ")
Is it possible to expot my model the same way? Thanks.

Blender v. 2.79
JSON exporter 1.5.0


texts:
I am not sure how it happened but all my faces are now semi-transparent in Edit Mode.

I have tried multiple settings to get solid faces back. I am not in wire frame mode and I made sure that "Limit selection to visible" is disabled as see in the picture. I have no idea why I can't get my solid faces back.

Any help is greatly appreciated,

BloodHound27


texts: how to unwrap a mesh made in front of the texture

texts:
I used an image texture as a background image and created a mesh in front of it. Now I want to use the background image as a texture with the same size as the background image.
The unwrapping does not work the way I want it to. I only unwrapped the front of my mesh which is based on the background image, but the mesh and the image apparently do not have the same scale and so it does not fit the texture.
Moving the unwrapped vertices around distorts the texture.
So how can I make the UV map perfectly fit and have the same proportions as the front of the mesh?


texts:
I am trying to write a script that will end up baking materials from a high poly object to a low poly object. The problem i am having is that i will never know the object names beforehand, as my script is importing obj's from a folder into blender then duplicating them and applying a decimate filter to them. So far i have all of that functioning correctly, but i'm stuck on the final part of selecting the low poly at the target object of the bake.

>>> bpy.ops.object.select_by_type(type='MESH')
{'FINISHED'}

>>>
>>> for obj in bpy.context.scene.objects:
...     if obj.name.endswith("001"):
...         print(ob.name)
...         bpy.context.view_layer.objects.active = ob
...
Hat 1.001

>>>

I have the script printing out the name of the object that has a name ending in 001 since i know that my low poly duplicate will always end with that. My problem is that i need to take that printed name and apply it to the next command like this example

bpy.context.scene.targetobj = "Hat 1.001"

I can't figure out how to take the name that gets printed out and apply it like in that example. Thanks in advance.


texts: Hair not emerging from all vertices in vertex group

texts:
I am new to blender (version 2.83.5), and I am trying to render a lattice of spheres of alternating colours. My plan was to do so by subdividing a rectangle into several smaller faces, defining two vertex groups corresponding to alternating vertices on the rectabgle, then adding hair particles which render as the sphere objects.
This seems to partially work but, strangely, not all vertices in the vertex group are generating spheres. I have the "Random Order" button unchecked, and the number of particles exceeds the total number of vertices in the mesh. The missing spheres are all concentrated in one region of the rectangle (see the attached image) and particles are missing from both vertex groups.
Any help with this would be greatly appreciated!
Will


texts: Import .obj with vertices' UV specified into Cycles?

texts:
I have (1) a .obj file in which I specified the UV coordinates for each vertex, (2) a .mtl file pointing to a diffuse texture map, and (3) the said texture map.

When I import the .obj into Blender Internal, the object is correctly and automatically textured. However, when I import it into Cycles, there is no texture. This post seems to suggest I need to manually set the texture, which is actually fine for me.

What confuses me is, if I am to manually set the texture, how can I use the UV already specified in the .obj file instead of doing another UV unwrapping?


texts: Unwrapping sphere in order to fit this image

texts:
I would like to make a sphere and unwrap it in order to apply a texture and a normal map so that it looks like this:

I've already created the 2d elements that will compose the ball:

But I really don't know how to morph them in order to create the final result.

Can someone please give me a hand?
Thank you!


texts: Is it possible to use a curvature map to create high poly model from a low poly?

texts:
I have a low poly mesh, it shows up great when the curvature map from the high poly model is applied and, due to data storage failure the high poly model was lost.
Is there a way to use the curvature map to create real mesh topology so something close to the original mesh could be created and edited?


texts: Can I specify the direction along which Edge Slide follows?

texts:
I have an issue related to Edge Slide.
During Edge Slide with mouse, I can specify a direction along which moving edges follows WITHOUT clamping by disabling clamp (by depressing C) when the edges move along a desired direction. (see the video in the link)
Issue

After operating with mouse I want to numerically specify the slide amount.
However the direction is reset to the default direction after typing the numeric amount.

Can I specify the direction?

Thanks


texts: How to generate Reaction Diffusion animation?

texts: How to create Reaction Diffusion as animated texture (image sequence) in Blender?


texts:
I imported an obj model from DAZ (attached). Why the purple vertex? why do i go painting bone after bone and when i get to the top and go back to see the function of the first one it is different(weight influence changes?).  Can any wiz help me? Earlier, the way i got around the purple vert was to go back assign zero weight to each bone and start all over again. it worked until i went back to check movement just to see it was all changed again.

