texts:
I recently joined blender and while I was making a GFX for a friend the left-click button suddenly changed to this.

Sorry if I didn't explain this well.


texts: Technique or Tool for uniform mesh spacing?

texts:
So I have a nice circular array of identical parts (64 in total) on an engine I am building.
I need to push them all out a very small amount from the their center of origin.

Is there a tool or a technique that someone knows, or another post that might help me with this.

I need each to be spaced identically along their normals.

UPDATE:
Thanks to JackDaw, I have formulated a complete Answer for those wishing to do this in the future:

Figured it out. The Icon for only Origins, is called Manipulate Center points in 2.79b.
For people wanting to do this in the future, building on what Jackdaw said:
1. Make sure each object has it pivot where you want it to move from.
2. Make sure the cursor is in the center of the location you want to scale out from.
3. Turn on the Manipulate Center Points (Shortcut Alt+Comma)
4. Select your pivot point (located next to shading method on the bottom toolbar) use median point or 3d cursor.
5. Press S and it will move the objects from that point.

Thank you Jack Daw.

I even made a demo video because this is great to know. Thanks again.
https://youtu.be/RTndO8tfUIw


texts: Animated part showing up rotated in game, but fine in blender 2.79

texts:
Right first of all I know you're probably thinking it's the games fault... But it's 100% not.
I know this because in call of duty 4 other weapon models are set up the exact same and they work fine. With that out of the way I'll tell you what's wrong.
So I'm using "Blender CoD" add-on for blender which allows me to import/export models in an xmodel_export format which the game uses to convert the model to a usable weapon.
So I have an armature and vertex meshes set up using the same bone structure from a working model I'm adapting as the gun I'm creating (LW3 Tundra from call of duty black ops cold war) is an evolved version of the L96 from various games, in this case battlefield 3.
I'd run into a couple issues at first as I've never really used blender before and I'd probably spend 20 hours learning by myself how to use it.
Issue 1 - solved) The scope wasn't repositioning correctly in blender
so I pressed "Ctrl + a" and set the rest position or something or other.
I solved that and then got the next issue.
Issue 2 - solved) The weapon bolt (cocking device) wasn't in the right place and was to the left.
I solved that by doing the same as I did to the scope.
Issue 3 - unsolved) So after I'd done that I'd set the "rest pose?" Using the same Ctrl + a method. But this time the bolt was still rotated upwards in game, but not blender.
Which I found was weird because I solved every other problem by realizing that something was wrong in blender. I had no problems with the rotation in previous testing, but now it's not going away.
I think one of the reasons this is is because I'd set the rotation with the set to rest pose method. And maybe because the part is animated, it screwed up?
I tried rotating bones, putting them on different parts of the model but no use. Any help would be helpful.
Method I used to fix the scope, except I did it on the meshes, although it seemed to work.
My Rig Changes Position in Edit/Object Mode?
"
I had this same problem too! I tried all of these answers but none helped, I finally figured it out. All you have to do is go into pose mode and select each bone individually(you might be able to select all but I didn't try) and press "Ctrl+A" and apply location, rotation, and scale. If this doesn't help for you I am very sorry. It worked for me.
"


texts: So I added a shape key, but later I had no use for it so I decided to delete it. So I went to the Blender wiki and read the shape key article, which clearly stated "The "X" button: It allows you to delete the current key". So i did exactly that, but when i pressed X nothing at all happened. I also tried using the "delete" key on my keyboard, with the same result. So how can I delete the Shape key?


texts: Heavy upper arm/arm pit twisting with Rigify rig, any ideas how to fix?

texts:
I have been working on a game for over a year and I am primarily a programmer so 3D software is very new to me. Early in the project to get things working I used Rigify in Blender to create a rig for my low poly character. I've since created 50+ animations using this rig and the more I work with the rig the more frustrating it becomes due to strange twists I just have no idea how to solve. With so many animations already made I am reluctant to completely re-rig in fear I'll lose all of the animations. I am not sure if this is a rig issue or topology or both. As you can see when the character's arms are raised I get an awful twist around the shoulder.
What would be the best course of action to try fix this? Thank you!

[


texts: My "Mix Shader" node doesn't have a "Fac" input socket

texts:
I have seen some videos, but I noticed that there is a problem, is there no "fac" command on Mix Shaders?

i can't find it... (blender is in italian: "somma ombreggiature" ==> "mix shaders")


texts: How to reverse the image sequence of a movie clip in video editor ?

texts: I opened the layout for video editing in Blender, added a movie clip onto one channel and made two hard cuts. How do I continue from here in order to reverse the sequence of images of the movie clip part between the hard cuts ?


texts: Is it possible to make a "jiggle bone" respond to a shape key? Is there a better way to create "bounce" with shape keys?

texts:
I am testing animation techniques on a simple character.  I have an armature with "jiggle bones" set up, and the "jiggle bones" are effective in creating a wobble in the plump parts of my character, but only when I am animating using the armature.  Is it possible to allow shape keys to affect the jiggle bones?  Or is there a way to get a similar jiggle effect with softbody/cloth physics?  What is the best way to get a jigglebone-type effect while animating with shape keys?

When I have tried to use softbody physics, the result is always, so far, a "rippling sheet" effect, and what I want is a realistic "belly-laugh" jiggle.

Rippling sheet effect when animating the character with shape keys and softbody physics:

I also want the character to be able to fly through the air without becoming an empty pillowcase, but rather maintain a slight bounce.  Even a steady, slight ripple would be ok.  Here is the pillowcase effect that i cannot seem to escape:

Thank you for any advice!


texts: Suddenly the pan and zoom have just stopped working. It’s only in a specific file, in all my other files it works fine. I think I might have pressed a key, since I use a yoga book, and the ghost keyboard is really hard to work with. Any idea of what I could have pressed? Or how to fix it?


texts: Volume material is not rendered onto environment map

texts:
I have an object with a volumetric material in the scene which renders a bunch of clouds correctly from my camera. I set up a cube to create an environment map by setting up the texture as environment map and giving the cube as Viewport Object. When I hit render (after clearing all environment maps) the new environment map is calculated. All objects appear but the volumetric one.

I'm not using cycles, I'm using Blender Render engine. Also all the objects are contained in the environment map's clipping range.

Does someone have any idea why this happens and how to fix it?

Get the blend file here


texts: How can you render out just the audio from a video in VSE?

texts:
Basically all I need to do is render out the track (the top most bar that appears when you drop a video in VSE). I am pretty new to Blender's VSE and I haven't been able to find anything about what I am looking for on the forum, so I thought I would ask for help here.

I really appreciate all ideas and info!

Thanks!


texts: bone heat weighting failed to find a solution for one or more bones

texts:
i have seen this on here lots but i have followed your help and i'm still stuck, i'm really new to blender and unreal engine and just having problems all over he place but not being able to combine this is really frustrating. please help.

my file is at http://pasteall.org/blend/index.php?id=45450

i do hope someone can help.

thanking you in advance.


texts: How to move vertices closer together without actually scaling them

texts:
Animation of what i mean with that title

https://youtu.be/akbRkCu_t4o
I tried the origins only but that didnt work at all.
Please only 2.8 solutions so that it becomes easier to everyone to understand it.


texts: Can I import a Solidworks model into Blender and animate a folding piece of cloth?

texts: It's basically a travel cot, so I have the full model in Solidworks, but I would like to get an animation of the fabric folding with the cot if possible? (I'm new to blender!)


texts: So recently I've been really diving into Blender's 2.8 beta, and most importantly EEVEE render engine, and I can't seem to get around these nasty looking shadows. is there a feature I'm missing?


texts: Is it possible to create a Blender animation with electronics components?

texts:
I'm new to Blender. I wish to create electronics circuits like connecting a resistor to a bulb with a switch and make it work as if when the switch is On the light is On and if the switch is Off the light turns off. Can that be made?
P.S. I'm well aware of coding, so I'm a coder in various coding languages thus if the case is to code I'm in!
Thanks much for any support


texts: What is the difference between items listed in bpy.ops bpy.data and bpy.context

texts:
When accessing items in a python script somethings are prefixed with bpy.data some with bpy.context and others with bpy.ops

What is the difference between these prefixes?


texts: Is there a way to make click-and-drag sliding to resize the extent of a Blender area easy?

texts:
I often have trouble accurately grabbing the boundary between Blender Editor sub-areas in order to drag-resize it (or in order to merge it with an adjacent subarea). That is, I have trouble grabbing the 'pane'-like separator between two distinct editor sub-areas, as in this example:

After a few repeated attempts, I can typically grab it and resize/merge as needed, but for an action I perform at least dozens of time per Blendering session, it'd be nice to make it somewhat more comfortable to easily do. Is there maybe a keyboard shortcut for "resize area towads the left/right/top/bottom", or a UI element I can edit to make the 'separator' slightly larger for easy click-dragging?


texts: 'image as plane' is always low quality than the original image

texts:
How can I render 'image as plane' with the same quality as original image?
The quality of image is always blurred and has a faint color.

