texts: When I try to drag the frame viewing slider along the frame container while in pose mode, the model deforms. It continues to move even if I drag the slider to it's original position, meaning that the more I move it, the more it twists. When I go to edit mode and back to pose mode, the model resets to the correct position. Why is this happening?


texts: How can I edit a shape-key mid-range without drivers?

texts: For example, the model I am working on will need shape keys for blinking, adding a shape key is simple enough but turns out when I set the key to 0.8 the eyelid is clipping through the eyeball before falling into place on 1.0 where it looks normal, so how can I edit the shape key at 0.8 so it doesn't clip? every time I try to go back on the range slider and edit all changes are added up to the maximum range and so it would affect how the shape key looks at 1.0, since the model has to be exported to work on a game engine it needs to have single shape keys to assign on certain functions.


texts:
I'm pretty new to Blender I'm trying to design a room with widows at specific locations along the wall. The method I'm using is to add edge loops and then delete the faces on the inside and outside of the wall.

I'm having a really hard time positioning the edge loops to the exact location that's needed. So for example I know edge loop 1 is x inches from the left edge and I know the next edge loop should be 41" from that one etc.

Sliding edge loops to accomplish this seems painful and I'm wondering if there's a better way to do this.


texts: How do you change the pose of an armature without deforming it?

texts:
I am ripping some models from a game. The models from the game already have bones, mesh, and the armature already applied. There is animations in the game that have the poses that I want, which are saved as .smd files. However when I import the .smd file the pose is all distorted. And when I copy the coordinates of the bones in the .smd file to the model it becomes all distorted. There is so many vertices that manually removing all of them from each mesh would take way too long.

Also when the .smd file is imported it creates its own skeleton and bones. Is there anyway to make the original model take the shape of that?

Is there any way to fix this? If so how do you fix the pose?

This is what the default pose looks like:

However, this is what she should look like:

Update:

Here is a blend file for the model.

Here is a link to the .smd file


texts: How to rig disconnected meshes in Blender

texts:
I have created character mesh as well as character rigg (skeleton).

When I try to parent this rigged skeleton to the mesh, Blender outputs error. I've read somewhere that the cause of this is that I try to rigg disconnected meshes. However, this character model is one object. When I move it all parts are moving along.

How shall I parent it correctly?


texts:
My goal is to make a field of grass in blender. I have one "blade of grass".

I want to duplicate it 100 times, and make each element a different size.

How can I do this?

Greeting Pat

for a better view i upload screenshot for blender.


texts: Transparency animation not working with a plane

texts:
I'm trying to create a simple animation. I have have a plane and a line, first the line fades out, then the plane fades out. For that I am using the transparency value. The line fades out just fine, but I am having problems with the plane. I set a key frame with the transparency value at 0 in the frame 260:

And then I set another key frame at the frame 320, with the transparency value at 1.

But the plane is still there, still visible, I do the same with the line and it works fine. What am I doing wrong.


texts: Texture wrong in the sides of a plane with solidify modifier

texts:
Hi!
This is something that bothers my a lot of times. I always end up creating a volume mesh instead of a plane with the solidify modifier to solve the problem but I was wondering if there is a way to solve this in an easy way. Now I'm working in the wall of a house and  I modeled it using a plane an extruding some of the edges, but now the textures of the sides of the windows are all wrong...
Thank you!


texts: Shadowcatcher, how to separate shadow and object

texts:
I'm currently trying to render some assets (in cycles) for an application I'am developing.
As I need objects to appear separately the idea is to have object A, shadow A, object B, shadow B and so on so I can draw all shadows first (I'm aware there might be some shadow overlap then) and then the objects on top.

I have a groundplane which I currently have set to be a shadowcatcher.
This works fine, the "problem" is the output, as it combines object and shadow and I can't seem to find a way to get them separately.

I also tried moving every object to a different View Layer (currently trying it in 2.8) to get the objects separately later on, turning on shadow in the view layer properties for  each layer.
This, of course doesn't give me the shadow on the ground plane anymore, as it's on another layer.

I guess I'm just overthinking it and there must be an easy solution to get object|shadow separately for different objects.

Any help would be greatly appreciated!

Cheers,
Daniel


texts:
import bmesh
bmesh.from_edit_mesh(bpy.context.edit_object.data).faces[1].select=True

It says python script fail
What should I do ?


texts: Texture painting on a model with a normal map

texts:
I have a lowpoly model with a normal map with a highpoly version of it and now want to have handpainted textures for it but cant find a way to do it efficiently since once you enter texture paint mode you cant see any of the normals.
I was wondering if there was a way to have normals&lighting visible in texture paint mode.

Only way i've found to be somewhat okay is in texture mode, so the UV's are visible, setting the mode to 'single image' (for some reason makes the normals show) and and painting on the image instead of the model since painting on it results in an error "Missing Textures detected!".


texts: where is the blender rock generator addon?

texts:
Here's the tut:

https://www.youtube.com/watch?v=uJRDj-fwkG4&t=508s

The reason why I'm asking is, that there seem to be many different rock generators, all the links I've found on the web point to other rock generators (such as here) and were wrong.


texts: Making a handle for a bottle with a rounded grip for fingers

texts:
I am new to blender and the 3d modeling world.  I have modeled a metal mug and am trying to match the lid.  I can get it most of the way.  But when I try to make the actual handle I use boolean to do the circle cutouts and it makes the handle all wonky. I have tried making the inside of the handle completely filled and then tried using the boolean. but the same thing happens. Any help would be appreciated.

Handle should look like this:


texts:
Just starting out, created a planar mesh, in edit mode, hit E to extrude, and I get this:

Extrude doesn't create any perpendicular faces or vertices, it just duplicates the flat mesh and grabs it. What's going on here?


texts: How to melt an object into fluid and then morph into another object?

texts:
I am a beginner in Blender. I really want to accomplish a short 3D animation, I have built the models but I don't know how to deal with the animation. I watched many tutorials about fluid simulation but I still don't know how to finish my animation.

These are my models:

And this is a sketch of how I want the animation:

I was trying to use fluid with Domain and obstacle, but I couldn't achieve that animation effect.

I am confuse about what Blender tools I can use for this.

Here is my blender file:

Best wishes to all!


texts: Emission node not rendering at all in Cycles nor Eevee

texts:
I've been modding this model to use in my animations, and thought it would be cool to add an emission shader to the pupils of the eyes (the model is a robot). I was fine with just having the pupils glow, though I do plan on trying to find a way to condense the light into a laserbeam type style later on, but when I added an emission node (not from the principled BSDF), it would not show up at all in the render. Annoyingly, this problem is the same for both Eevee and Cycles:

Even weirder, as seen by the picture above, the emission clearly is working in the material preview. but look at the picture below, where I go into the rendered preview:

It does not render. Obviously, this is not just the preview I'm talking about; I'm getting the same results when I hit F12. Like I said, whether it be Cycles or Eevee, I'm still getting the same results, so I do not believe that the render engine is the problem here.
Thinking that it might have just been a problem of that specific material on my eye model here, I opened up a new .blend file with just the default cube (no lights). To that, I added an emission node and turned up the strength to 1000000 (which is, of course, useless, but it effectively demonstrates my point), and checked the rendered preview:

Same results for both Eevee and Cycles. As one more test, I tried just simply turning on the emission in the Principled BSDF, and was surprised to see that the emission was suddenly working again:

Not only that, but it was working just as it should in both render engines (showing up in Eevee renders, and actually illuminating surrounding objects in Cycles). This led me to believe that there is a problem with my node setup, not the render engines or anything else.
And I suppose that makes sense; I feel like I'm missing something from my material that is supposed to make the emission work, but I'm not sure what it is. I checked the normals for my mesh, too, but nothing was flipped. I'm not sure what else to do. Can someone please help me with this?
.blend file: https://drive.google.com/file/d/19OLOnKs4F2CHZ5Y2gCsV-KMPAkh-TNS3/view?usp=sharing


texts: Is it possible to create a particle system which uses collection of objects or merge a collection into 1 object?

texts: I have a collection which contains 5 leaf objects and 1 carrot object, is it possible to merge it in one object or just use a collection for a particle system?


texts:
The model I started with had its hands connected to its thighs. I tried rigging the hands but they took part of the thigh with it. I figured out not to rig the hands but just the arms and that worked perfect.
Now I want to rig the hands. As soon as I do that I can't control the first rig I added in the rest of the body. Anyone have a fix for this issue? Can you control two different rigs on one object?


texts: Rotating Around 3D Cursor (Object vs Edit Mode confusion)

texts:
In object mode, if I rotate an object about the 3D cursor it acts exactly as I expect. It rotates around the cursor in a circle, like this:

But in edit mode the behavior is completely different. I don't understand what's going on. I am trying to rotate some vertices around the 3D cursor, but it doesn't rotate in a circle. It does this:

I should note that those vertices are connected to a large mesh that is hidden (I suspect that has something to do with this behavior).

As you can see, it goes inside of the sphere. As if the distance from the cursor decreases as it rotates. What is going on? And how can I rotate vertices in edit mode the way an object rotates in object mode?

Note: Transform orientation is global, and pivot is 3D cursor in both modes. Proportional edit is OFF in edit mode.

Thanks!


texts:
Hi
I'm unable to edit particle settings on the right, under emission its grey


texts: Smoke won't generate in 3d View. Or at all

texts:
I've been working on my ink drop tutorial and i've noticed the 3D view won't produce any smoke effects after baking. i'm in cycles render as instructed. Animation is on internal. I'm running on Mac OSX 10.9. Blender version 2.77

Where the smoke is supposed to be is just the outlining box both in 3d view and in render.

What am I missing? Is it my video card (Nvidia)? My mac book laptop supports 64-bit. It's OSX 10.9. I'm really out of ideas here.


texts:
've been trying to get a solid walking animation. I found one on Mixamo that seemed to work well, but I can't color it at all, as my creation on the left is made up of different, separate shapes and rigged, giving me autonomy over each pieces color and material.
How to get my model rigged to the mixamo (purple) walking rig


texts: Cloth simulation not animated in 3D Viewport

texts:
I'm following this tutorial, and came to the step where I start the physics simulation for a piece of cloth dropping on an object (11:25 on video);

When I press the "play" animation button, the cloth that should fall on the object does not animate, and nothing happens except the animation marker which plays.