D

]3

Here's the .blend file.


texts: Blender 2.8: dynamically set particle locations via python

texts:
In Blender 2.7 it was possible to set particle locations dynamically as demonstrated in this answer.

In 2.8 particle data isn't up to date unless evaluating the emitter via the depsgraph as shown in this bug report.

This does provide up to date data about the number of particles and makes the individual particle location accessible, however trying to set this value does not update the view and seems to have no visible effect, although accessing the same particle location shows a change has been made.

In 2.7 we were able to force a scene redraw to fix this, any way to update the depsgraph or anything similar to manifest these changes?

Here's the code snippet I'm trying to get to work (requires adding a cube object named 'Cube' with a particle system that has a particle count of 50):

import bpy
import numpy as np
from mathutils import Vector

p = bpy.context.depsgraph.objects.get('Cube', None).particle_systems[0].particles

locations = np.random.randint(-10,10,size = (50,3))
locations = [ Vector(co) for co in locations ]

for pp, loc in zip( p, locations ):
    pp.location = loc

# None of this works
bpy.context.depsgraph.objects.update()
bpy.context.depsgraph.scene_eval.update()
bpy.context.depsgraph.scene.update()
bpy.ops.wm.redraw_timer(type='DRAW')


texts:
I'm following this tutorial, and at 35:05 when he moves from the materials to the textures section there's loads of stuff in there, but on my screen there's nothing, it's completely empty.

What am I doing wrong? I can't find any manuals or tutorials in Blender 2.70a (what I'm using) cause it's really new, so is this a difference between versions? He's obviously using something older than 2.7 in the tutorial, but it doesn't look that different and I've been able to work out any problems until now. So how do I fix this?

Link to blend file


texts: character made with multiple objects one armature or different armatures

texts:
This is a character that I made in Blender with multiple objects

When I added an armature fist, and joined the object and test, it didn't work. Then I linked parent but that didn't work either.

What should I do now; I only know how to make models with multiples objects not with modelling.


texts: Render result not the same as my 3d view

texts:
The helix shapes are created using a screw modifier. Everything looks good in the 3d view (with render preview on)

but when I actually hit render.. the helix shape is not rounded, and has a funny hard edge look.


texts: Blender 2.8 lattice doesn't work (MacOS)

texts: Lattice added. The model is inside. In the modifier settings the lattice is connected. But the deformation does not change anything.


texts: Camera perspective doesn't have small rectangle screen and rendering differently

texts:
I'm very new to Blender and I'm currently following Blender Guru's donut tutorial. However, I have a problem about my camera perspective that looks like this

And when I render it, it looks like this

Which is different from my camera perspective. What can I do about this?


texts: How to know if two UV loops are conected using Python?

texts:
I know how to get all UV Loops using bmesh, get the mesh vertex and loop uv coordinates and index, select, translate, etc.:
for face in bm.faces:
    for loop in face.loops:
            l = loop[uv_layer]
            l.uv
            l.select =True
            loop.vert.index

I want to know all selected and connected edges
at this moment, only get all selected uv vertex index
selected = []

for face in bm.faces:

    for loop in face.loops:
        l = loop[uv_layer]
        if l.select:
            selected.append(loop.index)
            print(selected)


texts:
Just started to use 2.8,but im pretty new to blender in general.I was searching on 2.8 for,as Blenders manual says,"Additional Snapping Tools",but no way i can find them.Have they been moved or something ? Thx in advance

This next pic is all i see on mine


texts:
Currently I am using Blender 2.79, checked everywhere, and I cannot find denoising. I checked in the correct spots, but can't find it.

Am I supposed to download it from https://www.blender.org/download/releases/2-79/?

I already looked at the answers and they didn't help. I am using 2.80 and 2.79. I tried both and they didn't have denoising.

I checked answers and this is all I found:
https://gyazo.com/125bd2cb86d2b8207e6d7c844109f646


texts: How to align meshes with matching edges via Python

texts: So basically I have about 325 separate meshes, broken up like a jigsaw puzzle. Like a jigsaw puzzle each mesh edge has a partner mesh with a matching edge. I was curious to whether or not there was a way to use python to pick a mesh then search through all the other meshes until it finds its partner then align them based on their edges? Now I have no idea if this is even possible I have 0 knowledge on python, but I've spent about 3 hours trying to do it manually to no prevail! If anyone could shed some light on this I would very much appreciate it! Thank you!


texts:
I am having trouble extending this cone outwards, ie to the left. I have set the pivot point to 3D cursor and the Orientation in the active tool section to Normal, pressed s to scale and then z, then z again to get the axis following the angle of the face but the scaling does not seem to work properly. By not work properly I mean that the radius of the open end of the elongated cone is the same diameter is in the picture above not bigger as it should be, giving me essentially a cylinder on the end of a cone as you can see by the length of the edges in the following pic compared to the length of the edge at the head of the cork.