This is how I did it.

(*Increased the resolution of the original image to 300 in Photoshop)

Open on image as 'image as plane'

Go to Material Properties

surface - emission

texture - image texture

image open

ㅡㅡ

Render for high results

Render 64 -> 128

Resolution x,y axis *2 / percent 100% -> 500%

output png quality 90% -> 100%

But the result image is a blurry than the original.

A is the original image. B is the rendered image. The image upload limit here make difficult to distinguish. But there are obvious differences

Worse for white background textures.
I used the same method as above.
White color turns into gray after rendering.(B)
So I adjust the Hue / Saturation to sharpen the color, but it is still blurry.(C)

I have tried few other things with uv mapping and shading (RGB Curves ..) but image as plane is always low quality than reference or background image.

What did I miss?


texts:
I'm new to Sverchok and I don't quite understand how to work with it.
I watched lot's of videos but none of them showed how to include Sverchok in the Blender workflow.
I created some nodes and successfully generated objects with it.
I saved my Blender file and quit. The next time I opened the file, the generated objects were there but I can't find the Sverchok node structure anymore and so I'm not able to further tweak the generated objects.

(1) How do I save a Sverchok Node Structure?

(2) Is it not saved inside the Blender File?

(3) Does it stays connected to the generated objects after reopening the file?

Sorry for the newbie questions and thanks for any suggestion.

BR Steve


texts:
So I'm working on a fluid simulation with the new blender 2.82 features(cycles), where I have foam, spray, and bubbles enabled. All is well and it renders properly until I enable motion blur, which well...

That's a render time not many are willing to wait for. Note that this only happens with the particles enabled.


texts: How to remotely run a Python script in an existing Blender instance?

texts:
I don't want to use /Application.../blender -P my_script.py but I want to tell a running Blender process to execute a script.

Is there an existing method to tell a running Blender process to execute a python script?

For example using http://localhost:123/run_script=myscript.py


texts:
Why is Limited Dissolve irregular?

Tested on a simple circle:

It removes vertices, but not evenly as one might expect on a perfectly symmetrical mesh.


texts: Appending an object brings duplicated objects

texts:
I have a scene with three sets of three bricks, nine in total. I created eight of them by duplicating the first one and modifying them. In another scene I append one of the bricks. I get the brick I want plus the brick(s) that were used to create it.

How can I correct this?

In the bricks file I have tried Make duplicates real and also Make single user.


texts: What options are there for high quality transparent file types?

texts: I originally saved as a tiff but I couldn't find an option for transparency. What are the best file types to save as to maintain high quality and have transparency.


texts:
If I fracture a box/cylinder/sphere with texture applied, everything goes smoothly, but if I edit the box/cylinder/sphere (e.g. added Loopcuts) and then edited the UV coordinators of the loopcuts, things go distorted.

I'm thinking if there is a way to apply the UV, so its a single picture that the object don't need loopcuts to map the image on?

Any help is appreciated!


texts: Exporting to DirectX for Vehicle Simulator with correct axis for each object, Blender equivalent of Xform reset?

texts: So, my problem is when I export to DirectX format (.x), it shows strange in Vehicle Simulator (a vehicular simulator), and my model does not behave as it should. the propeller of my ship, which should rotate in a clockwise way, and the rudder which should probably rotate on the Z axis (up-down). So, my problem is that in Vehicle Simulator, the axis is wrong. As when I try to apply the elements instead of the properties of the ship and it's behaviour, it's all messed up. A friend told me he used the Reset Xform function in 3ds Max to correct the axis, is there a similar feature in Blender?


texts: My shift key is not working anymore, so I remaped it on the little "2" key just under the escape key using keytweak . The remapping worked in all programs I used but not in Blender apparently .. I can't use shortcuts using shift . Thanks for any suggestions .


texts: How can I use both context and threading?

texts:
Hi i'm thying threading with bpy this is my code:

import bpy
import threading

class Cubes(threading.Thread):

    def __init__(self):
        threading.Thread.__init__(self)

    def run(self):

        scale = 0.2
        space = 0.2
        max_range = 6

        for i in range(0, max_range):

            bpy.ops.mesh.primitive_cube_add(radius = 1, location=(0, 0, 1))
            bpy.ops.object.origin_set( type="ORIGIN_CURSOR" )

            bpy.context.active_object.scale.x = scale
            bpy.context.active_object.scale.y = scale
            bpy.context.active_object.scale.z = 5

            bpy.ops.object.transform_apply(location = False, rotation = False, scale = True)
            bpy.context.active_object.location = (((i*scale*2)+(i*space))-(((max_range*scale*2)+(max_range*space)))/2,0,0)

        return

t = Cubes()
t.start()

but when i run this the console give me this error:

Exception in thread Thread-1:
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75\python\lib\threading.py", line 921, in _bootstrap_inner
    self.run()
  File "C:\Users\Davide\Desktop\Sound_Visualizer.blend\Sound_Visualizer_Circular.py", line 40, in run
AttributeError: 'Context' object has no attribute 'active_object'

Can someone help me?


texts: Game Engine - Actions dependent on an integer

texts:
I'm attempting to put together a turn based combat system that requires the game engine to look at an integer titled Speed to dictate which character goes first. The problem I'm having is how do I have it send a message to specific actor based on speed?

So far I have it set up in my head as:
Empty Object copies Speed integer from both characters
After Confirmation of action, message sent to Empty Object
Empty Object compares Player 1 speed and Player 2 speed

This is part I have trouble with. How do I have it send the attack message to the one with the higher speed then AFTER the first one attacks, send a second message to the remaining player?


texts:
I would like to render many buildings (say, about 50000) as simple columns on a flat plain in Blender.  I have values for location (X,Y) and a height value.  However, if I try to add more than a couple of thousand columns, I run out of memory.

I think that I want to use the particle / hair system since each building is not independent.  they are all simple 4 sided columns, so they can use the same textures, etc.  I can add 50,000 columns, using the techniques discussed in the video  http://www.youtube.com/watch?v=mCEQYyesxLg.  However, I need to be able to set the location and scale of each one based on my data.  How can I do this?

The end result should be something like:  http://ekisto.sq.ro/  which is a beautiful visualization of stack overflow data.

Update:  I'm close!  The following updates my particle locations and scales:

scalesize = 10
scalexy = 50

object = bpy.context.object
cols = object.particle_systems[0].particles

def setColumn(index, name, xval, yval, heightval):
    cols[index].location.x = float(xval) / scalexy
    cols[index].location.y = float(yval) / scalexy
    cols[index].location.z = 0
    cols[index].size = float(heightval) / scalesize

ii = 0
f = open('input.data', 'r')
for line in f:
    values = line.split()
    setColumn(ii, values[0], values[1], values[2], values[3])
    ii = ii + 1
f.close()

However, when I hit 'F12' to do the render, the particle system updates all the locations and un-does the setting of the locations.  How do I tell the particle system to not update?


texts:
I want to make a plastic bag with crumples and appropriate mesh folding, to look something like this:

...and interact realistically with other forces such as force fields, having objects put into it:http://www.factorydirectpromos.com/wordpress/wp-content/uploads/2016/09/Reduce-Consumer-Use.jpg
...or in my case, folding it around a trash bin:

So does anyone know how to achieve such result in Blender? Never really seen this be done before :P. Thanks.


texts: "Model has a face without a texture Map"

texts:
First thing I should note is that I was redirected here from the Graphic Design portion of this website; this post was copy and pasted directly from there. Now that that's out of the way...