I cannot get the cloth to animate as it does on the video tutorial, what can I be missing?


texts:
I've been following this tutorial trying to create this lamp post:

And I'm having trouble doing the carved in square part in the center. In the video, he just does ctrl+i and scales it in. I have tried that but I can only scale in the top part:

What am I doing wrong?


texts: How to change shortcut for snap to view?

texts:
When I hold  MMB  and pan/orbit and press Alt it snaps the view to front,right etc.
Is there a way to change that hotkey to Shift so that when I hold MMB  and press Shift I will snap to the view?


texts: I have created a glove on Blender and I want to apply Voronoi on it's surface via Sverchok. How can I do that?

texts: How can I apply Voronoi 3d in a model/object that I have created in Blender. I have created a glove and I want to apply Voronoi as a texture on its surface through Sverchok.


texts:
I have blender 2.9.
I am using .mesh model(uses .tga picture files) for a simple animation. I imported the file and tried rendering. But I see my model is solid black.
I turned off the compositing, and it rendered, somewhat.
The cuffs are purple and the skin is white(like the material).

I also tired a different .obj model with a .png picture and it rendered properly.

I am also using cycles(gpu supported) style of rendering.

What's happening?


texts: How to prevent soft bodies from moving and only deform?

texts:
I'm trying to vibrate a uv-sphere using soft body dynamics. But along with compressions, the sphere also drifts away as shown in the animation.
Please provide a solution to prevent its translation.


texts:
Searching a little, I discovered that it is possible to change mesh in game logic.

Problem: When the course is over the object it continually changes the mesh as if it were unconfigured.

Any suggestion?


texts: Create a smooth, well rounded aircraft nose (with a low poly constraint)

texts:
What's the best way/method to get a smooth, well-rounded aircraft nose-cone without a lot of space to create a gradual curve, or by adding tonnes of mesh?

My main problem is that I either end up with a point on the nose (if I scale the end cap wayy down), or, I'm left with a flat surface for the nose tip.  This is for a game, so I can't use subsurface (the nose looks superb when I do that BTW. I wish there was a way to apply subsurface to selections only! -- but that's a rant for another day ;)

I've tried:
a) adding a capsule primitive and using just the rounded cap-end to then bridge to the fuselage loop. But because the nose profile is a bit oblong and rotated downward on the z axis, that makes aligning the cap-mesh addition with the existing fuselage loop vertices impossible for a flowing line and light topology.
b) Adding a bunch of loops to cause the final fall off to be gradual, but while that solved the curve issue a bit, I just then added a lot of mesh, and in the end I still have a flat nose-end-point anyway!

I'm also constrained by the aircraft nose profile -- see the image. I essentially have just the short distance you see in the image between the last 2 loops to create a well rounded shape.

Here is what the nose looks like at this time:

Ideas?
Thanks!!


texts: Interlace frame numbers with file output node

texts:
I have a setup in the compositor that takes a piece of footage, does some operations, and outputs 3 difference files. Let's call them output A, B, and C. I have the file output node with added sockets to output each. What this gives me in the output folder is each output followed by the frame number. For example, frame 1 will give me A-0001.png, B-0001.png, C-0001.png.

What I would like is to alter the frame number appended to the output files so that instead I would have A-0001.png, B-0002.png, C-0003.png. Frame 2 would then give A-0004, B-0005, C-0006.

The end result would triple the number of frames of the animation and have them interlaced.

Is this possible with the file output node? Is it possible with a script?


texts: Removing Anti-Aliasing from shadows in the BGE

texts: How do I fix the anti-aliasing in edges of shadows in BGE?


texts: How to toggle grid lines that are displayed in wireframe mode?

texts:
I'm following a Blender Guru tutorial on how to make a coffee cup. When looking at the cup in wireframe with xray & edit mode on, his screen has no extra gridlines between the vertices/face. Unlike mine which adds gridlines between everything. How do I remove them?

My screen:

Blender Guru:

I'm using Blender 2.82. This is the tutorial in I'm referencing https://youtu.be/7w-m13ykLN8?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=429


texts: Keep specific UV layer and remove the rest

texts:
I am trying to automate the process of removing all UV layers except for one named 'baked' on an active object.
looking online I can only see answers using data.uv_textures, something that changed in Blender's API.
I am very new to scripting and don't really understand how to read and use the Blender Documentation
I would like to go from

to this

Also, Any tips of how to use the blender documentation will be greatly appreciated.
thanks.


texts: i tried exporting in fbx format, but facing problem. please help me out


texts: How to export flat image to cartoon freestyle vector file

texts:
How to create this image cartoon style. With the mesh we can add toon shader and freestyle, we can have cartoon style outline and toon shade on it. I want to export as vector file.

For example this type of cartoon style

Why its not working with the flat image. How it will work with just a single image.Any suggestion. Thanks


texts: Baking particle system particles (not mantaflow) to a mesh object shape

texts:
Mantaflow in Blender has a function "Bake to mesh" which bakes the baked fluid particles to a fluid mesh.

Is there a way that I can create a particle system, and also bake the particles (not hair) to a mesh object too?

My ideal would be using fluid particle physics to simulate a fluid flow, then baking the particles to a mesh object so that it will actually look like fluid.

How can I do this?


texts:
I was trying to recreate a bowling alley in Blender 2.90.
The YouTuber "Default Cube" made a series of 3 episodes on YouTube where he showed how he did it so I watched the videos and tried to make it without watching the Videos again. I think the only thing I did not like he did was to use real life sizes and weights.
My problem now is that the pins have no rotation and don't even fall. I read that it's probably because the scale is not set to 1.
I tried to apply the scale with Ctrl + A but get this error

Cannot apply to a multi user: Object "Cylinder.001", Mesh "Cylinder", aborting

I tried to re and dis-enable rigid body physics for all the objects multiple times with no success.
here's a video how it looks like
Files for the pin, the ball, and everything combined


texts: How do you specify the name of a new vertex group?

texts: Pretty simple question, it's pretty easy to create a new vertex group using bpy.ops.object.vertex_group_add(), but I can't find any way to specify the name of this new group without editing it in the Properties menu. Maybe I'm blind, but it just doesn't seem to be obvious to me.


texts:
I'm learning how to rig and one of the problems I have is trying to have the pole target bone move with the leg to keep the direction it's pointing at the same.

I know I could parent the pole to the IK bone but that seems to move the bone quite a lot.

So the current system I have for the pole is based on from this YouTube tutorial
https://www.youtube.com/watch?v=suP14lYWpN8

and while it seems to work nicely, the only problem with it is that the pole bones visibly drag behind the rest of the skeleton which doesn't look good when animated.

Is there any way to reduce or get rid off this drag? Or is there a better way to go about this?

(The blue & red circles are the pole target bones here on the rig)

Blender 2.8 file


texts: Is there a way to weld a metaball to a mesh?

texts:
Not convert the metaball's surface to a mesh, I mean to make a metaball blend with a mesh.
Tried to find a way to just ad metaballs' surface to an existing mesh's surface or influence the mesh with a metaball, and now I am stuck. I think it's impossible as metaballs are a different thing than actual meshes


texts: of a registerable rna type (ToolSettiRegister Addon: ValueError: register_class(...): expected a subclass ngs does not support registration)

texts:
This question follows: Blender 2.8 Python Addon: How to register a Button?

Late thanks dr.Sybren! I like your "Scripting for Artists".
Could you explain what you mean by

  "...class name should follow the bl_idname"?

I`m getting this error now:

    bpy.utils.register_class(MESH_OT_toggle_automerge)
ValueError: register_class(...): expected a subclass of a registerable rna type
 (ToolSettings does not support registration)

Here is my new version:

bl_info = {
    "name": "Toggle Automerge",
    "blender": (2, 80, 0),
    'location': '(Edit mode) Mesh > Vertices > toggle_automerge',
    "description": "Toggles Automerge on and off",
    "category": "Mesh",
}

import bpy

def toggle_automerge(context):
    ts = context.scene.tool_settings
    ts.use_mesh_automerge = not ts.use_mesh_automerge

class MESH_OT_toggle_automerge(bpy.types.ToolSettings):
    """Toggle Automerge"""
    bl_idname = "mesh.toggle_automerge"
    bl_label = "Toggle Automerge"
    bl_options = {'REGISTER'}

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

def toggle_automerge_button(self, context):
    # Only draw this Specials menu item when the vertex or edge selection modes are active.
    selectMode = context.tool_settings.mesh_select_mode
    if selectMode[0] or selectMode[1]:
        self.layout.separator(
            ToggleAutomergeOperator.bl_idname,
            text="Toggle Automerge",
            icon='PLUGIN')

# Registration

def register():
    bpy.utils.register_class(MESH_OT_toggle_automerge)
    # Add the tool to the Mesh > Vertices menu
    bpy.types.VIEW3D_MT_edit_mesh_vertices.append(toggle_automerge_button)
    bpy.types.VIEW3D_MT_edit_mesh_context_menu.append(toggle_automerge_button)

def unregister():
    bpy.utils.unregister_class(MESH_OT_toggle_automerge)
    # Add the tool to the Mesh > Vertices menu.
    bpy.types.VIEW3D_MT_edit_mesh_vertices.remove(toggle_automerge_button)
    bpy.types.VIEW3D_MT_edit_mesh_context_menu.remove(toggle_automerge_button)

if __name__ == "__main__":
    register()


texts: Vertices presenting weird behaviour when moving armature

texts:
I have a long cylinder with three bones assigned to it, all works well, except for a single edge loop right in the middle of it. It stays exactly the same no matter the weights it has painted on, or the position it is in; scaling, moving, deforming the edge, does change anything, and removing it just passes the same behaviour to the next one over. This repeats itself over three other copies of said cylinder.

I'm using Blender 2.8, the only modifier my mesh has is an AutoSmooth, I've checked multiple times and there's no other bones attached to any of those vertex groups. Google doesn't seem to help.

As you can see, there's a weird edge/bump right in the middle of every bent limb.

And no matter the weights painted on, it doesn't change even a bit; not even  when the surrounding vertices have the exact same weight.

And the mesh and bones seem perfectly fine too. I have no idea what I'm missing...

Here's the file, in case you wanna dissect it.