Any ideas as to how I do this? Thank you!


texts: Adding multiple Physics constraints to a single object at different points (ie: 4 corners)

texts:
I would like to attach multiple physics basic spring constraints to a single plane, or any object, but it seems that they only attach to the origin of the object. Is there a way to attach it to a vertex or a point?

I tried using hooks, but that didn't work.

springs.blend


texts: How can I set the number of samples per View Layer?

texts:
In 2.79 I used to create several Render Layers in order to optimize rendering time. I sometimes use a sphere with an emission shader to simulate the sky. It doesn't require many samples to be rendered accurately. So having a sky rendered with a minimal number of samples and the rest with bigger samples numbers was quite efficient. And as compositing is powerful in blender; all was kind of easy.

In 2.80 I can group objects in collections make several "View Layers" and use "Holdout" to achieve the same thing for compositing. But I cannot find any individual View Layers setting for samples. I have one setting and it seems to be global.

In other words I'm looking for a "per View Layer Sample setting". What I would like to achieve is to render my "sky View Layer" at 8 samples (as an example) and the other View Layers at 640 samples.

I can't find anything on the matter to my despair.

Edit:

The suggestion to use >Scene>ViewLayerXXX>Override>Sample doesn't seems to work. I tried different values than the global one (=23 samples) for each ViewLayer and it end up rendering with the global setting. Both on Linux and Windows10 version (x64 portable packages)

This may suggest that >Scene>Render>Sampling>Layer Samples=Use isn't related to ViewLayer, though it could be appropriate considering the 2.79 -> 2.80 context.


texts: Can shapes with rounded corners be extruded with even thickness?

texts:
What I want to achieve is to extrude and scale the inner shape to the outer one like this:

The center of the shape seems to be attracted by the roundings, I tried to use bounding box center but this is still not what I want. Is there an easier solution then separated / extrude / join the parts?


texts:
I'm trying to fold a cube with an animation. I've tried inverse kinetics with no luck. Here are some images that explain what I'm trying to do. I'm trying to make this so that

when the upper bone is pushed down, the box is folded to the ground.
when the upper bone is pulled up, it unfolds the box.


texts: How can I combine two images with the Principled BSDF SHader?

texts:
I want to get a tiles wall with a graffiti on it, i try alot. I try to do the graffiti only in black color with a transperent background, white graffiti with black background and also black graffiti with white back ground and it was allways a white graffiti.
How can I combine a Black graffiti Texture with a Tile Texture?


texts: Restore Graph Editor F-Curve Filter Location

texts:
Moving to 2.8 I realized that the search bar for F-curve filter is now located inside an extra menu as shown below:

This is very counter-productive as animating requires you to filter out many curves several times. This makes it extra painful to change the filter. Is there a way to restore it's position to be outside on the bottom bar like in 2.78?


texts:
Is there are way to render frames randomly from inside the blender interface?

I'm rendering for a project being coordinated over dropbox, the dropbox synx isn't as fast as I'd like and even with the overwrite setting off, we keep rendering the same frames. Randomly allocating frames will (at least initially) cut down on overwrite.


texts:
Are there any addons to get the REAL vertex count? e.g. if I have flat shading (which is default in blender tho) I will get way more vertices then blender shows on top of the window, and if I have UV seams it will increase even more.

I've found some scripts (not plugins) that count UV vertices, but it's not what I need. I don't know the api of the blender, so I can't write the addon myself in one day, and I have no time to learn.


texts: I´m learning blender now and I was practicing modelling a cup but when I got almost to the end of it I realized it was botomless. I guess I did that when I was trying to fix the subdivision surface that was curving the bottom too. Is there a way I can close it?


texts:
I am somewhat unfamiliar with Blender, but I need to edit this .dae file in order to use it in my Xcode project for an iOS app. I would like to edit the die so that each face is a different png or jpg image. Is this possible? If so, how would I go about doing it?

https://www.dropbox.com/s/7esdy6t48nbt870/Dices.dae?dl=0


texts: modelling question regarding smooth curved and flat surfaces

texts: im fairly new to 3d modelling and im having trouble in getting the smooth curves and flat surfaces I want on a watch strap ive designed. attached are two picture, the first showing the 3d model in blender (that has shading problems and harsh edges) and a rough drawing of what im aiming to achieve. thank you for your time. Any help or suggestions would be greatly appreciated. Ive already attempted using a subsurface modifier and the strap is already shaded smooth.


texts: Does a model exporter embedding materials as GLSL scripts exist?

texts:
as described in Blender Shader in OpenGL/GLSL, it is possible to export the (unoptimized) GLSL code generated by Blender for a given material.