I'm working with a program that specifically accepts only .md2 files, as strange as it seems. I've downloaded Blender, a program which I admittedly have not used before, to try and convert a .obj file I have to the .md2 format. I'm specifically using version 2.59 because apparently that's the last version that supports .md2 files. Everything seems to be going fine except for this error I keep getting:

  Model has a face without a texture Map

Apologies if this is an obvious solution (Again, I'm not an expert at 3D Modelling.) but I cannot figure out what I'm doing wrong here. I haven't modified the .obj file, it's downloaded straight from the Internet. Interestingly, when I go into the program's "textured mode" the model shows up completely white. This likely has something to do with it, but for this specific model I can't find out how to select the specific faces and assign a texture to them.

Can somebody tell me what I'm doing wrong here? If not, can somebody tell me how to convert an .obj file to .md2?


texts:
The picture pretty much sums up the problem :

Two of my materials have this problem and I can't work around why that is so. Every other material has the path of the texture of the texture file as it should. Here we only see a dot instead. Does anyone know why this happens?


texts: I have so many books models to texture. Texturing them one by one will be a pain. Can Blender unwrap two (or more) separate meshes and make them share the same UV grid?


texts: Eevee & particles: hide mesh emitter at render

texts:
It was simple to hide the object that emits particles in Cycles by unchecking
emitter in PropertiesEditor-->Particles-->Render.

But there is no such option with Eevee.
How could I do ?


texts: Output .obj or other format once per line

texts:
I'm exporting a .obj file, but when I open it, it is all jumbled up. I need to have it like this:

  v 1 1 1
  v 1 1 1

not like

  v 1 1 1v1 1 1

Is this possible?


texts: Anyone got any ideas on where all of these 'false' edges are coming from, I have gone through the model and there are no doubles or bad joins that I can see.


texts:
I'm pretty new to modeling and I'm creating a 3d model of the Mandalorian helmet just for fun. I started creating the oval base, cut it in half (for mirroring it later), then I went up by extruding and scaling constraining on the X axis first and then on the Y axis, because the helmet has a non-standard oval shape. After closing the whole thing I realized that the edges, due to the X-Y scaling, are all zigzaggy and I don't like it.

Reference:

How can I fix this?

I'm using 2.79b

Thanks.


texts: Unable to install molecular addon in blender. cmolcore is undefined

texts: I have tried to install the molecular addon on windows 10 and ubuntu 18.04 on blender 2.74 and 2.79 and rebuilding the 64 bit version of cmolcore (succesfully) through the scripts provided in the github source but cmolcore is always undefined upon trying to run the molecular simulation. The older release files work but they arent the newest versions and are more cumbersome to work with, and the newest source code doesn't work. I am a a loss as to what the problem is and have searched for a solution but installing Visual Studio redistributables and downloading releases from the pyroevil site (which is down) doesn't work.


texts:
I'm having a hard time creating a realistic material such as this one.

Do you have a suggestion how to achieve this kind of noisiness? Probably with an image of your node-setup?

Thank you :)


texts: Produce a transforming cone of equal edge length?

texts:
Lemon produced a renderable result.

There still might be a way to transform a circle curve along the sphere surface ?

Haven't done that yet, but the original visualization I wanted to produce using that in the process, I now posted as an answer, also achieved via modifiers as lemons.


texts: How to tell if an add on is present. Using Python

texts:
I want to add a button to a script that will detect if an add-on is present and then enable additional options if it is. I'm not sure how to go about locating this in python itself. But I think this would work better than having options that boot into an error if the add-on isn't present.

for example:
if addon_prefs.automirror:

Wouldn't I need to be more specific to query the add ons folder?


texts: Objects partially hides when are modeled in full size. These ar 900mm high. It happens in every view.


texts: Operators: Updating a CollectionProperty using the exec() method

texts:
I have defined an Operator class which has a CollectionProperty like this:

class LinkMakeProxy(bpy.types.Operator):
    ...
    my_list = bpy.props.CollectionProperty(type=BoolProperty)
    ...

First, the type of my_list is a tuple:

(<built-in function CollectionProperty>, {'type': <built-in function BoolProperty>})

which I am having trouble wrapping my head around, since I expected some mutable data-structure with data rather than functions.

My question is, how can I access and update this property from the exec method of the operator? Similar to what is done in the example given here.


texts: fluid sim with rendered instance particles

texts:
im looking to create something similar to this -
https://www.instagram.com/p/BZOQ_-XlIqI/
a fluid simulation with rendered instance particles (as in the hair particle system) that will conform to the simulation and act as if they flow with the fluid. ive tried at first adding an hair system but ofcourse the particles came out all jittery. does someone have an idea?


texts: What is the blend option in the layer weight node?

texts:
What is purpose of the blend option in the layer weight node?
The documentation just says it "blends" between the first and second shader.


texts: how can I apply 3 shader by coordinates instead of unwrap UV?

texts:
how can I apply 3 shaders by coordinates instead of unwrap UV?

for example, 3 shaders for top, bevel and side faces.


texts: Casting shadows for transparent textured material

texts:
Blend file here

I have two concentric cubes, both UV-textured, and sharing a material. The outer cube has a texture that is partially transparent.

When I render the scene, the inner cube acts as if the outer cube is fully opaque, and no light falls upon it.
I'd like the outer cube to only cast a shadow for the opaque parts of its texture, rather than all of it.


texts: When in draw mode, creating lines/curves, how do I drop or finish the line?

texts: I can't find the right button or instructions on how to place this line into the frame. When using the pen tool, the object drawn automatically places once I release the LMB. However, when using the line tool, no button finishes the line editing. RMB only erases the line.


texts: How to render cartoon style in completely flat colors (with EEVEE)?

texts:
How to render cartoon style with completely flat colors?

Hi there, Blender fella.
I just want to know how to achieve this kind of rendering result in EEVEE. I used Cycles Render to create this image long time ago.

I think the nodes are kinda like this. i forgot the detail.

I made that picture with Cycles Render, now i want to achieve the same (or maybe better) result with EEVEE. Any idea?


texts:
Is it possible to create a animation of multiple axis motion or robot?

The key point of my question is kinematics. For example, when the end of a SCARA robot performs a straight line in 3D world, each joints rotates at different but specific speed at specific position. Is it possible to be carried out by Blender?

Is there any Blender function that supports the above movement? Or if Blender accepts third party coordinates, such as text file of pre-calculated axis angles from Matlab?


texts: How to get one UIList to control the contents of another UIList?

texts:
I have two dynamic lists. One is for strings and another one for objects. When the string changes I need the other list to show the objects assigned to the string in the first list. So I would need something like a "global 2d array", but the only way I know of in Blender is assigning properties to ex. the scene. But I'm not familiar with ways to deal with stuff like: ["BOB", ("Camera", "Light", "Cube")] using properties. How would you guys solve this? Here'a a gif of the UI:

The code is far to big to paste here, but is based on p2or's UIList code:  https://www.codepile.net/pile/0J6E3WxB


texts: Okay I'm totally new to this forum and how it works, but blender is spazzing out on me when i go into 3d viewport mode. this is a small scene, clipping is set to 1 and ending at 2 and i've tried different values to no avail. anyone have any tips for me? it's eevee mode, nothing fancy.


texts: Can Fractured mesh offset along curve in Animation nodes?

texts: I want a help, I want to transform a fractured object along curve procedurally in animation nodes.


texts: I could be wrong, but I don't think they're fireflies. I made trees and used a particle system to place them along another object. The leaves on the trees are double-sided planes. In a test render, the trees looked fine on their own. But when I ran a preview render using the particle system, some leaves look completely white now. I'm using the Cycles Render engine, by the way.


texts: Render layers: what is All Z, Zmask and Mask Layer

texts: Can anyone elaborate on what "All Z", "Zmask" and "Mask Layers" actually mean, giving some easy examples? I can see the pop-up explanations in Blender, but I am completely confused as to what it actually does (e.g. how it "masks out", what are solid z values, what in "fills in" the values of invisible meshes with and how it relates to masking, etc.).


texts: How do I add a node to a frame using python

texts:
I have a frame node and a couple of other nodes.

I want to add the nodes to the frame.