Thanks in advance for the help, I appreciate it!


texts: Export to COLLADA with textures using Cycles renderer

texts: I'm trying to export a Blender model which is created using the Cycles renderer in Blender. The problem is that it does not successfully export as a .dae file. The image references and images are missing. What is the correct way to export a Blender model to a COLLADA file?


texts: How is real-time rendering different in blender from game engines?

texts:
Real-time rendering is the key feature of game engines like Unity and Unreal. Although advanced rendering by Cycles should take a while, I think Eevee should be able to deliver real-time rendering.
I created a simple SoftBody simulation (the official example) with all default settings. By the game real-time rendering standard, this simple animation should be as fast as 30 FPS.
The first playback with Eevee was as slow as 1-2 FPS (GPU was not used). Full rendering by Cycles was as slow as 0.1 FPS (utilising two GPUs).
I have 16/32 cores/threads and two 1080Ti.
Do I miss something? Can we get real-time rendering (30 FPS) with blender?


texts:
I have created a 3d bird with body and feathers.
I have here an extracted feather with feather material.
I can see it properly when I see it in the rendered window with Cycles, but if I click the render button the feather has the material that I apply to the bird.
Before that the feathers had many materials but I deleted all the wrong ones but the final rendering is always wrong.


texts:
I made this 3x3 pixel png to use for the colors of this tree, but when I put the mapping on the colors, nothing happens. I made the image the base color, why is nothing happening?
My tree in the UV mapping screen

Tree now with color


texts: Why does importing a 1m x 1m cube modelled with a file set with millimeters to a default configuration file results in a 1km x 1km cube?

texts:
Isn't blender supposed to handle scene units internally? One would think if they modelled a 1m x 1m cube, it should stay that way across blender files. Any insight regarding this would be great. Does this mean cycles thinks I'm rendering a kilometer-wide room?

Even with 2.8, where the units were supposedly fixed, I still encounter the same problem. Though, with 2.8 the scene units no longer changes to 0.001 when selecting millimeters.

In preparation for 2.8, is there a way I could batch convert my old models' scale instead of having to manually scale each object for every blender file?

Thank you in advance.


texts: Cycles Viewport Render not updating while Texture Painting

texts:
Is there a way to enable/force Cycles Viewport Render to show live updates while Texture Painting?

It does only shows changes on Viewport Render restart.


texts: Animating a tracked object outside camera solver's frame range

texts:
I have an object tracked using a camera solver.

This solver was created using footage where all the track points were visible. But there are still some frames at the beginning of the shot where I want my object to be animated.

I duplicated animation keyframes on those previous frames, but Blender does not display the object on those frames! I guess the object is linked to the solver's frame range ? Is it possible to force animation&display of my object outside of this range, or do I have to go back & modify the range of my solver?

I hope it's clear :)
Thanks in advance!


texts: I rendered this simple file normally the other day (render time ~1min) but now it suddenly won't start the rendering at all?

texts:
I've been doing some Boxcutter exercises to learn hardsurface modeling and got this model to render the other day normally but it simply wont begin rendering now. I've checked my settings and it should be working. Is there anything I'm missing here?

Here's the file:

https://drive.google.com/open?id=1DAVvHlvGH2nAqzGUU3bKKX02Yj68qDXa


texts: How to make each letter a single object?

texts:
I shift+a and added a Text, then I alt+c to convert it into a mesh.

Even though the object is not interconnected, it is considered as a single object.

My goal is to make each letter a single object so I can perform a rotation animation on each one letter separately.

How do I separate them?


texts: how do I bring back the initial menu to configure a mesh?

texts: I hope this is easy: how do I bring back the Math Function menu for a mesh once it has been initially created?  After I first configure the function the menu disappears and I can't seem to bring it back.


texts: Difference between compiled version and downloaded?

texts:
Is there any advantages If I compile blender from source by default then download it. Faster build? Faster render? More stable? Etc?
Thx =)


texts: How to compute image coordinates from projection matrix?

texts: I get the projection matrix from the Camera object (projection_matrix) and it is a 4x4 matrix. I have an object in the scene whose "worldPosition" is known (x,y,z). Now I want to project the 3D point (x,y,z) to an image using projection_matrix. My question is how can I compute the image coordinates of the 3D point?


texts: Particle collections: how to keep a sphere inside a sphere?

texts:
I am trying to use the particle system with a collection that consists of two spheres that are concentrical but different in size, in other words a small pink sphere inside a transparent larger sphere.

When I switch on the particle system and choose the collection, the spheres are appearing but are no longer concentrical. Large transparent spheres are just sitting next to smaller pink spheres.
How can I lock the two spheres into staying concentrical when using them in the particle system?


texts: Modify location data for physics animated object

texts: I have a "coin" standing on a "table" which is being spun by the use of two projectiles, hitting opposite edges of the "coin," like the action fingers would have when spinning a real coin.  The "coin" plays out its animation, but the location parameters do not change.  This is a problem, not because I need to know the parameters, but rather because I want to change them and fix them.  I will be allowing all animation but translation through the X and Y axis.  I want the coin to spin and fall, but not travel around the table.  I cannot use python code, so please provide user friendly solutions.


texts: My mirror modifier leaves a gap and I can't move the edges in to close it. What's the fix?


texts: World background a finite distance from the origin?

texts:
Blender treats the world background as infinitely far away, meaning that moving the background as seen through a camera moving through the space does not scale.

Is it possible to have Blender treat the background like it is a finite distance from the origin, producing the sensation that the camera is actually moving through the space (relative to the background image)?

My intuition is that I'll have to map my texture onto a large sphere/box, but I'm not sure how this affects background lighting.


texts: I am learning about bone constraints but have found myself unable to even select them. I started a new file to undo anything that might have contributed to the problem but I am still experiencing this same issue. In the screenshot attached, it is identical to the start up file except I've simply added a single bone. When I navigate to the bone constraints tab and attempt to add one, all of the constraints are greyed out and are unable to be used. Please help.Screenshot


texts:
I want to export a PBR asset from Blender to  UE4, but for the metallic parts I obviously need the specularity or metallic maps which are not in baking options of cycles. I've seen people talking about using emission or using Blender Internal and 'draw' it manually, also generating it with painting software because its just a black and white scale I think. I  can't find a clear answer to this or a proper way to proceed.

Thanks and sorry for my bad english.

Where should the emit be in this case? It's a steel material.

Also, the object has different metallic materials, how should I integrate them into 1 and only map?
Thanks


texts: Is there a way to save my current studio lighting in blender 2.8?

texts:
I currently have a lighting setup on my viewport. And I want to save it as my regular lighting setup. Is there a way to save it?

I hate the default HDRI and i want to have my basic default light.

Thank you


texts:
I've been following this tutorial:

youtube /watch?v=3jJGBzAxXKo

At the 5:10 mark, the guy insets multiple faces along individual origins at the same time to create windows.

His turn out proportional:

Mine do not:

What am I doing wrong, and how do I get proportional windows like in the tutorial?


texts:
I was thinking that I know very well Cycles Render passes, but not.
Can someone explain Me (I was searching on web, but with no success), why Glossy direct pass is taking texture into consideration? Not environment, but texture on object?

This is an example (apologize for that simple texture). So in this case, We are unable to use Blender UV pass? Because if, I have to render a product, and 2 identical (in UV space) textures. And I like to use UV pass to just change Diffuse Color pass, I can't? Because Glossy Direct will deliver something from original one?

Here's the Combined pass:

Here's the Glossy pass:

Also it's not taking the color information, but only value. So Glossy pass is taking into consideration BW version of original texture to somehow deliver reflection inforamtion? It looks like that, or this is a Blender bug.

Tested on normal Glossy shader mixed with diffuse, on Principled, on CynicatPro shader, always the same behavior.

Regards,
Kamil.


texts: How to display the edges of a mesh while in Object mode?

texts:
I sometimes like to view my models in wireframe mode, but it doesn't show individual faces, only lines representing the general formation of the object. With subdivisions (especially) this does not achieve what I'd really like to see, which is more of a "blueprint" look.
Solid view:

Wireframe:

What I want (except this is solid):

What I want (except, this is edit mode, not an actual drawmode):

Is there a draw mode that can achieve this?
P.S.: I don't mind if the answer uses Python. I'm not a Python programmer but I'd be able to understand the code (I've got programming experience and have used Python on and off before).


texts: Camera animate from ortho to perspective

texts: I want to animate a camera from a ortho view to a perspective view.  Is this possible and if so, how.  Seems you can only have one or the other but not both.


texts: I made a little guy and rigged his legs with an Armature modifier. I've done the weight painting manually. However, when I attempt to move his leg, it doesn't follow the armature like it should. Any fix?


texts:
I'm working on a project where I'd really like to get voxel data loaded in cycles.  This comment  from a question I asked a while back indicates that it should be feasible by converting my voxel data to a smoke cache.

Is there a tool or api that can I can use to help create the a smoke cache from my voxel data? Or technical specification that describe the smoke cache file format such that I can write it from scratch?

Alternatively, I'm open to any other hacks or workarounds that can get my voxels into a Cycles texture!


texts: Using Vector Curves Nodes for transitions

texts:
I am trying to use a Vector Curves node to describe a abrupt transition based on a value. In the following figure, I have setup a test case where I am trying to make the material transition from blue to red at .8 to .81 . However the transition happens at .62 to .63 (see Combine XYZ). It appears that the mapping is aprox .2 ahead of its expected value (see the Greater Than node). Does anyone have any advice on what I am doing wrong?

Note material is just an example to illustrate a more general problem I am having. I realize there are other methods of building the transition, but I like the idea of using a curve to describe the mapping.
Thanks!


texts: Armature rotates in blender upon exporting as fbx [Still not working]

texts:
Upon exporting my character in blender as fbx it rotates by -90.

The question linked has not fixed my problem. :|

I have already applied transform, rotation, and scale.
This happens in blender right after i export and it brings me back to the 3D view.

The character used to export normally, until i recently rechecked some animations and edited the bones.


texts:
In Cycles, the glossy (and anisotropic) shaders have a Distribution option.  Since I don't really know the difference, I have always left it at it's default (GGX).

So what is a distribution model, what's the difference between them, and how do I choose which one to use?

Here is a simple test I've conducted:

125 samples, all shaders are pure white glossy, roughness = 0.1.

GGX has much less fireflies, especially in the shadow, and it seems a little foggier.  I can't see any difference between Ashikhmin-Shirley and Beckmann.  And sharp looks like a glossy shader with 0 roughness (even though it is set to 0.1 like the other 3).