Since the viewport can use such GLSL for real-time shading, my understanding is that Blender could be used to fully design and preview assets for real-time applications, without restricting materials to existing shaders/parameters (since nodes can be used to design a large variety of GLSL-exportable materials).

But exporting GLSL shaders manually for each material, then exporting geometries, and finally associating them in the final render engine does not seem like an efficient workflow.

So I was wondering if there exists any Blender model exporter (whatever file format it exports to) that does export generated GLSL code alongside geometries?

Regards.


texts:
I'm pretty new to Blender, and I've been following a tutorial to model a character.

I'm currently trying to color it, and I've set up UV mapping and joined all of the objects together, switched to blender render, set shading to GLSL, changed the viewport shading to texture, created a new material and set the link for the material from data to object, but when I try to apply a material to the whole object, part of the model remains unchanged.

Was there something that I forgot to do? Any help would be appreciated.


texts:
I am unsure whether or not Blender has crashed / stalled.
The screen, especially the timer, haven't changed in over an hour (while usually the timer tells you how much time has elapsed since rendering began).
But I'm thinking, hey, maybe the timer's just slowing down because it's processing and thinking too hard to update?

Is there a way to know? As far as I know, when I hover over the different buttons in the properties panel, they change color (and so does the X for cancelling rendering), so it might just be working (that's what indicates my Activity Monitor as well, as seen in the image below).

But what's a certain way to know whether or not Blender has stalled / crash?


texts: Move object towards/away from camera in 2.8?

texts: I can't figure out how to make an object move towards or away from the camera view in 2.8. Any help?


texts:
I'm a blender noobie and about to make my first animation. So I downloaded two models and started rigging one. I used Ctrl + J to join the

-Arms
-Head
-Glasses
-Legs
-Chest
-Eyes

I then parent the joined mesh to the armature I have but when I go into Pose mode and move, the arms disconnect from the mesh!

Any help is well appreciated

This is the link to the .blend file


texts: Can't rotate view around selected object (macbook pro)

texts: So I'm trying to figure out how to rotate my view around an object. When I press and hold the 3rd mouse wheel button to rotate my view, it freely rotates around a non-existent point rather than my selected object. This makes it very difficult


texts: Can we extract contact normals in a scene that undergoes in rigid body simulation?

texts:
I am wondering if blender offers a way to list the contact normals available in a scene after rigid body simulation. I assume that blender will use this to calculate friction and was not sure if this can be extracted using scripts.

Thanks in advance!
Karthik


texts: When should I use a material over a texture?

texts: I'm starting to make models in blender and I created few object which I want to import to my game in Unity. I have very simple graphics(basicaly one colour for each part of the object) and I don't know if I should use either material or texture. I've searched for the anserw but I haven't found anything against using materials. What should I choose? Please note that performance is aleso important for me.


texts:
Why I can't apply mirror modifier?
Here's screen


texts:
So I have made a few custom properties but I get this error:
However, my code for unregister is:
classes = [texttool_PR_add, Text_OT_tool, TextTool, WM_OT_textOp]

#Thing that does the process
def register(bl_info):

#class register
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.Scene.my_tool = PointerProperty(type= texttool_PR_add)

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon

    if kc:
        km = kc.keymaps.new(name='3D View', space_type= 'VIEW_3D')
        kmi = km.keymap_items.new("wm.textop", type= 'F' and 'T', value= 'PRESS', shift= True)

        addon_keymaps.append((km, kmi))

def unregister():
#class unregister
    for cls in classes:
        bpy.utils.unregister_class(cls)

    del bpy.types.Scene.my_tool

    for km,kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__  == "__main__":
    register()

Does anyone know why this is happening? My full code is: https://pastebin.com/RncMTKJQ


texts: How to retopolgise game character made of separate meshes with difficult to reach areas

texts:
I can't figure out how best to retopologise a character for a game engine when the character consists of multiple parts.

Correct me if I wrong but I believe for a game engine such as unity my character needs to be one seamless mesh?

My character is in 2 parts...the body and the hair.
I have not yet attached the hair using a boolean modifier because if I retopologise the character as a single mesh there are too many parts of the hair that hang down around the front, back and sides of the head which I cannot reach.

The only thing I can think of is to make a separate mesh of the body+hair combined (my high poly) and then retopologise the body and hair separately so I can actually reach the inside parts of the hair.

But the hair is very contoured inside and it wont sit flush against the surface of the skull.

This sounds like it will cause a very messy geometry. Maybe that is ok but it seems like I will also have lots of internal geometry that I don't need.