I can't find any examples of how to do this.

frame = nodes.new(type='NodeFrame')
glass = nodes.new(type='ShaderNodeBsdfGlass')
trans = nodes.new(type='ShaderNodeBsdfTransparent')

frame.nodes does not seem to exist so not sure.  Do I have to append to something?


texts:
For two days I've been puzzled when trying to properly export UVs for vertices. Unfortunately when I load model in game engine, mapping isn't correct.

I found few threads about this process and tried to export few test files, but It's not clear to me. Maybe someone can help me here. Let's have example cube mapped with texture, then triangulated. According to this thread, little bit modified result is as pasted below (vertex index, loop index, u, v):

3 0 0.0 0.0
2 1 1.0 0.0
0 2 1.0 1.0
7 3 0.0 0.0
6 4 1.0 0.0
2 5 1.0 1.0
5 6 0.0 0.0
4 7 1.0 0.0
6 8 1.0 1.0
1 9 0.0 0.0
0 10 1.0 0.0
4 11 1.0 1.0
2 12 0.0 0.0
6 13 1.0 0.0
4 14 1.0 1.0
7 15 0.0 0.0
3 16 1.0 0.0
1 17 1.0 1.0
1 18 0.0 0.0
3 19 1.0 0.0
0 20 1.0 1.0
3 21 0.0 0.0
7 22 1.0 0.0
2 23 1.0 1.0
7 24 0.0 0.0
5 25 1.0 0.0
6 26 1.0 1.0
5 27 0.0 0.0
1 28 1.0 0.0
4 29 1.0 1.0
0 30 0.0 0.0
2 31 1.0 0.0
4 32 1.0 1.0
5 33 0.0 0.0
7 34 1.0 0.0
1 35 1.0 1.0

So here is question I'm trying to find answer for at this point:
 - Vertex with given index is repeated exactly 4 times. For example, vertex with index 3 have is represented by two sets of different UVs. Why? If all considered entries are describing vertex number 3, shouldn't they be identical?

This is the most important for format I want to export mesh to. This is how format look like:

TRANSLATE 0 0 0
ROTATE 0 0 0

SUBMODEL Cube
V -1.0 -1.0 -1.0 0.0 0.0
V -1.0 1.0 -1.0 1.0 0.0
V -1.0 -1.0 1.0 1.0 1.0
V -1.0 1.0 1.0 0.0 0.0
V 1.0 -1.0 -1.0 1.0 0.0
V 1.0 1.0 -1.0 1.0 1.0
V 1.0 -1.0 1.0 0.0 0.0
V 1.0 1.0 1.0 1.0 0.0
TRI 3 2 0
TRI 7 6 2
TRI 5 4 6
TRI 1 0 4
TRI 2 6 4
TRI 7 3 1
TRI 1 3 0
TRI 3 7 2
TRI 7 5 6
TRI 5 1 4
TRI 0 2 4
TRI 5 7 1
TEXTURE tex.dds
ENDSUBMODEL

Vertices are described by X Y Z U V. I already tried to loop all faces and store UVs in dictionary, where key of dictionary is index of vertex. But this not seem to work correctly.

Thank you in advance!


texts: How to remove remnant edges/vertices from a multi-cube mesh?

texts: How would you remove the edges/vertices inside each cube of this object and make it truly a single mesh?


texts: Why are my creases horizontal instead of vertical in the sculpt mode?

texts: Whenever I try to sculpt creases (I am modelling a couch), they come out horizontal instead of vertical, no matter in which direction I drag the cursor. I also tried switching sculpt planes. I would really appreciate an answer, since it's sort of urgent.


texts: Given a rectangle (4 vertices), how to make ONLY ONE of the corner rounded

texts:
You can apply Subdivision Surface modifier to round all corners but it will result in all corners being rounded.

How do I make it such that only ONE corner is rounded?

Is it possible?


texts: Combine textures into one - For Tabletop Simulator

texts:
I have downloaded an object from a website that includes the textures.  Following a tutorial, I was able to put the textures on the various parts of the object.  They had a separate texture file for the Head, Torso and Legs.  Everything looked Ok and I saved the object.
When I imported the object into tabletop simulator, the textures were missing.  I can only add ONE texture to a model in TTS, if I load one, the others dont have color.  Does anyone know how I can fix this?  Im a total newb at Blender and not much better at TTS.


texts:
I want to animate and literally freeze a cloth object in the air. But I want it to keep its momentum.
Basically, it should act like cloth to a certain frame. After that, while keeping its simulated shape, I want it to keep its momentum. So it still needs to be a Rigid Body.
How can I do that?
Can I keyframe Cloth physics' sliders to act NOT like cloth after a certain frame?
Or is there a better way?


texts: Share Object Data Without Copying Transformation

texts:
Let's say I have two objects and I want them to share the same editing data. Usually you would go the Data tab and connect them by selecting one from the drop down list. The problem is that it also copies the original object's transformations, which I don't want.

Here is an example of what it should NOT be doing. I don't want it to turn the bottle back upright. Any idea it is possible to share data without sharing transformations?

I know duplicating the bottle with Alt+D and then rotating it will work. The problem is I've already duplicated a lot of bottles with Shift+D and moved them into place. Wouldn't want to redo all this moving work.


texts: Cant export correctly from blender to unity because of the mirror modyfier

texts: I've been working on my own game in unity and I modelled some cars in blender. I tried to export it without applied modyfiers and unjoined objects and it worked just fine. But when I applied the mirror modyfier and joined the parts of every cars together, its not exported correctly to unity. Is there something I can do?


texts: Can a material be keyframed on a per-object basis?

texts:
I saw some similar questions to this, but nothing that quite fit.  For example, suppose I have a material that is used by a number of objects, e.g., two shaders feeding a mixer.  I want to animate the mix factor, but with different (non-random) keyframes for each object.  I'm using Cycles.

If I keyframe the factor directly, it will use the same keyframes for all for all objects.  I can duplicate the material for each object, but that's hard to maintain.

Node groups come close.  I can encapsulate the material in a group and bring the factor out as an input, so I only have to maintain one material.  But it appears that I still need a separate "wrapper" material for each object in order to set the keyframes.  This is kind of cumbersome.

I thought a driver might help, with a keyframed custom property on each object; I had hoped that there was a way to tell it to use the custom property on the "current" object, but it requires a specific object.

I was also hoping the attribute node would give access to custom properties, but apparently not.

Any other ways?

Thanks.


texts: Weird shading transparent texture for grass

texts: Im trying to make polygon grass using the addon images from plane to import a grass texture with transparent background and im using particles to place them all over a plane. When they are widely spread between each other the texture looks normal but if they are close they have some weird black shading/shadow. I upload a picture to show what i mean...


texts: Compositing: Get mask of glass/ transparent materials

texts:
I'm using the compositor to automatically segment parts of objects into masks. This works well for most materials, but when doing the same for a mix shader of glossy and transparent it doesn't, how to fix this?

An example of what one of multiple masks looks like:

A possible reason (I tested whether there are any very light grey values, the output is a solid white):

On a sidenode: The same thing happens when I use materialIDs.

The current node setup:

The file is too big for the official uploader; I hope dropbox doesn't deter you.
https://www.dropbox.com/s/alv6jq6vnvshgzs/stack.blend?dl=0

You'll have to set the output path and should then be able to reproduce by pressing render.


texts: I have been trying to create a transparent lens using the eevee rendering engine in 2.8 but the transparency slider has no effect. Has this feature not been implemented yet? I've looked all over the Web for an answer with no luck. I'm a noobee so am probably doing something wrong.


texts: How do I export my work to be used in After Effects

texts:
Here is a screenshot of my work:

https://imgur.com/a/GuA3gyz

I would like to render the 3D model with its textures on, and make it look like it is part of the original shot. How on earth do I do that? I don't know where to begin as I want the angles and perspective to line up with the angles of the original video.

Thank you,
and I apologise for the (probably) newbie question :-)


texts: Added Objects Are Generated In Much Greater Units Than What Is Preset

texts:
I am utilizing Blender for 3D Printing purposes and the 3D Printing software uses the metric system (specifically mm and cm). I have already established preset units in the Scene tab:

Millimeters

Length: Metric

Angle: Degrees

Unit Scale: 0.0001

Generating a cube results in a cube with the dimensions 20cm x 20cm x 20cm. It appears as if the object generated exceeds the boundary of the scene as you can see from what looks like clipping.