Here's another test, this time with anisotropic shaders:

Also 125 samples, roughness = 0.6, anisotropy = 0.8, radial-z tangent.


texts: how to add frame numbers over footage in blender video editor

texts: simple noob question, how to add frames footage in blender video editor like the image below?


texts: Adding hair particles in particle edit mode

texts:
So I set my emission number to zero and decided to add my eyelashes manually. In the "add" section, I have the radius way down and the count at one, but when ever I try to add a hair, it doesn't apply where I want it to. I did this with the eyebrows and it worked just fine. Not sure what's going on...  Hopefully a quick fix.

Link to my .blend file: https://drive.google.com/file/d/0B6xONZ2msgKHT1p2cEw5akZ5Yms/edit?usp=sharing

my mouse is where i clicked...


texts: How to have 2 Mats w/alpha each and a base Mat on the same object?

texts:
I need to have the Base.Color material on all the cube faces. With the setup I have I cannot. I have to choose between the materials with Alpha, or the Base.Color material.
I did try adding a 2nd UV map but apparently only one can be renderable at the time.
Thanks in advance guys.


texts: Why Are There Glowing White Lines Around My Minecraft Rig?

texts:
I'm really bad at blender, so my mistake might be the simplest, but I have a few glowing lines around my Minecraft rig and blocks.  Here's the blender file: My .blend file
If this helps, my rendering engine is on Cycles Render.


texts: Changing orientation of armature in edit mode without breaking animations

texts:
I imported an armature into blender with animations included. The problem is that the skeleton uses the Y-axis as the up axis, and I need to use the Z-axis.
I have tried rotating it manually in edit mode, but the animations contort
Any help appreciated


texts: keyframe object in and then out of scene

texts:
Imagine I am going to take a gun out my pocket and then fire

I can keep the gun next the side of the pocket. How do I keep this out of the scene but then into the scene as my character picks the weapon?

In any other instance where one would like an object to not appear in the scene but then appear. How does one do this?


texts: How to align pivot to the center of a hole

texts:
I've got a button model, that is supposed to be rotate around the pivot point in the center,

But how to set the pivot point to the exact center is a problem, the center should be further into the hollow area
I know this model is simple and if you create it from a cylinder the pivot is what I want, but I want to know if say I got model from other people and the pivot is not in the center, how can I align it to the center,thanks.


texts: Spelling mistakes in Non-English Font(Hindi)

texts:
In Blender 2.9 , on pasting the Hindi language output(word - Hindi) from  Google Input Tools into Blender (both 3D Text object and in VSE-Text ) , the pasted words get spelled differently. Used 'Nirmala.ttf' font which comes installed with Windows10 and also a GoogleFont 'Poppins-BoldItalic.ttf' but in both cases the spelling mistake exists and also the mistake is same in both cases.
How ever these fonts work fine in other digital software like Krita.
In Adobe softwares like Illustrator there is an option to switch to Indic languages refer  0:37 to rectify this issue.
Is there any similar option in Blender or any other way to get the correct output?


texts: How to create a flat mesh and give it a thickness by bmesh?

texts:
I'd like to create a flat mesh and give it a thickness by bmesh.
Putting together some answers seen on this forum, I thought that a script like the one below should have done the work, but it doesn't. How to make it work?

import bpy
import bmesh
me = bpy.data.meshes.new('theMesh')
ob = bpy.data.objects.new('theObject', me)
bm = bmesh.new()
bm.from_mesh(me)
ob.location = [0,0,0]
ob.show_name = True
bpy.context.scene.objects.link(ob)

#Create the mesh (in this example a very simple 4 verticies mesh)
#=======================
l=1
w=1
h=1
vertex= [0 for i in range(4)]
vertex[0] = bm.verts.new( (-l/2, -w/2, +h/2 ))
vertex[1] = bm.verts.new( (-l/2, +w/2, +h/2 ))
vertex[2]= bm.verts.new( (+l/2, +w/2, +h/2 ))
vertex[3] = bm.verts.new( (+l/2, -w/2, +h/2 ))
for i in [0,1,2,3]:
    bm.edges.new( (vertex[i], vertex[(i+1) % 4] ))
bm.faces.new( (vertex[:]) )
#========================

# Add thickness
bmesh.ops.solidify(bm, geom=[f for f in bm.faces], thickness=-h)

bm.to_mesh(me)
me.update()

The script runs without errors, but the thickness doesn't appear.

Note that if the flat mesh is created by create_grid the script works.

#Create the mesh
#=======================
bmesh.ops.create_grid(bm,size=1)
#=======================


texts: Reset blender environment on each script run

texts:
I'm building a model completely in python. This means that I start with an empty scene, and all I want to do is run a python command that creates all meshes and objects. I'm building this python script in vi, just because blender is amazing 3D software, but lousy at making a decent text editor.

Off topic: The main reason for building my model this way, is that I want to have complete control over what I build, complete reproducibility, and I get to store my model in github, having proper version control and clear change sets. I would certainly be interested in hearing some off-topic reactions on how I could do this better/differently.

While developing this script, I constantly want to reload, from scratch, change a line in my script, reload, etc. I was wondering what the best way to achieve this is. My requirements:

It has to be simple, a couple of keystrokes, since I'm doing this multiple times per minute.
I don't want to restart blender every time, just because it takes a couple of seconds to start blender, and because the blender window doesn't appear in the right spot by default (this latter is possibly fixable).
Preferably I start from a new state (as in: File -> new) or in a known saved state (File --> open). Between reruns I do things in the interface and I may accidentally alter some property without knowing it. Ideally this would be reset on the next run.
Preferably the execution is triggered by the Python Console, so that errors appear there (and not in the bash console used to start blender).

Things I've tried so far:

Loop over all objects and delete them

I can manually try to delete all objects (using the method described here): http://blenderscripting.blogspot.nl/2012/03/deleting-objects-from-scene.html
This doesn't quite work (it crashes if there are hidden objects), but this is probably solvable. However it doesn't satisfy my 3rd requirement. It does allow my to make 1 oneliner that loops over all objects, delete them, and then runs my script again.

Using bpy.ops.wm.read_homefile() to get to the new state

Using this command I can get to the new state, however this also resets the python console, meaning that any subsequent command gets ignored and I can't up-arrow anymore to get it back.

Use bpy.ops.wm.open_mainfile() to get to a known saved state

This suffers from the same problem as the previous bpy.ops.wm.read_homefile, however it allows me to save some history in the python console, so I can up-arrow to it. It works, sort of, but not ideal.

In all of the above settings, I used

exec(compile(open(filename).read(), filename, "exec"))

to execute the script.

My latest plan is to use modules (however I think it would work just as well with the above exec command), and the undo history. Calling operators from a script doesn't add them to the undo history, so if after the running of the script I push onto the undo stack, I can then cmd-Z my way to the previous state. I could probably. When I start, I run once (single is my module name):

import sys; import importlib; sys.path.append("/path/with/my/module"); import single;

Now I use the oneliner

importlib.reload(single); single.build_single((20,25,0)); bpy.ops.ed.undo_push()

whenever I want to see how my program runs. When I'm ready to do a new run, I cmd-Z until I'm back at the beginning (most of the time once, sometimes I did some manual operations and need to press it more often).

Somehow I feel however that there must be a better way to do this, to reset the scene to some saved or new state, while the python script keeps running....

EDIT 2015-5-5

I still haven't found a good solution to this problem. However since all I really needed was to make relatively simple 3D objects for printing on my 3D printer and sending of to Shapeways, I found OpenSCAD more suitable, and 100% text based, which allows me easy checkins into git and changesets. Don't get me wrong, I think Blender is the tool for amazing 3D rendered images and animations, for my use however it was overkill.


texts: Polygonal modeling vs. digital sculpting

texts: Can anyone please explain the difference between polygonal modeling and digital sculpting?


texts: Cycles: Apply gradient to light cone setup with spotlight lamp

texts:
I created a simple light cone using a mesh which uses a node setup with Subsurf Scattering and Transparent. The mesh is lit by a spotlight lamp.

The result is fairly ok for a quick setup (noise is ok as it is just a quick preview :-)), but I would like to add a gradient, so that the very top of the light cone is brighter and near the ground it gets more transparent and you cannot see the lowest edge.

I tried to setup a mix of Texture Coordinate/Mapping/Gradient Texture/ColorRamp and plug it into the Subsurf Scattering node but I did not get the values right. The best I got out of this is:

But as you can see the cone is all in all much smoother but I did not achieve the top-down=bright-transparent effect. These are good reference examples as for what I would like to achieve:

Any ideas?
(Before I tried this setup I also tried to plug the gradient nodes into a Volume Scatter node and this one into the volume of the Output and the Transparent node into the color of the Output: This setup made the desired bright at the top effect but the bottom stayed black/dark and not transparent at all))


texts: How do I reference the bl_label inside operators? I want to know the name of the operator based on the bl_label to be precise.


texts: In the Blender 2.8 beta, proportional editing and only render have overlapping shortcut keys

texts:
Both functions have the same hotkey and proportional editing is activated when 'O' is pressed.

Is this because Blender 2.8 is still in beta, so the shortcuts are less clear?

Or does version 2.8 have a rule such as the priority that an unknown shortcut works?

Thank you in advance.


texts:
Changing the "angle / curvature" of a mesh created using python and parametric equations.
I can create a Hyperboloid using Python and Blender:

With the Python script formula snippet:
for i in range (0, num_x):
        for j in range(0,num_y):
            # nomalize range

            u = 2*math.pi*(i/(num_y-1)-1/2)
            v = 2*math.pi*(j/(num_y-1)-1/2)

            x = math.sqrt(1+u**2)*math.cos(v)*uval_a/2
            y = math.sqrt(1+u**2)*math.sin(v)*uval_a/2
            z = uval_b*(u)/(2*math.pi/1)
            # uval_a changes the diameter of center hole
            # uval_b changes the height

            vert = (x,y,z)
            verts.append(vert)

I can create a "curvature" in one part of the mesh using the SimpleDeform modifier with the Twist option

My goal is to create a mesh which curves left and curves right using Python, similar to the image below.

I'm trying to use python because this allows me to quickly test the changes by using animation nodes to change the variables in the equations
I want to say that the issue is with the U and V variables but I'm not exactly sure how to change these to cause a curvature.
Ps: I'm using Blender 2.91


texts:
I have some very simple icicles that I made using the icicle generator addon.