What is the best practice for this kind of problem? There must be a way to do It cleanly whilst not leaving messy and/or unseen geometry?

Is there a way I can retopologise the single high-poly mesh when the underside of the hair is so difficult to reach?

Also what are the implications for baking normals if I merge two separate meshes and it leaves geometry where the meshes don't touch under the hair?

I have retopologised a character before but it had fairly flat surfaces and no multiple meshes or overhanging areas that I couldn't reach.

Of the many tutorials I have watched on retopologising game characters thay never show anything more than how the retopo a simple head or something where there is only a single mesh with no hard to reach parts.

I have pasted a picture of the hair I am trying to retopologise around.

Id be greatful if anyone could help me to figure this out. Thanks!


texts: Render image with transparent background

texts: I switched Alpha to transparent in Shading menu, but renderred images still have grey background. How can i get the transparent background?


texts: I don't know where is my mistake ? every time when make I animation of objects and then change the frame rate, all objects moves to the selected one ?!! I don't want them to change their places like that. How to solve this ?


texts: How to make / generate the trailing effect?

texts:
If an object is moved from Point A to Point B using the Follow Path constraint, I want it to leave behind a trail of color behind it.

Note : I have enabled Freestyle under which i have unchecked Use Surfaces / Solid in the Layers Tab -- NO TEXTURES are a set to the object.

This is what the render output looks like:

UPDATE : Since, freestyle has it's limitations, I was thinking of parenting a ribbon at the bird's tail, that would give a similar trailing effect, however, I want the ribbon's Freestyle Strokes to fade away long it's length. Also, what is the most suitable cloth modifier preset to simulate a ribbon?


texts:
I have a model (Rinky from Big Buck Bunny) that I want to export to FBX for use in Unity. I only need a static model, no walk cycles or anything. I have posed the model and saved the pose in the pose library (there is only one pose in the library). But when I export to FBX, I get the rest pose.

How can I get my custom pose rather than the rest pose when exporting to FBX?

Suggested tags: fbx, pose


texts: Will Blender 2.82 work properly on Macbook pro (Catalina) now?

texts:
I've come to a point in time where I have to upgrade my Macbook pro to Catalina for it to stop crashing. But I read online that Blender hasn't been working properly on the Catalina. Although many of the posts that say this were posted a year ago, I don't see any recent posts saying that blender now works properly on Catalina, as if the problem was fixed.
So if I upgrade to the Catalina now, would blender (2.82a) work properly?


texts:
I'm trying to make an animation of blocky smoke, as if simulated in a grid like cube pattern, so when looking at it, it would look as if it was made out of smooth, cubic, Legos or, Minecraft blocks.

I'm using 2.79.


texts: 3ds max to blender, rotations and locations are all wrong

texts:
Everytime I upload my fbx of a car that I had modified in 3ds max (free trial expired, so now I'm using blender), all the rotations and locations for the children get screwed up. All the wheels, doors, etc should be in place, but this is the result in blender:

If I upload the same fbx into the ue4 engine, everything is fine. Are there any import settings I could try, or anything else? Thanks.


texts: Getting rid of theses overlapping edges to form a solid shape?

texts: How would I go about cleaning this up and creating this into just one unified solid shape?


texts: U-shape waves with musgrave texture node in cycles

texts:
I would like to make some U-shape waves like the ones I drawn in yellow on the picture below :

Now I'm trying to found a way to make some radial waves with the musgrave texture node in cycles trough it's vector input. I didn't succed so far, but I found a way to make something who looks some like radial wave,

the problems on the picture above are, first off that I lost the ability to change the scale, second it looks radial only around the origin point. Moreover I really would like to know how to solve this problem with the vector input, because I hope it will fit better with my linear waves and it would also help me to solve some other problems.


texts: Can anyone help me understand what causes this error ? OPTIX_ERROR_INVALID_VALUE in optixAccelComputeMemoryUsage

texts:
I m trying to do a rendering with optix on.
I just recently upgraded from 2060 to a 3090.
I had the exact same error with the 2060 but i thought it was because of vram limiation as the scene that i want to render is approx 8Gb.
This is what i get in blenger log

My computer specs are:
CPU AMD 3900X
64Gb 3200Mhz Ram
Nvma SSD Disk
NVIDIA MSI SUPRIM X RTX3090
Blender 2.91.0 - Rendering Engine Cycles
Any advise is highly appreciated!


texts: How to use rigidbody simulation for animation?

texts:
I want to be able to add rigid body physics to my gun when my animation character dies so the gun will drop smoothly, because it is hard to animate things dropping in small areas.