After some experimentation with the unit scaling value, 20cm (at a Unit Scale of 0.0001) is the smallest I can make the absolute bounding box. If you reduce the unit scale value even further (0.00001) it will default to 2km, the initial value if the unit scale is set to 1.0.

If there are any fixes or add-ons that allow for scaling down to millimeters, I would be grateful.


texts: Face and Normal Constraint When Moving Vertex/Edge (Like 3DS Max)

texts:
so in Blender we have edge/vertex slide which does moving edge/vertex constraints to nearest edge or nearest vertex. but as far as i know, we don't have Face and Normal based constraint.
How achieve this kind of constraint in Blender?

Please take a look at this video at 22:58

Arrimus Topology Tutorial Time Stamp = 22:58

-As for face constraint, i found complicated workaround which uses shrinkwrap modifier, then duplicate the object and make it as target, which is not the best solution.

thank you guys!


texts:
I'm experimenting with the bvhtree python module and am confused about the index attribute that's returned by find(). Assumption is that it's the vertex index but could be mistaken.

https://www.blender.org/api/blender_python_api_current/mathutils.bvhtree.html?highlight=bvhtree#module-mathutils.bvhtree

Also note that the documentation shows find_nearest() but the method is find() at the time of this writing

In the console with mathvis addon enabled, here's an example to test:

bv = bvhtree.BVHTree.FromObject(C.object, C.scene)
hit = bv.find(C.scene.cursor_location)[0]
index = C.active_object.data.vertices[bv.find(C.scene.cursor_location)[2]].co

but the hit and index don't match up as expected (would expect the vertex to be a little off but not across the shape). This is with a mesh object, no scale, no modifiers.

Supporting info is appreciated! Ideally I'd be able to get the vertex closest to a point with low overhead and easy syntax :)


texts: How to Remove these small box(edge) structure from face in blender?

texts: I want to remove this small box structure from the face and want the face as sown in second image


texts:
this will be hard to explain clearly, so i'll go through step by step.
make a robot, assign various robot parts with specific origins.
Learn about bones, give it bones, move it around by dragging the armature in the viewport.
I''ve had some odd problems with animating problem1 probably the same problem
so i tried checking the origins of some of the parts. as soon as i did things like 'origin to geometry' or even 'editmode-selectall-snapcursortoselected' these parts would fly over near the centre of the viewport.
so i 'applied all transforms' and look at this mess
what w see here is, the bones have broken free from their meshes, the origins are kinda random but mostly over toward the right of the pic, the feet (silver ball things) have run off, the legs are a broken mess, the gun has fallen off.
spooky action at a distance stuff. i have entangled worlds

what the hell is happening
how did it get so bad
is there a reasonable way to fix this rather than rebuild piece by piece?


texts: Does the encoding speed affect the quality (h.264)

texts:
I'm rendering a video encoded with h.264 in an mp4 container in Blender 2.8.

Can I change the encoding speed to Good or Realtime but still retain Perceptually lossless quality.

I understand that my file will get bigger, but will the quality stay the same?


texts: Accidentally deleted an edge, then I added an edge loop. But the face hides the edge. How can I get rid of this? Will only show if I drag x axis smaller.


texts: How do i merge a moveable part of an object?

texts:
i'm quite new with blender, so pardon me if this question is trivial.

I'm trying to import this model to vrchat and realize that the pauldron part is actually separate despite being the same object.

So, i don't need it to move separately and want to make it merged as one. How can i do it?[![enter image description here][1]][1]

Edit:
i'm sure my words earlier made some confusion, what i meant is i want to make this part of the model to keep attaching when move. how can i do it?
https://cdn.discordapp.com/attachments/434777529677774869/622668359787479060/ezgif-1-ac95a637266d.gif


texts:
So I've made a simple, yet effective human rig with both arms and legs configured to use inverse kinematics (with an IK constraint, pole and target all set up).

This works fine for me and does the job, however, I prefer most of the time to mix forward kinematics and inverse kinematics to set up a pose. Is there a way I can be able to use my IK constraints for the rig's arms and then tweak it up a little rotating the actual arm's bones?


texts: equirectangular rendering for Blender Internal?

texts:
Can such frames/videos be rendered in Blender Internal as well?
If not, how indirectly?

EDIT: The below solution is great as long as you can write your own Python script and only render solid objects. When you need things like particles/hair, it won't work as those won't be reflected.


texts: Cannot revert blender to its default "Blender" interaction mode

texts: It only load up with 3DS max as default. I need to change it from Max interaction back to Blender every single time I open the software. I remember in the early days I changed it to 3ds Max as defualt when I was still learning Blender and now cannot remember how I did that, find any details about how to revert it and how to open it with my desired interaction method. The splash screen also does not automatically appear. I am not sure about the splash screen, but as for the interaction method I have uninstalled several times including removing any registry and leftover keys and files from the uninstall. I have tried changing it and saving startup file. None of this works please help.


texts: Can't UV unwrap a sphere added with Python

texts:
I'm trying to create a uv sphere and uv unwrap it, both in python. That is, I can create the sphere, and I can uv unwrap objects, but I cannot unwrap the sphere. I can unwrap a manually created sphere, though.

The following script creates one sphere, and unwraps all objects in the scene. Create your own sphere manually, run the script, and you'll end up with two spheres, one of them uv unwrapped correctly, while the other is not. What goes wrong here?

import bpy
import bmesh

from math import radians

context = bpy.context
scene = context.scene
vl = context.view_layer

# Create a sphere

# Create an empty mesh and the object.
mesh = bpy.data.meshes.new('Basic_Sphere')
basic_sphere = bpy.data.objects.new("Basic_Sphere", mesh)

# Add the object into the scene.
bpy.context.collection.objects.link(basic_sphere)

# Select the newly created object
bpy.context.view_layer.objects.active = basic_sphere
basic_sphere.select_set(True)

# Construct the bmesh sphere and assign it to the blender mesh.
bm = bmesh.new()
bmesh.ops.create_uvsphere(bm, u_segments=32, v_segments=16, diameter=1)
bm.to_mesh(mesh)
bm.free()

# Unwrap all objects

for obj in scene.objects:
    if (obj.type == 'MESH'):

        vl.objects.active = obj
        obj.select_set(True)
        print(obj.name)
        lm =  obj.data.uv_layers.get("LightMap")
        if not lm:
            lm = obj.data.uv_layers.new(name="LightMap")
        lm.active = True
        bpy.ops.object.editmode_toggle()
        bpy.ops.uv.smart_project()
        bpy.ops.object.editmode_toggle()
        obj.select_set(False)

Any help is appreciated!


texts: Scale whole object in normal orientation

texts:
As the title says, I want to scale an object perpendicular to the normal of a face.

In edit mode it works fine when I set the transform orientation to normal mode.
But in object mode this isn't an option I believe, local orientation doesn't work eihter, because the rotation of the object.

I can eyeball the scale in edit mode or rotate it in object mode, but it needs to be precise for architecture.

Thanks in advance!

Normal orientation

Wrong scaling orientation in object mode (local orientation)

Maybe there is an method to apply the rotation of an object to a normal or something?


texts: Is there an easy way to mirror a pre-existing shapekey animation/action?

texts: I created a series of shapekeys to animate some clothing on one side of the body to make sure everything was right, set up the actions, NLA, etc. Then I created new shapekeys from the mix and mirrored them so that the effect would be on both sides. However, now my animations only run on one side of the body. Do I have to redo the animations from scratch with the new shapekeys, or is there a way to copy the keyframes on the timeline of the old one sided shapekey to my new mirrored shapekey? The only data I need to transfer are the frame and the value.


texts: How can I render an animation without any texture

texts:
A long time ago I remember doing a blocking animation in cycles that didnt had any textures when I toggled on metadata (thats as far as I remember from a tutorial), I've been trying to achieve the same thing in 2.79 but it seems its not working or I'm doing something wrong.