I was wondering how to create a distortion/texture on the icicles to make it look realistic. Here is an example of what I am looking for.


texts: How do I remove light from Material Preview Shading in the 3D viewport?

texts:
How do I remove light from my viewport so it's completely black?
I have deleted the light and adjusted world settings. However, there still seems to be some light.


texts: How to model rocks and stones as in the image?

texts:
I want to model a image of rock below-

But, I'm not getting sharp edge image of Rock, when I use Displacement map generated by Njob to displace poly

This is what I'm getting -

And as we can see the model is too smooth to be used, also it is not looking as a model of rock

Also, the displacement map I've got is -

So, I want to ask what is the best way to model the rocks as shown in the reference image?

Thanks in Advance,

Also, I don't want too high poly rock, because that is to be used in a game.

PS -
1. Rendered in Blender Internal
2. Want the quickest way


texts:
How to create road that follows curve and has varying width along this curve? Typically I'd make small road segment and use array, then curve but I don't think it allows scaling according to another curve.

Alernative solution would be to try skinning road curve by using Bevel and Taper curves in Object properties and that's kind of what I'd like to achieve but it lacks flexibility of using conventional mesh for road segment.

Something between could use lattice after array, before curve i guess?... But it sounds painful


texts: How to make my logo spin showing the front side on both sides?

texts: I have got most of the steps complete but I need help with a few. I made an svg of our haunts mummy logo so the when it rotates it will be 3D. I cant figure out how to put the mummy png onto the svg object and have it rotate showing what is on the front on the backside as well. The image shown is the svg of the mummy. All i want to do is add the actual mummy logo onto this and have it rotating showing this side when it rotates to the back as well.


texts: corner radius or bevel on a complicated triangulated mesh

texts:
I have a mesh that is created based on a cylinder that I cut using a Boolean modifier 'difference', against an stl file representing a natural object. The stl file of this natural object consists of triangles. I cannot get a version of this file with quads instead of triangles. The result of this is that the mesh I want to modify, also consists of triangles.

See photo, I want to bevel, or round the edges on the bottom of the mesh, however, I want to know if there is a way to do this that is easier than manually selecting the edge loop on the bottom. Since the mesh consists of triangles, 'select edge loop' doesn't work.


texts:
So I've tried to modify this script https://gist.github.com/knowuh/48136d7a17387e7cf6c3 (few changes due to updates) which creates voxels from each pixel of an image into a multithreaded program, that it doesnt take ages to complete. But the process crashes after 3 seconds, but using all my cores.
import bpy
from random import uniform
import multiprocessing
from multiprocessing import Process
import math

def make_material(color):
    red, green, blue, alpha = color
    color_name = '%(red)03d_%(green)03d_%(blue)03d' % {"red": red, "green": green, "blue": blue}
    mat = bpy.data.materials.new(color_name)
    mat.use_nodes = True
    bsdf, output = mat.node_tree.nodes
    bsdf.inputs[0].default_value = color
    return mat

def draw_pix(x, y, col):
    material = make_material(col)
    r, g, b, a = col
    size = 16 - ((r + g + b) * 4)
    z = size
    bpy.ops.mesh.primitive_cube_add(location=(x, y, z))
    bpy.ops.transform.resize(value=(0.9,0.9,size))
    new_obj = bpy.context.active_object
    new_obj.data.materials.append(material)

def cubify_rows(image_name, minY, maxY):
    myImage = bpy.data.images[image_name]
    width, height = myImage.size
    for y in range(minY, maxY):
        for x in range(0, width):
            block_number = (y * width) + x
            color = []
            for color_index in range(0, 4):
                index = (block_number * 4) + color_index
                color.append(myImage.pixels[index])
            draw_pix(x * 2, y * 2, color)
        print ("Row created: ", y)

def cubify(image_name):
    if __name__ == '__main__':
        cores = multiprocessing.cpu_count()
        print ("Number of cores: ", cores)
        processes = []

        myImage = bpy.data.images[image_name]
        width, height = myImage.size
        rows = math.ceil(height / cores)
        print ("Image Height: ", height)
        print ("Rows per Core: ", rows)

        for core in range(0, cores):
            minY = core * rows
            if minY >= height:
                break
            maxY = minY + rows
            if maxY > height:
                maxY = height
            p = Process(target=cubify_rows, args=(image_name, minY, maxY,))
            processes.append(p)

        print ("Threads created: ", len(processes))

        for p in range(0, len(processes)):
            processes[p].start()

        for p in range(0, len(processes)):
            processes[p].join()

cubify('image.jpg')

My Console's output is the following:
location: :-1
Number of cores:  8
Image Height:  56
Rows per Core:  7
Threads created:  8
Read prefs: C:\Users\Sebastian\AppData\Roaming\Blender Foundation\Blender\2.92\config\userpref.blend
Error: engine not found '-s'
I'm using blender 2.92 with a python 3.9.2 script on a win10 64bit system.
Is there someone capable of solving my problem? Btw I didnt understood the answer's to the other multiprocessing question, only that it could be impossible or just not on a windows os.


texts: Background is getting blurred when i add hdri or exr files in Blender 2.8

texts:
I am trying to animate a drone in Shading Mode and also imported hdri images in World mode.

But,most of the time i see everything blurred in the background even with the original hdri images from hdrimap and hdri haven and also sometimes i convert mp4 to hdri or exr ,but in all cases background is blurred.
Please help ,also attaching screenshot.


texts: Cloth Simulation - Sleeves keep sliding off arms

texts: I've done a cloth simulation however everything manages to stay on the mesh except the sleeves. Why is this?


texts: custom color property in panel draw layout

texts:
I have my panel with draw definition. And want define color for BGL in panel.
I know that Color class exists in blender, but how to use it? How to create custom color property for my panel?


texts:
Ill been using blender since a month ago thanks to tutorials and the blender guide and now that I render my animation has no color, My mesh already has texture but the texture doesnt appear in my .avi extension/output its only grey or black and white, does anyone know?
-Edward S.


texts: Is there a way to limit max RAM usage by Blender?

texts:
Since I'm fairly new to Blender, I'm not always aware of its (and my system's) limitations, and I accidentally overload my RAM kind of frequently while experimenting with for example adaptive subdivisions. It would be fine if only the program would crash, but it eats up every bit of my memory and totally crashes my computer to the point that only the reset button helps. Is there any way to limit the RAM usage just so I can open the task manager and close Blender when it crashes, so I don't have to reset my entire computer every time? I have 16 gigs of RAM, by the way, I know it's a bit on the lower side for these kinds of tasks but that's what I have to work with at the moment.

Thanks!


texts: I can't scale the size of UV texture image

texts:
I was making this tile following a tutorial.
I was usually able to scale UV texture simply in the UV editor screen.
However this time, although I did the scaling as I wanted the tiles to appear bigger and larger, it looks exactly the same, very dense.
How can I fix it?
Thank you so much!


texts: Low poly mesh interrupting normal map in render

texts:
I have been looking for a solution to my problem for 3 hours and unfortunately I can't find it anywhere, so I have to ask.

When I add a normal map with hi poly mesh, the edges of the object are obscured by the low poly mesh. It's looks like this:

Hi-poly mesh looks like this:

I also found this problem in a new open file:

hi poly mesh:

Any suggestions why the object does not display as it should?

-There are no duplicated objects below low poly mesh

-I tryed recalculate normals

-I have setup non color data

-I using Blender 2.79B

-Before beake i choose hi-poly mesh first

-It is already setup the same location for both objects


texts: How to define an object in another layer?

texts: I have a second scene and using scene2.objects["obj"] isn't working. The object is is another layer, and I cannot figure out how to define it. I've defined "scene2," and there is no problem with that. How do I define objects in different layers?


texts: Can I adjust automatically lighting / colour leveling for all frames?

texts:
I would like to know how to adjust lighting and colour to match each frame level and do not know if this is possible in blender or if I will have to learn and use something like Open-ColourIO.

If I have images as planes projected onto geometry such as mountains or buildings, the images colour levels will very likely all be different, from different cameras etc.

So, how can I balance footage with many frames, and images, to a balanced averaged level for contrast, colour etc, as well as have the image from grease pencil and the 3d scene/objects, have similar levels?

Is this possible, or do I have to do this in another way, and how would you do it if it is not possible, thanks.

The answer given below is probably correct, but it is too complicated for me to understand or probably do.  I assume this task is too difficult at present for an "average low level blender user" to understand, and will probably just do what I can unless another post appears. Thanks


texts: How to merge 2 identical UV islands into one?

texts:
How do I make 2 UV islands that are exactly the same (2 shoes with legs) only one UV island, so that I in Photoshop, GIMP etc. only have to do half the work? I want to texture a pair of shoes and legs, by only having to texture 1 shoe and 1 leg. Like a mirror.

I overlapped them by moving them so they were on top of each other, but that didn't work apparently:

(UV Map exported to Paint.Net and edited for testing)

As you can see, the stripes of color do not appear symetrically on each leg, which I suppose should be happening when I have overlapped the islands. More detailed:
1. I rotated some pieces that needed it 180 degrees so they were facing the same direction as the other piece
2. I flipped the biggest chunks on the bottom (using s+x+-1) that are supposed to be the legs and overlapped them as precisely as I could, manually with G.
3. Now there was a lot of space on the UV map, so I scaled the islands a lot, to make use of the space.
4. And here I am, wondering why it doesn't work. Any ideas?


texts:
I have a shape key which is controlled by a driver. The driver was created manualy by the user. How would I get the target of the driver from the shape key?
I know how to make a driver for a shape key:
import bpy

#Defines the selected shape key index.
selected_shape_key_index = bpy.context.object.active_shape_key_index

#Defines the selected shape key name.
selected_shape_key_name = bpy.context.object.active_shape_key.name

#Defines the selected shape key collection.
selected_shape_key_id = bpy.context.object.active_shape_key.id_data.name

#Defines active object name.
active_object_name = bpy.context.active_object.name

meshKey = bpy.data.meshes[active_object_name].shape_keys
valDrive = meshKey.key_blocks[selected_shape_key_name].driver_add('value')

valDrive.driver.type = 'AVERAGE'
drvVar = valDrive.driver.variables.new()
drvVar.name = 'DriverName'
drvVar.type = 'TRANSFORMS'
drvVar.targets[0].id = bpy.data.objects['Armature']
drvVar.targets[0].bone_target = 'ShapeKeyController_L'
drvVar.targets[0].transform_space = 'LOCAL_SPACE'
drvVar.targets[0].transform_type = 'LOC_Y'

print("target name is", drvVar.targets[0].bone_target)

But I don't know how to edit/read an existing driver. I thought that it would be something like this but it is not:
import bpy

#Defines the selected shape key index.
selected_shape_key_index = bpy.context.object.active_shape_key_index

#Defines the selected shape key name.
selected_shape_key_name = bpy.context.object.active_shape_key.name

#Defines the selected shape key collection.
selected_shape_key_id = bpy.context.object.active_shape_key.id_data.name

#Defines active object name.
active_object_name = bpy.context.active_object.name

meshKey = bpy.data.meshes[active_object_name].shape_keys
valDrive = meshKey.key_blocks[selected_shape_key_name]

print(valDrive.driver.type.targets[0].bone_target)


texts: Why isn't "Save" working correctly all of a sudden?

texts:
I want to thank anyone in advance who responds.