I am not making a game, therefor I do not need to use the game engine instead of cycles or blender render.


texts: When I adjust the mean crease or weight crease nothing happens except the selected edges go purple. Why isn't it working?


texts:
Was looking for a backdrop (if that's what its called) for a scene i have in blender. If you look at this image you can see a glowing orb at the back of the image, providing light, i think its called a lightdrop but i am not sure. What is this called and where can  i get it?

I have tried adding a sphere with an emission shader and rendering it, then using the compositor to add a fog glow effect. didn't work. what are some other methods?


texts: How to get full file path to rendered image?

texts: I need to get full, absolute path to the image that has been rendered. Unfortunately bpy.path.abspath() returns only the folder path and not the disk. Same with all the other path functions - no disk.


texts: How to set the distance between objects accurately?

texts: I want to have the same distance between all objects.


texts: Change Origin and rotate the frame of a mobile robot

texts:
Apologies for a basic question posting. I don't have any experience with blender so its hard to search for solution with relevant keywords.
I have a robot model which actually is translated and rotated both. I have a few questions:

How can I make the body of the robot parent?
How to place the robot to origin(at the moment in air) and set its  heading in +ive x-axis, left +ive y-axis and z upwards when the robot is on flat surface.
Is there any way I can declare wheels as rotatable joints(Also may be how can I test it in blender)?


texts: Eevee - How to cast shadow on a background image

texts:
Using blender 2.80 official release
I want an object to cast its shadow over a plane (to show the right direction) but then i need the plane to disappear, while leaving the shadow as it was and over a background image.

In the picture i already hve the object and the plane + the image exists as a texture on an actual object.

I found a video from blender guru addresing this (https://www.youtube.com/watch?v=wjWoglMYXBE), but i'm not sure how to replicate the effect on 2.80.

Any Ideas?


texts: I want to make the blue part transparent and the non-blue part not transparent, there are no vertices where the grey part is so I can't just make a new material.


texts: How do I split a movie file into parts in Blender 2.76b?


texts: Smooth shading disappears in render view

texts:
I'm making this object :

And as you can see, it has smooth shading. However, when I go to render view :

The smooth shading disappears. The only modifier I'm using is a Bevel modifier and I have Auto Smooth on, but I tried disabling both and none seem to have an effect on the issue. The smooth shading is applied on all faces. When I switch to Eevee, the smooth shading is applied. This is very weird. Please tell me if you think you have an idea what could cause this. Thanks by advance !


texts: How can stipple shading be replicated in Blender?

texts:
I have had this idea for a little while, using Blender to simulate traditional stipple shading. I have gotten an OK effect using a mix shader with ambient occlusion as a factor to spread a stipple texture in the cracks and crevices of objects. The main problem with this is that all the dots are evenly spaced, and the dots fade out while on a real stipple shaded painting the dots are very closely spaced towards dark areas and get sparser as it gets further away from those areas (see attached image). I'm pretty stuck on how I could produce this effect, I have been thinking there might be some way to control the clustering of a voronoi texture using ambient occlusion, but that's just an idea. Does anybody know of a way to simulate stipple shading? Please advise.

If you don't know how to replicate stipple shading, but you feel like you have some ideas or tricks you think could be useful, please comment, I'll try them.


texts: I have an animation that slowly increases its speed and slowly stops. How do I stop it from doing this? I have set it to linear extrapolation but it still does the same thing.


texts:
Is there a way to get evaluated mesh from within edit mode without using to_mesh?

depsgraph.id_eval_get(obj).data works only from object mode.


texts: How to make stylized hair from curves with flat tips?

texts:
I will be honest. I suck with curves and don't get how they work but for now i don't have motivation to learn it. Unfortunately it seems to be the easiest way to make stylized hair. I've seen this tutorial ( https://www.youtube.com/watch?v=Nn7mISvVzJk ), the workflow looks super efficient, but my character hair are not pointy on the tips. I want them to be flat (or flat on one end and pointy at another) and still easy to edit as it was in tutorial. How to do that?
I tested few addons but in this case they weren't good (or I also suck at using them). I'm posting example of hair I have in mind:


texts: Adding a documentation reference for a custom Object attribute

texts:
It is possible to assign custom documentation webpages for operators by using a manual map:

def my_addon_docs():
    map = (
        ("bpy.ops.myaddon.bone_preset_*",            "/workflowpresets/"), # <== works
        # ...
    )
    return "https://some.website", map

bpy.utils.register_manual_map(my_addon_docs)

I have seen that i can also RMB on object properties and then call the "Online Manual" entry. However i can not see how i have to do the mapping from a custom object attribute to the webpage. I tried this:

def my_addon_docs():
    map = (
        ("bpy.data.*.RigProps.rig_use_bind_pose",    "/posing/"), # <== breaks
    )
    return "https://some.website", map

bpy.utils.register_manual_map(my_addon_docs)