I mainly want to render without textures to save time and see if my animation is looks okay.


texts: Masking geometry without breaking constraints/parents

texts:
It is common to use simple geometry for physics simulations, and then parent more advanced geometry to it to be rendered. Normally this simple geometry is on another layer. However, I have a case where the simmed geometry is on the main render layer and part of an object that needs to be rendered (because it's all one piece brought in with a mesh cache.) Separating any verts out isn't an option as it would break the cache.

I need to mask out some of this geometry, but I have empties parented to it and bones constrained to it as part of my rig. If I use the mask modifier, these break as the vertices are missing. I can put a transparent shader on it, but this still costs render time and produces artifacts at intersection.

Is there any other way I can get these verts to not render?


texts: How can I animate a face onto a 3D model using Grease Pencil?

texts: Is it possible to animate a 3D model with an animate-able face made with Grease Pencil? I have an idea on how to rig the GP but I'm not sure how I can attach it to my model. I've tried parenting it to my model and then the armature and adding weights but neither worked. Once I pose the head the GP doesn't follow. Fairly new to Blender, so I'm not sure if this sounds absurd or not.


texts: Exporting rigged game characters to a game engine

texts: If I created a game character using Blender and it is rigged using the bones, lets say the bone was sticking out of the game character. if I exported the entire model to Unity, would the bones be visible at all?


texts: How to automate selection and assembly of clips defined in an input file with builtin functions or (python) scripts

texts:
I'm approaching the blender video editor and I'm wondering if there are built-in functions/available (python) scripts to automate the operation of cutting/assembling  subscenes/clips indexed in a file.

Meaning, suppose my director gives me an AVI movie and a file containing a list of times t_1_in, t_1_fin, t_2_in, t_2_fin, ... delimiting the subscenes/clips to be cut and assembled.

Is it possible in Blender to automate the cutting and selection of the clips defined by the t_i's in a file (say .dat) and their assembly in a continuos sequence?


texts: Set up a single file for 24, 29 and 60 fps?

texts:
What's the right approach to setting up a single scene to be rendered at two or more frame rates? Ideally, I'd like to set up a single file once, and render out at 24, 29 and 60 fps... but I am not sure conceptually if I should remap time in the single file or create unique scene .blend files for each frame rate.

The skins will tolerate the highest resolution of 4K... so this is not an issue of visual resolution. Mostly I would like to have very similar visual sense of motion at the three rates... but is this asking too much?


texts: Compiling Blender as a Python Module Windows

texts: I'm trying to compile Blender as a python module on my windows machine so I can use an external IDE. In the tutorial on the blender site. I've tried to follow it, however, the instructions are pretty confusing. The first step says to copy bin\bpy.pyd C:\Python36\Lib\site-packages\. I can't find the bpy.pyd in the blender directory or the blender source. How can I do this?


texts: What kind of topological structures are there?

texts: This is a more open question about the best practices for topology. I couldn't find much about it in tutorials. I want to know what kind of topological patterns are used depending on the object that is being represented. I found this topology online where you have six diamond shaped quads ordered in a hexagon. Are there more patterns like this and what are best practices for topological patterns depending on the material you want to represent?


texts:
I am trying to find the right code to animate text that follows a bezier curve in python blender api. I can add the keyframes, and they appear to be working when I drag through the timeline, but when I run script it sets just one keyframe. I need to be able to tell it the start keyframe at frame 1 and the end keyframe at frame 249. Here is part of the code I am using:

bpy.context.object.name = "Text"

bpy.ops.object.modifier_add(type='CURVE')
bpy.context.object.modifiers["Curve"].object = bpy.data.objects["Circle.Text"]

bpy.context.object.modifiers["Curve"].deform_axis = 'NEG_X'

bpy.ops.transform.rotate(value=1.5708, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)

bpy.ops.transform.translate(value=(12.8872, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=True)

bpy.ops.anim.keyframe_insert_menu(type='Location', confirm_success=False, always_prompt=False)

bpy.ops.transform.translate(value=(-11.6886, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=True)
bpy.ops.anim.keyframe_insert_menu(type='Location', confirm_success=False, always_prompt=False)

Thanks in advance if anyone can help.


texts:
I have this code:

import bpy
import random

max_number = 5
nodes = []
with_fade_out = 2

try:
    tree = bpy.context.scene.node_tree
except:
    bpy.context.scene.use_nodes = True

group = bpy.data.node_groups.new(type="CompositorNodeTree", name="MultipleSwitch")
group.inputs.new("NodeSocketRGBA", "Default Image")

for i in range(0,max_number):
    group.inputs.new("NodeSocketRGBA", ("Variation - " + str(i+1)))

input_node = group.nodes.new("NodeGroupInput")
input_node.location = (-150, 0)

group.outputs.new("NodeSocketRGBA", "Out")
output_node = group.nodes.new("NodeGroupOutput")
output_node.location = (max_number*100 + 100, 0)

group_node = tree.nodes.new("CompositorNodeGroup")

group_node.node_tree = group

But When I Run this script, It doesn't show upo any input or output, but if I put NodeSocketFloat instead of NodeSocketRGBA, it show up all the input.


texts: Using the output of the shader as a masking factor in the cycles?

texts:
I use the output of the material(shader) as a masking factor in the Blender Internal renderer.

I tried to do the same in Cycles but it didn't work.

Is it possible to use only texture or input nodes as a masking source in Cycles? Or am I making the wrong nodetree?

What I'm worried about is that when Blender Interal is completely replaced by EEVEE and disappears from Blender, the way I use it is useless.

I would like to ask you if there is something I know wrong or if there is another implementation method.

Thank you.

The image below is a close-up capture of the node I made.


texts: is there a way to mirror traditionally painted textures?

texts:
So I modeled a sort of dragon character, unwrapped it and blocked in colors with texture paint.

I exported the UVs and blocked texture to one of my art softwares. I kinda hate blender's texture painting for when you want something with clean lines.

My question is, if I make edits in an image editing software, is there a way for the texture to be mirrored on the x axis once i re-import it? It would be difficult to get both sides exactly the same in an image editing program without straight up duplicating and mirroring every single piece by hand. That takes a while and it feels like something that would have a solution in blender. anyway, any answers would help.


texts: Why does Blender crash when I select Skin for my 3D model?

texts:
When I try to add a Skin modifier to my 3D model, the program crashes. The program doesn't close when it crashes. What can I do to avoid this? The 3D model is 4 000 quads/ 8 000 tris. We've tried on both Windows and Mac on the same scene.

Blender version:
Version 2.73 (2.73, 2015-Jan-07, Blender Foundation)

Antonio Buch: Thank you very much! This was actually what I was looking for, unfortunately I don't have enough reputation to mark your answer as correct.


texts: Blender Crashes on Startup in Windows 10, returns EXCEPTION_ACCESS_VIOLATION

texts:
Blender crashes upon launching the application in Windows 10, but not in Ubuntu Studio. It might have something to do with the graphics card, but AFAIK I've got the latest drivers.
To note: Blender in Windows is installed via Steam.
Command prompt info:

Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x0000000002153401
Module  : atio6axx.dll
Thread  : 00000428

Specs:

ASUS X570 Gaming Plus Wifi
Ryzen 5 5600X
AMD FirePro W600
16GB RAM

Any help is appreciated.
Edit: Blender also crashes when running from a downloaded .zip file.


texts: How to merge a bunch of objects into one?

texts:
I've made all my game models and imported them, but, I am noticing frame lag and I think that it's most likely due to the fact all the squares in each model are separate. I've tried ctrl + J but the problem is when I import it into unity certain faces are missing. I've also tried recalculating the normals and that doesn't work either.

Side note: I'm very new to blender, maybe a few weeks, so any other optimization advice would be great.


texts: Odd geometry deformations with cloth objects

texts:
I recently  attempted to make an animation which shows a series of cubes hitting and bouncing off a pinned sheet, where the cubes can also interact and bounce off each other. For the pinned sheet both collision & cloth settings are enabled. The cubes all have collision, cloth, rigid body and rigid body constraint settings enabled (I just fiddled around until they interacted with both the sheet and each other).

Anyway it all starts off very well, until about 00:07 when one of the cubes totally flips out and deforms in a very strange way... The other cubes then get a bit confused, stop falling and just hang in mid-air, whilst the cloth has a freak out and wraps itself around the stationary cubes. Can anyone think of a reason why this happens? Is it my settings, or is it a bug in Blender? Has anyone else had the same problem?