I don't know if this is specific to the particular file, which I have never had any such problem with until the past day or so, but all of a sudden, when I open the file after saving and closing it, what is loaded differs from what I actually saved in that objects are missing and others are rotated and placed differently than I had them.

For example, I had full hinges and all the door knob and bolt pieces on the door off to the scene left side of the building, and the three door pieces were upright and were not overlapping my new front door when I saved the file, and even after I fixed it and saved, even exporting as an .obj file, it still comes up this way whenever I open the file.

File in question


texts: Deleting a specific edge without affecting the face

texts:
The white edge is the one I am trying to remove, but when I try doing so via delete > edges,
It deletes the whole yellow face with it.
How can I keep the yellow highlighted face and delete the white edge only?
Thanks always community


texts: Blender 2.8 VSE scene strip preview does not show image (as plane) from 3D viewport

texts: In scene1 I have a simple image as plane + some extruded text; eg the title. The number of frames is set to 90. When I add a this scene strip in the VSE, I can only preview the text. The image itself is displayed as a white plane. When I add a camera and render a frame of this strip, I can see both the image and the title. Is it possible to preview also the image in the VSE while scrubbing through the strip?


texts:
as it is seen in picture, i can't select whole mesh - three squares are not selected. So, as i'm a beginer, i think that is the reason that UV Squares plugin doesn't work. I tried it with another mesh and it worked. what can i do?

Thanks,
gregork


texts: How to reduce artifacts on curved text/vector

texts:
this is a problem I face a lot when working with branding and typography.
After importing vectors/typing, extruding and bending (simple deform or curve modifiers) it always come up with those ugly polygon artifacts:

Now, I know the cause of this is that the front faces of the text do not have the right topology nor enough polys to bend.

So, is there a good workflow to get rid of this without taking a huge load of time to retopo by hand or using the remesh modifier to an absurd high poly count?

Thanks


texts:
As I understand it, Blender uses OpenGL for viewport drawing and preview rendering, but not for full rendering. For a final render, it uses either OpenCL or CUDA (depending on your graphics card). A few of the steps in the OpenGL pipeline are fragment shading, tessellation, and rasterization. From what I know about Blender Internal, it is a hybrid engine that uses both rasterization and ray-tracing. It also does shading and tessellation. Considering that these steps are also done in OpenGL, it seems to me that BI uses some steps of the OpenGL process for full rendering.

So that is my question: does Blender Internal use some of the OpenGL steps (fragment shading, tessellation, and rasterization), or does it recalculate those steps specifically for full rendering? I read a while back that BI doesn't use any OpenGL, but I'm not sure if that person was correct, or if I simply misunderstood what he wrote.


texts: Select all visible faces (possible script needed?)

texts:
I have a very large and complex model that I'm working on, and I need to separate the external faces from the rest of the mesh for various reasons.

I decided to try making use of the Limit Selection to Visible feature to select all of the external faces, and then use the P command to separate the mesh.

Unfortunately, I'm having some trouble actually selecting all of the external faces this way. I had planned on dragging the Border Select over the entire object, then rotating through the appropriate angles and repeating until all of the faces were selected however, the selection tools aren't selecting all of the visible faces.

This is what happens when I'm zoomed out and I use the Border Select on a region of the model. Upon close inspection (zooming back in) I can see that there are a lot of faces that weren't selected. [See image directly below]

If I use the Border Select on the same region while zoomed in, it selects a lot more of the faces; though still not all of them. [See image directly below]

It seems like the selection accuracy decreases, the further your view is from the model.

I need a way to select ALL of the visible faces. Is there a way to fix the  selection accuracy, or a feature that I'm missing? Does anyone know of a script (or would be willing to make one) that is able to do this?


texts:
I have a problem with alpha texture in my scene. the edges of the of the letters are disappearing. (see photos). I am a beginner in Blender...
Not sure why does it happen. the alpha texture is 8000x8000 png.


texts: Noisy pixelated lightbulb filament emitter

texts:
I've been trying to model a vintage light bulb, but the filament seems to produce a lot of noise and result in a pixelated render.  I think it has something to do with the glass material, since the filament looks fine without the bulb material.  It could also have to do with the high number of polygons in the filament.  I've tried different samples numbers and emission strengths, as well as different glass/transparent node mixtures for the glass, but it always seems to come out looking noisy and pixelated.  Any ideas?

I adjusted the glass material to be more transparent, which meant I could reduce the emission strength of the filament.  It's looking better, but still pretty grainy (Forgive the lower poly preview of the bulb, but I'm mostly concerned about the appearance of the filament and the wall right now).  I haven't been able to effectively reduce the fireflies with clamping.  I also tried adding a fake point light source but kept ending up with unwanted reflections off the glass, so I took it out (there's probably a way to get rid of these through the node editor, but I couldn't figure it out).  My next move might be to try to use the wider dynamic range color management (Filmic Blender).

I did crank up the samples to 2000 AA samples with 6X as many for diffuse and glossy, and 3X as many for transmission.  The fireflies became so numerous that they are now the majority (evidently the entire wall was supposed to be brighter), but the filament and its reflections still look like a crazy mess.

Should I crank up the Mesh Light samples?  Or is the filament doomed to look crazy because of my resolution and/or because of the limited dynamic range of the sRGB color space?


texts: Python draw 2 vertices under specified angle EDIT!

texts:
What I would like to achieve using python is,

Top view,

Z = 0.0

Y = 0.0

Vertex 0 = -1.0

vertex 1 = 1.0

Rotation on y axis (top view)

Point of rotation is either Vertex 0, mid-point or Vertex1

The angle is user specified and point of rotation also (just hard coded)

Line should remain same length when angle is adjusted

When the distance between the 2 vertices is adjusted (I.E. V0 = 0.5 and V1 = 1.5 the angle should remain the same)

In the screenshot I tried to make example

First line (example) is straight 0 degrees

Second line (example) is 45 degrees angle and V0 = -1.0 and V1 = 1

Third line (example) is also 45 degrees angle but v0 = -1 and V1 = 0.

I just want to draw 2 vertices including an edge (3 might also be good so the vertex in the middle can be used as point of rotation) and change the angle of the edge.

But when the distance between the 2 vertices becomes smaller or bigger the angle should remain the same.

Important is that the vertices always stays on the given X axis grid point.
Y axis needs to be recalculated to get the specified angle.

old post!!

I would like to ask some help regarding mathutils and vectors (edges)
At the moment I use this code to add 2 vertices (1 edge)
But I would like to be able to adjust the angle of this line in such a way that no matter the distance between the 2 vertices the angle will always be fixed. I.E. 10 degrees or whatever I input as user.
I search this forum and internet but could not find any similar to my question

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

verts = [(1, 1, 0), (-1, 1, 0)]

mesh = bpy.data.meshes.new("mesh")  # add a new mesh
obj = bpy.data.objects.new("MyObject", mesh)  # add a new object using the mesh

scene = bpy.context.scene
bpy.context.collection.objects.link(obj)  # put the object into the scene (link)
bpy.context.view_layer.objects.active = obj   # set as the active object in the scene
bpy.context.active_object.select_set(state=True)  # select object

mesh = bpy.context.object.data
bm = bmesh.new()

for v in verts:
    bm.verts.new(v)  # add a new vert

bm.edges.new(bm.verts)

# make the bmesh the object's mesh
bm.to_mesh(mesh)
bm.free()  # always do this when finished

The code below wil just draw a straight line from 1 to -1 (x axis)
I would like to get an angle like the picture

it is important that the vertices stay in same line (x axis) as seen on the screenshot. So rotating the line would not give the result I am after.

As seen in the screenshot V1 and V2 are still on the same grid line in the x direction


texts: I know I did by mistake a key combination in sculpt mode but i dont know how to reset this. I just want a low poly image of this tiles:  but in sculpt mode and the rendert image (not render mode!) are smooth like u see in the picture


texts: Have a video sequence be driven by an audio track

texts:
Let me start by stating that I have just recently picked up Blender to use as a Video Editor.  Given that my knowledge is limited on this software, I have came across an issue which I can not determine if it is from user error or if it is a bug.

The goal I have is to have a video sequence effect which is driven by an audio track.  By this I mean, as the audio becomes larger/louder the video effect should become more pronounced.

Now, I have done the following:

Created a new project.
Deleted the default sphere.
Created an empty sphere.
Created a single keyframe on the empty sphere's Z Scale.
Baked a sound to the F Curve of the empty sphere's Z Scale.
Added the same sound file to the Video Editing Sequencer at frame 1 channel 1 and extended the animation stop frame to match that of the sound file.
Added an image to the Video Editing Sequencer at frame 1 channel 2 and extended it to the same length.
Added an Effect Strip: Color to the Video Editing Sequencer at frame 1 channel 3. I changed the color to red and set the blend mode to Multiply.  I also extended it to the same length as noted above.
I then created a driver for the Opacity of the Effect Strip: Color.
I set the properties of the driver to take the value of the baked sound of the empty sphere's Z Scale.

When I scrub through on the timeline, I can see the desired results in the preview window.  However, when I render the animation, whatever the value of the Empty Sphere's Z Scale was on the last scrubbed frame is what the effect uses on all (non scrubbed) frames.  Notice in the following screenshot, that the driver is picking up the proper value's.  I'll show a few screenshots of what I am referring to:

What is interesting to note is if instead of creating a driver for the opacity of the effect, I create a new keyframe and bake the sound to the keyframe graph, it will render exactly as the above screenshot shows, which of course is what I am looking to do BUT would really want to do this via a driver instead.  The example here has led me to speculate that one of two things are true.  Either I am doing it wrong or this is just a bug.