But then i get an error when i try to call the online manual:

AttributeError: 'RNA_Types' object has no attribute 'RigProps'


texts: I’m trying to take a model of the moon like the kind on thingiverse and make all the details of the surface more pronounced. Like make the craters deeper and the ridges higher without really changing the scale of the object whole. The moon is an imported .obj file and I’ve tried the displace modifier but it doesn’t seem to work that way.


texts: I can not properly cut out holes with boolean modifier. Difference or Union looks very similar. The object with which I want to cut (5 cylinders) after cutting always sticks on the shape that I want to cut (after choosing difference). Tried flipping normals and triangulation modifier on all shapes. But nothing helps! Begging for some wise words!


texts:
So I'm trying to open some of the Standard Asset FBX's in Blender like so:

Double click on SkyCarBody and get this in Blender:

FBX settings in Blender:

Completely blank project. Any ideas?

Blender v2.78
Unity v5.5.0f3
Win10 x64 Pro
Nvidia 378.49

Thanks.


texts:
So I just recently started with Blender 2.8. I'm working on a model and had a place where I needed to have a cylinder blend into a curved surface. I use booleans to merge the two meshes, and created a bevel where they intersected. However as you can see, I'm not getting some bizarre shading on the curved surface:

Here is the wireframe:

I do have a Weighted Normal modifier already applied. If I switch to flat shading, the artifacts disappear, however I need the surface to appear smooth. If at all possible I'm trying to avoid adding extra edges and geometry.

Autosmoothing is turned on, and an Edge Split modifier will not work for this application. It's occurring on a curved surface, so setting it to flat shading will also not work.

A sample of the problem area is here:


texts: Using python to create freestyle line groups

texts:
I am trying to make a python script that creates a 3-d graph and automatically puts certain edges in a freestyle line group.  So far I am able to create a surface with the code

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector
import bpy
import bmesh
import numpy as np

xmin,xmax,ymin,ymax = -3,3,-3,3
N = 30

def f(x,y):
    return (np.sin(2*x)+np.sin(2*y))/2

verts = [Vector((x,y,f(x,y))) for y in np.linspace(ymin, ymax, N) for x in np.linspace(xmin, xmax, N)]
faces = [(i+j*N, i+1+j*N, i+1+(j+1)*N, i+(j+1)*N) for i in range(N-1) for j in range(N-1)]

mesh = bpy.data.meshes.new(name="New Object Mesh")
mesh.from_pydata(verts, [], faces)

mesh.update(calc_edges=True)

obj = bpy.data.objects.new('new object', mesh)
obj.location = Vector([0,0,0])
scene = bpy.context.scene
scene.objects.link(obj)
scene.objects.active = obj
obj.select = True

I would like every other line of edges to be marked as a freestyle edge.  By hand, I would go to edit mode > edges, alt+click on every other edge (to select the whole line of edges) and then do a "Mark Freestyle Edge".  However, I would like my script to automatically mark the edges when the mesh is created.

Below is a picture with every other row of edges selected.


texts: Is there a way to clear sharp edges using bmesh in python?

texts:
I'm trying to speed up an addon that had to toggle into Edit Mode for sometimes thousands of object by staying at the object level using bmesh instead of object.editmode_toggle().

Is there any operation to clear sharp edges without having to enter Edit Mode for each object?


texts: Move one object and second object on the circle path will stay in nearest distance to first object

texts:
I want to do this:
I have got one object (Empty.001) and I want to move this object only on circle path. I have got second object (Empty) and I can move this second object without limitation.
I want to set this: move with second object (Empty) and first object (Empty.001) will move automatically on the circle and distance between objects will be lowest (second object will be on the nearest point on circle from first object).


texts: Blender on Linux - list of AMD GPUs that work with Cycles/OpenCL

texts:
Which AMD GPUs are useable with a recent Linux, more specifically Ubuntu (18.04) and AMD drivers? Or are there some that definitely don't work?

This question is not off topic because either a GPU evidently works with Blender or it doesn't, so it's not about subjective hardware recommendations.

Thanks in advance.