I've uploaded the animation to my blog here:
http://variabledimensions.tumblr.com/post/80251427750/cubefa-i-ll-more-experiments-with-blender-cubes

Thanks!


texts:
I am having trouble with exporting a rigged model to Collada. It mostly exports correctly with exception for objects which use armature. I baked the animation for all the bones, so there are no constraints involved anymore. The armature object itself, is parented to a non-armature parent object, and has no keyframes (if I try to bake object keyframes for it, it wipes the bone animation)
Here's how it looks before the export

And here's what it looks like after reimporting it back in render. As you can see, the tool attachment which originally uses armature has gone frantic and is displaced all over the scene.

The bone animation has exported, but all the geometry is skewed and/or offset. I can't make any sense of it. FBX export comes out even worse.


texts:
So i've recently started to learn blender, but i've encountered a problem with my last model.

When I go into weight paint mode, the whole model is displayed as lines instead of a volume, not allowing me to weight paint the object. Looks like so:


texts: Why is tracking getting less accurate after going past cached frames?

texts: I'm trying to track a video clip I filmed, and when I open it in Blender, I am able to cache 519 frames of the video. When I then track the markers I place in the movie, everything works fine, until it goes past frame 519 (i.e. past the part already cached), when the tracking on the start of the clip starts to get inaccurate. How can I prevent this?


texts: Is there a way to determine if a ray is coming from a volume?

texts:
I am trying to create a light that only illuminates volume scatters.

The input > light path node has "is X ray" outputs for all the various types of rays coming off a surface.  However I'd like something like an is volume ray output to tell if a ray is coming from a volume.  Is this possible?


texts: Using a custom object to "hollow out" that same object?

texts:
I'm a total Blender noob here, so I apologize in advance if I seem to have trouble understanding.

I'm trying to create a "picnic basket". I created a simple trapezoid by extruding then resizing a plane. But the result is a solid box and I need to hollow it out.

I'm assuming there's a way to simply partially "insert" a copy of the trapezoid down into the top and use it to "hollow it out", but I'm not finding any info online.

Any help is appreciated.


texts:
The Blender FAQ page (https://www.blender.org/support/faq/) answers these two questions:

  Can my organization use Blender internally without giving up our valuable changes to our competitors?
  Yes. The GNU GPL does allow your organization to use a modified version of Blender internally without offering the source-code as long as you do not distribute it outside your company or organization.

  Can I change Blender and give it to my co-workers or employees?
  Yes, but if you make modifications you must comply with the GPL and if they request the source code you have to distribute that to them as well. You can charge for the version of blender you give to your friends even, but it must be licensed under the GPL, and you may not charge an unreasonable fee for the source code.

Don't these two answers contradict them selves?

Example:
Our developers modify Blender and hand it to our production team to do some work for the company.
Individuals from our production team then may then ask for source code and are allowed to distribute it (under GPL)??

That would definitely be in contradiction with the claim that we can "use a modified version of Blender internally without offering the source-code as long as you do not distribute it outside your company".

Or am I getting this wrong?

(I apologize if this question does not belong here, but I could not find other place to post it.)


texts: Mapping of metal rust textures on UV sphere

texts:
I am trying to get a tileable texture on a uv sphere. It should look something like this:

But in my blend file it looks like this:

What I did is create the UV sphere and when I created the UV Sphere I had "generate UV's" checked.This is how the UV map looks like when doing that:

I thought that there is no further need for uv unwrapping now. Then I added the material and the textures (created in Substance). This is the material:

How to get these textures right ?? I thought it should work after checking "Generate UV's" when adding the UV Sphere ? Is there a problem with my texture ? With my UV map ? Or is it the material setup ?


texts: Part of the armature is not copied and pasted correctly

texts: I would like to copy and paste mesh and (rigify) armature from a blender session to another blender session of even in the same blender 3D window,but part of the armature is not copied and pasted correctly and when I select the root bone to move the copied version,part of the face armature does not follow the rest. Do you know why it happens and how can I fix this behavior ? I have recorded a video to show you. You can find it here. Thanks.


texts: Animate & Transform (active - rigged object)

texts: I have a simple cube with physics (an active rigged object), standing on a passive plane.On the plane there is a simple ramp (rotated plane in 45 degrees).I want to let the cube transform to the ramp so once it hits the ramp it should jump on it but it does not. I have tried to attach a bone to the cube and then transform the bone from one point to another through the ramp, but it did not work. I need your advice guys.


texts:
Bablylon.js has a exporter plug-in for Blender. Works great, but some of the models that I get from turbosquid have TGA based textures. Since WebGL needs textures in JPG, PNG, or other web friendly formats, I am forced to convert hunderds of TGA  or BMP textures by hand to JPG or PNG.

Does anyone have a batch way of doing this?

(also I am specifically looking for suburban scenes such as:
http://www.turbosquid.com/3d-models/housing-development-rt-3d-model/760773

But they do their trees as two-intersecting planes (great for Max 3DS). But WebGL engines like sprites. So I also need a way to convert those artifacts..

(see below for the tree meshes that will not work in WebGL):


texts: I have two layers with different objects in an animation how do I render these two layers together?

texts:
Question pretty much says it all. Also one more question: in the place where you can click on the layers there is a gold dot in one of the slots and a grey dot in another slot does the gold dot mean that layer will be rendered because the grey dot layer is not being rendered?
Thanks!


texts: Error when changing materials in source file of linked objects

texts:
Maybe I'm overlooking something but I have a problem and don't want to screw up my files ;-)

I created my Assets for a scene in one file, put the objects into groups (each object got its own) and am then linking the group in my scene builder file.

Everything works great that far.

I now wanted to change some materials on a few of the objects that I linked, unifying them basically.

Therefore I changed the assigned material in my asset source file.

When reloading the scene builder file now I get errors corresponding to the materials changed:
Lib: Material: 'InsertMaterialName' is missing from  'AssetSourceFilePath', parent ''

So it seems to still point to the old Material even though I changed it in my source file.

Does anyone know why this happens and how to fix this?

Help is greatly apprectiated.

Cheers
Daniel

Edit:
Removing the Materials from the scene outliner -> Blender File -> mySourceAssetFile.blend
removes the errors. Though I really would like to know where this error comes from and how to "really" fix it!


texts:
I'm writing a window generator script.

Here is a current version of my script:
https://gist.github.com/romanvolodin/3bfd349795443118a2298819349a0b3c

Windows config:
https://gist.github.com/romanvolodin/60055b1593a3c4c6d52e017cfd9696be

Script's algorithm looks like this (in short):

Read json config
Build a wall object
Build window's inner part
Get vertex normals on the edge of a window
For every window build window's decoration

In my scene I have a mesh object ('profile') which is define the decor profile.

To build a window decor, I copy given profile several times to window vertex position and orient it in vertex normal direction.

And then I bridge them together. Kind of 'profile along path'.

I have a super weird bug - the most of the time I get distorted geometry. Something corrupt my normal's data. But sometimes the script works correctly (at 0:07, 1:06, 1:28, 1:37, 1:45, 2:12):
https://www.youtube.com/watch?v=I6wysGzIQfU

Also, only 4 windows at the beginning are distorted, 5th and next look just nice. (These crumpled objects at the origin are four first windows.)

Here is more.

In my script I print normal's positions.
Then I add a new Bmesh object.
And then I print normal's positions again.

    # ...
    windows_edge_normals = get_windows_edge_normals(windows_vertex_positions)

    for i, window_normals in enumerate(windows_edge_normals, start=1):
        print("before", i)
        for num, normal in enumerate(window_normals):
            vert_co, vert_normal = normal
            print(
                "   co: {}\n"
                "normal {}".format(vert_co, vert_normal)
            )

    for i, window_normals in enumerate(windows_edge_normals, start=1):
        print("after", i)
        bm = bmesh.new()
        last_profile = None
        for num, normal in enumerate(window_normals):
            vert_co, vert_normal = normal
            print(
                "   co: {}\n"
                "normal {}".format(vert_co, vert_normal)
            )
    # ...

And the result is completely different! (Note: 'before' is green and on the right, 'after' red on the left, see link) https://www.diffchecker.com/9YEV3moY

Why?! I've just added a new Bmesh!