Here are two links to a couple renders.  The first is rendered with the effect being driven by a driver linked to the Z Scale of the empty.  The second is with the sound baked directly into the visual effect's opacity keyframes.

Effect with opacity driven by a driver linked to z scale of the empty

Effect with sound baked to it's opacity keyframe

Anyone out there know what I'm missing or care to throw me a bone?

Issue resolved

Thanks to everyone for the assistance and to user2859 for another possible workaround.


texts: Whenever I head to school or somewhere else, I sometimes like to render my images(even if they're not complete) at something crazy, like 10,000 samples at a high resolution with many light bounces. Will this damage my computer or GPU, or take up space?


texts: Get name of the opened file in the Text Editor

texts:
I need to get name of the opened file using blender script.
Note: I need to get name through my addon, not through Blender Text Editor
Something like that: bpy.data.texts["Text12"].name (This example is not appropriate because you need to know the file name)


texts: My 3d scan to low poly bake is coming out broken with artifacts

texts:
I converted down from about 500,000 poly to 30,000 poly and used instantmesh to retopologize the mesh.

Anyone know why this is happening?


texts: Blendered Rendered my (.mov) Animation BUT didn't save it?

texts:
So I waited three days for this animation to be done rendering. Checked last night before going to bed and saw it would be done by the time I woke up today, yay! Woke up, and I can't find the saved .mov file anywhere. I thought maybe it overwrote the first file I made, which was rendered with very few samples (25) and at 50% resolution, but when I open this one lonely files it is DEFINETLY the old sample file it says the dimensions of the file are 960 x 540 (which would be 50% of the resolution of the new rendered animation right?) and it says it was made on the 3rd, which today is not.

However despite this, the blender window has switched over to the Render Result view as it's supposed to when it's done rendering and it also allows me to play back my lovely new animation if I go to "Render" at the top of the window and select "Play Rendered Animation".

So if I can play the new rendered animation... and the rendering is complete (I didn't get a photo cause I didn't know this was going to happen but the little "Completed" text had showed up at the top fo the "Render Result" window) then WHERE IS IT?

I needed this thing done by midnight tonight, I even calculated how long it would take to render based on minutes per frame to make SURE it would be done in time... I'm hoping this is just some weird little newbie thing I just missed and is super obvious to all of you kind people and has a easy fix without me having to re-render the whole thing...

Can I just re-save the rendered animation without re-rendering?
Is it actually that file shown in the Finder window?

Anyways here is the screengrab so you can see what's up. (The Finder window i've got on the left side of the image shows the original, low resolution animation I test rendered. You can see the dimensions don't match up to what they should be if Blender had indeed simply overwritten this file with my new 100% resolution render...)


texts: Most of the 3D models published online include file formats such as 3ds, max, obj, fbx for download, I wonder if obj and fbx files already allow users of all 3d modelling or animating applications to import them and use? What file format should be available for users to download online? Thank you.


texts:
I'm putting together a video from the VSE. In the sequencer window it is rendering and scrubbing at near realtime yet during output it is taking around 3x longer.

The frames are taking 0.13 seconds each whilst the CPU is only utilised around 20%. I am rendering onto an SSD and using H.264 format 1280x720. Tile size options etc appear to have no or very little effect.

In short - is there any method to speed up the rendering of frames from the VSE?


texts: There are GLSL scene filters in the Blender game engine (2.79 and before), that cause the scene to look a certain way. I.e. laplacian filter, blur effect, and many others. Is there any way I can apply a similar effect to a scene I am rendering in Blender cycles? Thank you!


texts: getting problem in point weighting in blender

texts: I set strength to 1 in weight paint mode, but I am getting green and yellow colors also at the edges along with red color.


texts:
I have an animation of model what is running on the spot. I copied keyframes and made it run all the time while the camera is moving. But I needed to make my character move the same distance as the camera does. I did it before with ctrl+p -> Make parent -> object, but it didn't work with this animation.
What can I do? Thank you in advance


texts: Is it possible to have multiple physics simulations in blender game engine?

texts: Ok, I need to preface this with the fact that what I'm intending to do may not be possible in blender. I was needing to know if it is possible to create multiple rigid body systems within the blender game engine. I'm currently attempting to partition large portions of space in order to circumvent floating point limitations for a space flight simulator I am working on. Can anyone see any possible work around using Python? The only solution I can come up with is to partion space into octrees and have rigid body simulations in each with active objects to handle encounters/ collisions.


texts: Maths — how to create moving waves with Animation Nodes

texts:
I am this week learning wave equations, my very first time. I am learning those below.

Please give examples of how you'd use wave equations with Animation Nodes. Your way, please.

No ideas? How about waves on a long strip of plane below?

With wave movement on a same plane.


texts:
in shader programming it's possible to use the w and z dimension of the uv coordinate to. Basically, uv coordinates are in shader an 4 dimensional value. But the last two dimensions are won't be used in the normal case.

I want to use this extra dimensions of an uv coordinate to store some extra information in it.

Now my questions:
Is that possible via an pythonscript in Blender?
And does the fbx export tool support this too?

Many thanks in advance!


texts: Sequential channeling in Node Editor (no PBR workflow)

texts:
I'm trying to make a functional sequential channeling/masking without any external media. To make my point clear, I made this quick .blend where a traffic light goes to red > yellow > green when the input value rises.
This is the effect I've got so far:

This is my node setup:

And this is the desired output:

I know that in a PBR workflow I could just make an image for channeling/masking the output colors via UV mapping, but I wonder if I can achieve the same effect without external data
Objective:

Achieve the desired sequential effect with different color output on each element (see example above)

Rules:

No external media or UVs for channeling/masking (PBR workflow)
No external add-ons or plug-ins
No animation/keyframe use

Extra points for:

Optimizing node setup
Finding and explaining a better way to achieve the desired effect
Is there a binary value input? like an ON/OFF for each individual element instead of setting a math conditional by numeric values?

Thanks in advance for your help!
Edit: here's the original .blend file


texts:
I have some problems with booleam modifier. I have a cube and a mesh (two cylinders unified) and I want to apply a difference. The result I hope is to maintain the cube but with a hole with the cylinders shape but it doesn't work. I wish you could help me!. Thank you!!
Before apply the modifier

After apply the modifier


texts: Is there a way to fix this? In Youtube tutorials, when they right click they get some options such as mesh, etc but I don't get anything please help.


texts:
I want to handle some gui updates myself and use

app.handlers.scene_update_post.append(myFunction)

with this code

def myFunction(context):
  if bpy.context.scene.is_updated:
    if myPropertyChanged():
      print(bpy.context.scene.myProperty)

It works flawless, except that I can't detect when I stop dragging a slider value (= mouseUp). The problem is that Blender returns values while dragging an input. While draggin an input x from 0 to 100, Blender returns multiple values like "1,23,24,38,49,99,100".
I just want the value when a) the user stops dragging completely or b) the user stops clicking (mouseUp). I the returned values in between 1 and 100 are from Blender guessing wrong that the user stopped dragging.
A hacky way would be to measure time and then decide "oh nothing is changing anymore" but that could conflict with a user inputing value very fast with the keyboard.

I don't want to use a modal operator for this. Is there a way of getting a mouseUp-event without a modal operator?


texts: How to creat a mecha style mesh for character?

texts:
I try to creat a mesh look like following pics. I want to make a torso for my character.
Please give me some tips or tutorials?


texts: I watched a video of blender guru on adding stitching to a couch.  He added a 2nd uv and overlaid a zbrush in the bump map and manually aligning the uv to match.  Is there a way I can make a texture paint brush to paint a bump map on a stitch to easily add stitching.  If so how do I do it and how do I create a texture of all the maps and UVs to import to unity.  Any help is greatly appreciated.


texts: Is there a way to make hand painted designs glow?

texts:
If not, what’s an easy way to model more intricate designs
anyway, here is a crudely drawn example of what i want


texts: Bevelling the edge around a hole results in starburst

texts:
I'm a beginner trying to learn hard surface modelling. I've extruded a hole in my hard surface mesh and bevelled the inside edges to create a round hole. Now I'm trying to bevel the edge around the hole, but bevel only gets me a big starburst shape instead of a bevel. What could be causing this?

This is what my vertices look like:

Blend file:
https://pasteall.org/media/2/c/2cc62bc9caef8b594a1c43d1f0770f90.blend


texts: Hard surface modeling - How to model engraved lines?

texts:
I'm trying to model a sci-fi helmet, in particular those hollow lines that I marked in red color:

So far I have tried:

Boolean difference using super thin cubes
Modeling each part separately

Both methods are time consuming and I imagine there are better options. What kind of tools or methods you would recommend to do this sort of modeling?


texts: Blender 2.8 Less Saturated Colors in Material

texts: This has been bothering me for a while, when using any kind of shader I've noticed the color is kinda bland in comparison to the actual color selected. As I'm working from reference art it's a bit of a bother when all the colors are somewhat off, despite being picked directly from the image. This was never a problem in 2.79b Cycles for me. Does not seem to be a result of lighting, as both Emission and Diffuse Shader to RGB produce these.


texts: problem importing .obj file from rhino, only dots no surface

texts:
ı tried importing a .obj file from Rhino, it worked but all I see are vertex points. I don't see the NURBS or meshes or any kind of surfaces. just dots. How can ı fix this?
Thanks


texts: What's the best method to turn a character left/right without a slipping feet?

texts:
I tried the Follow Path constraint and it works well when the character moves in a straight line. When he turns left or right, the foot slips or slides. How can I stop him from skiing?

Creating a particular action for turning left or right:

This method has the highest quality animation and the best physics as it's not an automated process. Since it's a human-made (keyframe by keyframe), it may require some time and effort and I'm a lazy person.

I feel like I can take an advantage of the walking cycle that I already made and simply rotate the armature (on its local axes by an empty or something similar). This may have less quality animation and that's okay for me since it's a little faster. At the same time, I wouldn't like it to have a poor looking sliding foot.