P.S.: The open source OpenCL implementation of Mesa still doesn't seem to work, or did someone get it to? Because if possible I'd of course use that instead of the AMD drivers.


texts: Why does Blender tell me this mp4 is an unsupported format when open it in the VSE?

texts: I have a video that I shot with my Samsung Galaxy 7, and I saved it to my computer. When I open it in Blender VSE, it tells me that it's an unsupported format. I have the latest, 2.78a. Am I doing something wrong? Should I render it in something else?


texts: Is there a way to make Blender 2.8 STOP checking my OpenGL version?

texts: My OpenGL version is just fine, but when Blender checks, it gets a bad result because I'm running via Remote Desktop. This wasn't too bad in previous versions because Blender only checked once on startup--so I could start Blender at my console and then use it all I wanted via RDP. But 2.8 is regularly checking before performing operations. There's no telling what I'll click on that will cause Blender to complain about my OpenGL version and quit, losing my work without even updating the backup file. I'd be perfectly OK if I could just make Blender trust my setup and stop checking the OpenGL version.


texts: Automaticly create UV Map with correct aspect ratio

texts: I'm trying to texture my model using a single texture and i wan't to unwrap my meshes so that they overlap and can still use the full texture while keeping their correct aspect ratio and realtive size compared to each. How do i achieve this?


texts: Adding random tiny flakes (gold) to appear suspended in gel

texts: I'd like to know the best solution on adding tiny floating flakes in a gel solution. I suspect array might get me there but everything I've tried is much to uniform


texts: Trying to reduce edge count in Edit Mode

texts:
Someone gave me an fbx model with too many edges throughout it and I'm looking to reduce that quantity without destroying the overall mesh.
If I delete edges individually the faces delete as well. And even if that didn't happen, it would easily turn into a multi-hour job before I was even halfway.
I know in Autodesk Maya (2014 version) there was a feature that could reduce/increase the amount of mesh with the click of a button. Might have even been a shortcut.
Everyone says to use the Decimate Modifier but this has no effect on the mesh in Edit Mode.
Does this feature exist in Blender? Is it because of the fbx file type? Is the Decimate just not working?
What's wrong here?


texts: How can I repeat a mesh using multiple empties with unequal distances?

texts:
I have a mesh and some empties with unequal distances between them and I want to repeat this mesh and place it where those empties are.
I know that if the distances were equal, I could use an array modifier and object offset. How can I do this for multiple empties with unequal distances?


texts: How to make glowing particles, with a solid glowing center

texts:
How can I create a material that looks like this?

Thanks!


texts: Fire Animation from Particle System Does Not Render

texts:
My question is about final rendering. After finally finding what I thought to be the correct node set-up to get my particle system-based smoke and fire animation to work properly, my final hurdle is this:

I can see the flames just fine in the preview render, but, alas! It refuses to render out when I hit that magic Animation render button.

Un-checking the "Transparent" box did not solve the issue (and I really would like to have my image frames on a transparent background).

To achieve the effect, I utilized the "Quick smoke" option with a simple circle mesh that emits particles for the fire effect; I just downloaded v2.79b, and am using Cycles Render for this project. Any solutions? Thanks in advance for any insights.


texts:
So, for some prior context, I'm trying to rig a model I had previously sculpted, but it doesn't seem the mesh will parent onto the armature no matter what I try. I've selected both, ctrl+p, set parent, with automatic weights, then tried setting it manually in the armature.

However, this is my first attempt at rigging and it may be an easy fix.

I'd love if someone could give me a hand. Thanks!

Blend on Google Drive


texts: How to group selected animation keys in the «Graph Editor»

texts:
There is a similar method in Edit Mode> Vertex Group. I need something similar but with animation keys in the «Graph Editor».

Advantage / application animation key grouping:

Analog - NLA but in one action. Replacement / alternative to NLA.
Place the grouped cycles of different gaits in one action further along the timing, in order to substitute one or another grouped part of the desired cycle in the right place of timing in the process.


texts: localOrientation on rotary inverted pendulum

texts: I am setting up a rotary inverted pendulum in bge. If you look at the picture below, the body rotates around the z-axis and the pole is linked to the base with a hinge. I am having trouble getting the angle of the pole as it falls down. Using pole.localOrientation.to_euler() I get a vector of angles x, y, and z. I thought the angle I was looking for would always be on the y-axis, but it seems to alternatively switch between x and y, and I cannot figure out why. Below is an excerpt of the output of pole.localOrientation.to_euler() where it switches between x and y. (I thought maybe it could be when z goes negative or positive but I have found occurrences where it is not the case)


texts: zoom to an object without using the NumPad

texts:
I zoom all the time for many situations, but most of the time the zoom goes to nowhere and I have to adjust all the time to get the right spot. I have tried ShiftB which works ok only sometimes.
I can press NumPad because I'm on my laptop, and I can't find a similar way.

What I need the best is to select an object from my scene list, then click for a zoom  that will bring me the right zoom for that object.
Is there a handy way to do this on a laptop?
Also what would be handy is a zoom to center, I could not find a laptop solution for this.