My test file:

I made this file for experimenting purposes. The sliding feet appears in curved places. You can download it here:
https://filebin.net/zz66k7lujql2bk1c


texts:
I've got a problem while modelling my Anvil - after boolean I have a lot of geometry all over the mesh that I don't want. For example - there are a lot of squares in areas that are entirely flat, but any dissolving/merging that I've done significantly lowered the quality and shows problems with a   SubSurface modifier enabled

Question: How can I delete part(s) of edge loops in places, where I don't need them, without falling in triangulate/NGon/other problems? By-hand method also will suit me, though, any solution/councel will be great!


texts:
I'm just downloaded (current available) Blender 2.8 RC2, and little confused: I see NO restriction icons [commands] in Outliner:

Restrict Viewport Visibility
Restrict Viewport Selection
Restrict Rendering

I Have "hide in viewport" only. Is this OK? Or maybe I miss something? How to get back all 3 restrictions?


texts: i wanted to make eyes similiar to robot in image.I tried intersect face with another cylinder but while adding sub surface modifier the mesh distorts


texts: Strange pixelation when previewing a material

texts:
I am trying to add a basic color to an object. But whatever Suface I choose, I end up having these strange colorizations/pixelations.

By the way, if I turn to e.g. Viewport shading, my whole viewport is showing the same symptoms...

Maybe my hardware is too old? I only noticed this after installing Blender latest version.

I basically get something like this in my Viewport:


texts: How to make objects not pass through each other?

texts:
I have a field with plants, and some plant's leaves are cross over with each other. How do I add collision/or is there any other way to solve this problem?

I need that effect, cause I'm creating a field with 100+ randomly placed and generated plants on scene via scripting, and I need it to look close to real field.
My plant is armatured and animated(wind-like effect)

Here's rendered image.
That's what I'm talking about:


texts: Objects disappearing in animation render

texts:
I made a short animation with the camera following a path in between some floating objects (zooming in effect)
When I go to render, the objects disappear whilst they should still be in view of the camera as it moves closer.
If I change the clip start to 0.01, the same thing happens. If I change the clip start to 0.001 they still disappear and the topology of my objects looks really corrupted and bad.
I have tried resizing my entire scene bigger and also smaller, I have tried increasing the size of my objects and positioning them furthur away from the camera. I have tried making the path longer, therefore pushing my camera away and increasing the focal length, but none of these solutions make my objects visible for the whole shot.
Any other suggestions on how to fix this would be great!


texts: Working with 2.9 and Cycles, I have created a wet asphalt road. In order to create water puddles on this asphalt, I have duplicated the road object and given it a water material. Then I played with the Z axis in order to achieve the desired size of puddles. However, a close look at a high resolution image shows that the puddles’ edges are straight sharp lines and not blurred or unclear as a realistic puddle's edges should look. Please see the enclosed image. All the shaders and the tweakings that I have tried, unfortunately proved unsuccessful. Also, I did not find any similar question in that subject. What should I do in order to get a “real” puddle with “real” edges, which are not straight and sharp edges? Thank you for your kind advice.


texts: How to get the class type of a Blender Collection Property?

texts:
I am looking for class types of blender property objects.

I am looping over some properties in a scene and want to operate on them when they are bpy.types.CollectionProperty.

My custom property is for example stored in bpy.data.scene[0].my_custom_collection_prop

Here is some pseudo code:

for key,value in bpy.data.scene[0].items():
    prop = getattr(bpy.data.scene[0],key)
    if type(prop) == bpy.types.CollectionProperty:
        do something

type(prop) gives me <class 'bpy_prop_collection_idprop'> which is not bpy.types.CollectionProperty. So I don't know how to compare both.

Here is an example showing whats intended, it runs but doesn't find the type:

import bpy
from bpy.props import StringProperty, CollectionProperty

class MyCollectionProperty(bpy.types.PropertyGroup):
    name = StringProperty(default="")

bpy.utils.register_class(MyCollectionProperty)
bpy.types.Scene.my_collection_prop = CollectionProperty(
        type=MyCollectionProperty)

scene = bpy.data.scenes[0]
for attr in dir(scene):
    prop = getattr(scene, attr, None)
    if prop is not None:
        if type(prop) == bpy.types.CollectionProperty:
            print(prop)


texts: Bleder Measure Tool other Scale than Blender Modifyer

texts:
I am modeling a grid of fibers and I want to make them thicker.
For this I am usung the measuring tool in and the solifify modyfier.
Now I am measuring a fiber-diameter of 0.000175 m but by making the fiber thicker with solidify the thickness (Picture) has another scale. You can see the thickness cannot be 0.2 m if the fiber is 0.000175 m.

What is causing this and how is it possible to have the same scale?
Thank you!


texts: Compositing: Ho to scale compositing results to different image sizes?

texts:
I have a compositing and would like to save the image result to individual files by using different image sizes.

Currently I only know the end size of an composting result is based in the scene render size.

But is there a way to scale the image and save it with the new size?

This would safe me time.

Thanx


texts: I want to add an image file to the maze created but i am unable to find the color option to make the edit.


texts: Navigate/Measure real objects in real space - possibly with Blender's Motion Tracking

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Can Blender be used for solving such a kind of task?

Navigate a (real) small boat to the four corners of a (virtual) rectangle on a (real) water plane. The rectangle is about 300 meters long and about 50 meters wide along the water plane.

Perhaps, there is a (real) camera - static/moving, located on the bank of the water plane and streams live video into Blender. An operator navigates the driver of the boat using a radio.

This is just an idea based on what I've just seen it's possible with Motion Tracking in Blender.

Regards,
Jiri


texts: Duplicates Hotkey entries in Preference window?

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I just found out that I have all kinds of duplicated shortcut entries in my preference window.  Is this normal?  I tried to delete the duplicates, but what happens is, the actual hotkey gets deleted as well.  And whenever I delete one, it always scrambles the order of it.  No way of knowing which one is the actual.

I hope there is nothing to be concerned.  I do not notice any problem while working on models.


texts: How do I make a missile that lands with the nose facing down in BGE?

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I'm having a tough time believing this question hasn't been asked before, but I haven't been able to find the answer I'm looking for.

So, I have a mortar style missile launcher in my game that adds an animated explosion ring wherever it hits, and it is oriented in relation to the nose of the missile. The only problem is that it rarely makes contact with a surface the way I want it to. Is there any way to make the nose of the missile always point in the direction it is travelling? I think this will solve the problem.

Pythons scripts are OK, but I'm sure there must be a way to do this from the properties already in Blender. Any answers or suggestions are highly appreciated. Thanks in advance!


texts:
I'm building a puzzle game and this is the method i'm using to create the puzzle pieces.

Create designs in illustrator.
Save the design as SVG. Import SVG to blender.
Save the model as fbx.

This is working well, but i need to have outlines around my puzzle pieces. For example, i need a piece to be black with white outline:

Please help me with this.


texts: Dnytopo constant at 6 looks really bad, not like video I am following (blender 2.8)

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So found this 'beginner' tutorial on blender 2.8 that makes this nifty low poly scene.  3 minutes in I am like 'um not getting the same thing'.  Tried it several times and cannot figure out what I am doing wrong when going into sculpt mode from relative to constant at a resolution of 6.  It looks nothing like the video which I follow as far as I can tell to a T...

https://www.youtube.com/watch?v=0lj643VmTsg

and my result:

It is so course and nothing like what he gets about 3.5 minutes in?


texts: BGE: How can I activate an actuator multiple times during a script?

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I am working on a game in the blender game engine. I need to Position an empty, spawn an object at it, re-position  it, and spawn another object. When I run my script it only appears to have activated once. I have recreated the scenario in another.blend file and the situation still persists.

Here is my code:

import bge

cont = bge.logic.getCurrentController()
own = cont.owner

actu = cont.actuators['SpawnCube']
own.worldPosition = [4,0,0]
cont.activate(actu)
own.worldPosition = [-4,0,0]
cont.activate(actu)


texts: Making an array object follow the shape of an object

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Im trying to replicate this little robot for practice as im very new to modeling.
https://i.stack.imgur.com/4ZEKN.jpg
At the top right of his head there is a vent. I tried making this using a plane. using an array then shrink wrapping it too the head. This mostly worked however when i extruded it to give it thickness, i need to add holding lines when i subdivided it and i would have had to do it manually for each piece added by the array. since you cant add geometry before you apply the shrink wrap i needed too do that first, but if i apply the shrinkwrap before the array it no longer forms too the head. Am I just going about this the wrong way?


texts:
I am not sure if it's a bug or something but blender have saving issues, when I press Ctrl+S to save blender file,

the file saves not in blender format,

so every time I have to remove the 1 from the format in the end and add it to the title.

My Question is: Can I somehow fix this and Save without the need to press CtrlShiftS > +


texts:
How can I adjust the (yellow line) length of the light in Blender? Can we make it shorter?
I think yellow lines that from the lamps are too long when comparing to the object scene.
Thank you.


texts: Hide vertex colors in vertex painting view

texts:
Simply put, I struggle with the same problem found on this unanswered question:
Hide Vertex Colors while painting

Is there a way to disable displaying vertex colors while in vertex color painting mode?


texts: Why does creating Vertex Parent cause the child object to move?

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Vertex parent is being used here because I don't want the child objects to scale when the parent is adjusted. In theory it parents to the vertex and doesn't share in the transforms (at least is my understanding).

In the picture below the parent object is bordered in yellow with the child in orange. Before Vertex Parent is applied the two vertices line up with each other (and right where I need it). After being applied the child moves a tick to the left, halfway through the width of the plane.

The thickness of the plane itself is due to the solidify modifier (also shown). If not applied, then the child object does not move. Either way the parenting process shouldn't cause the child to move since the vertex doesn't move, correct?


texts: Select part of mesh, teal object in edit mode

texts: Does anyone know how I would select only the folded part of the wing easily (not selecting every face) (maybe something like the A keyboard shortcut for select all but just for the wing)? I tried L with limited success. And why is the plane teal/blue in edit mode?


texts: How can I add more than one custom property to an object?

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When I press ADD, the same property appears duplicated and I cannot see the properties list.

I am working in a plane design for Real Flight Simulator 8.


texts: Is there a way to create magnetism in Blender? Using the physics engine or the game engine, I want to create BuckyBalls (the magnetic toys) within Blender.


texts: Using procedural texture mask to drive displacement and base color

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Very basic question: if I use a noise as mask for the displacement, how can I reference it in the node editor to use it as base color?
Thank you!