So the question is - what I'm doing wrong? Should I delete previous bmeshes explicitly (the wall and inner parts)? Or it's a bug in Blender?
Any help will be appreciated.


texts:
To be specific, if I extrude by pressing E and I type 40 (for 40mm), where do I look up this value on Blender?

Same for when I scale; I'd press S and type 0.2 (for 20%).

In a situation where I would go back to see the size of a face, how do I know if it was scaled 25% or 20%, or how would I know if a face was extruded to 40(mm) and not 55(mm)?

I need to know because I want precision or accuracy for 3d Printing.


texts:
I am trying to generate thick wireframe meshes that do not appear so pointy.  The modifier generates faces at acute angles (see cross sections below) where I am trying to get square cross-sections.  Ideally the faces would be parallel with the faces of the original mesh, where possible.

Here is an image demonstrating what I am trying to achieve (bottom row) compared with what the wireframe modifier supplies (top row).

Is there any way to do this procedurally?  (And is there any hope of improved customization of the wireframe modifier?)


texts: material view and eevee render view both cause my computer to freeze permanently

texts:
Whenever I open the material view (not just in eevee) my entire computer freezes AND when I go to the rendered view (only in eevee) it also freezes, along with the screen flickering to black for a few seconds, every time this happens (aside from a few rare cases where the computer will come back to life after a few seconds) I have to restart the computer. I have tried installing every update since 2.8 but they all have the same problem. Here are the specs:
iMac (21.5-inch, Late 2009)
Processor 3.06 GHz Intel Core 2 Duo
Memory 8 GB 1067 MHz DDR3
Startup Disk iMac HD
Graphics NVIDIA GeForce 9400 256 MB  (From 2008 I think)
I would love some help with this problem as its lead to many lost hours of work!


texts:
I've multiple planes acting as sensors(buttons) in my game. I want to keep track on the order in which these buttons were clicked and also the total number of clicks. This information has to be processed to give some output. How can this be done? I think this can be done by adding a game property with all the objects sharing this common property and incrementing the property value on click of the plane.
How can we have a single common game property for all the objects?


texts: Textured alpha not showing in the game engine?

texts:
No matter what texture setting I'm in, none of the particle objects will display materials or texture, instead, I just get squares.

I've been having a lot of texture issues lately and even tried resetting factory settings, but things like this still get messed up. Is there a setting in render that I don't understand?

Here's my .blend: http://www.pasteall.org/blend/32269


texts: I am trying to apply a T posed mesh Top to a somewhat different T posed static mesh. It is a mesh for Sims 3 and I am saying that because even though I have managed to make the cloth hug the model without any deformations by adding an armature, in the end in order for the armature to bone/auto weight on the clothing part, altered some things on the mesh which is problematic for the texture. I don't know where this data of which parts are mirrored and which aren't is, and it resulted in the texture to follow a mirror path throughout the whole mesh and not exclude the individual parts (f.e. big armlet on the L side). So I am trying to find another way to make the top hug the model. Also I have to add that I don't know after many errors and tries and managed to bind the armature with the top because I had the Heat weight bone problem. I tried deleting doubles but that just drops the quality of the top a lot. And doing the seperate loose parts gives me around 900 seperated parts which is also not good. Can someone help me? thank you.


texts: How can I edit F-curves of an action already put in the NLA editor

texts: I am wondering if it is possible to edit curves of action already put in the NLA editor. And suppose that I have an action that extents from the frame 0 to frame 40 and in the NLA editor Strip Extents is from 1000 to 2000 (I scale the action). However, I discover that the action is not very tuned and I need to move hands or rotate  little bit the head. How can I edit this in original action not in strip. Hope that my question is clear, otherwise, I can put my file.blend


texts:
I am rigging a human monkey character. I use Rigify to rig And I add a tail by myself.

But when I try to add a controller.

It shows this.

Why am I unable to add it?


texts: Blender game character is not responding to game logic

texts:
I have made an action animation with an IK rig. The mesh has a mirror, subsurf, and armature modifier.

I began making my character walk by using a keyboard sensor connected to an and brick connected to a motion and an action brick. I set the action to my walking animation and set the start to 0 and the end to 80 on play (I wanted to test it before I looped it) but when I pressed P and then W for my walking the character moved but the animation did not play.

Here is the .blend file


texts: Particle Systems not working at all (2.79 and 2.8)

texts:
The other day I was working on a render for one of my projects when I decided that it would be a good idea to add some particles.

I clicked the "new" button on the particle tab and to my surprise, nothing appeared. I tried playing with the settings but nothing happened still. I decided to try in blender 2.8 and I received the same results.

Only one particle appeared on the object even though the particle number was set to a thousand. Not a single setting seems to be working for me.

Here are some pictures of the settings tab in case I might have missed something:


texts:
I imported an SVG, extruded it and now it's a 3D object, and I want to add a texture from a JPG.  I have a photo of some glasses that I'd like to recreate as a 3D model.

I followed all the instructions on Unwrapping and UV Editing, but I can't get the Unwrap menu / options to appear.

I have my object in Edit mode, I press A to select all, and when I press U, nothing happens.  I've been searching everywhere for an answer but have come up short.

I know it's a super basic thing, but it's driving me nuts!  (I'm new here).  Please help.  Thanks!


texts: Camera view doesn't match what it is actually pointing at

texts:
https://streamable.com/2xhnkv
Whenever I put my view to the active camera it points in a completely different direction that it clearly isn't pointed in. This is extremely frustrating and I have no idea how to fix it. I have tried deleting the camera, duplicating it, making a new one and more and not sure what to do


texts: I'm new to this world. I was rendering a test scene, to see differences of using the Denoise feature. Anyone know why the Denoise version (bottom image) has these weird smeared dots in them?


texts:
Normally, when one creates a curved surface, I understand that you
would add a curve, finalize the shape and then extrude it. I'd like to
convert an existing surface to a curved one - in this case, the selected area of a
furniture leg piece that I'd like to curve inwards. Ideas? thanks


texts: Object behind transparent wavy foil/glass has dark spots

texts:
This is a similar question to How to illuminate the darkness inside glass objects in Cycles? however, the answers there didn't solve my problem.
I have an object that is wrapped in an uneven thin foil (aka a sculptured cube with "Transmission 1.0"). I my shading viewport, it looks almost perfect, like it should be:

However, when I render it with Cycles, the result looks like this:

I turned Max Bounces Total, Transmission, Transparency, basically all the Light Path settings up and down but I don't get rid of those dark spots.
How can I get my render being closer to the output in the shading viewport?
This is the file. The image texture is missing but the dark spots caused by the foil are visible.


texts: Weird grainy texture in default brush in paint texture mode

texts:
I'm using Blender 2.75, I made a model and UV mapped it to a black image, then colored it using texture paint mode brushes without problems as it was mostly solid colors with blurred transitions. Today I changed the mesh and had to unwrap again, but I lost parts of the texture and decided to paint it again.

The problem is that the brush now shows a weird grainy texture. I checked and no textures are assigned for the brush. I tried other brushes and they all present the same behavior. It's looks a pixelated brush that looks very ugly and I cannot make it soft no matter what I change.

The weird part is that the brushes work normally in the UV Image Editor. This only happens in texture paint mode if I paint directly on the model.

Could it be a bad setting? is this a common problem/bug? what can I try to solve this without losing the part of the texture that is correct?


texts:
How can I distribute objects along a curve with animation nodes?

AN 2.1
Blender 2.8

Thanks!


texts:
When I opened my file today all colors (material) were no longer showing in 3d-view.
I save a new file every now and then so that I can go back in case I want to make changes. And the material shows in the last one but not in the current one. I've not made any changes in render. So far I've only worked with the mesh and material (only simple colors), mirror modifier and subsurf modifier. What happened? What can I do? Please look at the picture

and it doesn't work to put material on any new object either.


texts: Out of memory after rendering thousands of similar scenes

texts:
I have a project on which I have to render thousands of different screenshots of a scene. It is basically a for loop that changes the scene, calculates some stuff and renders.
However after around 2000 I blender complains that it is out of memory. In fact at each iteration it shows that the usage of memory is increasing, but I don't understand why, since I am not adding new elements to the scene and i am not keeping information from previous iterations.

I guess that there is some variable which is not being free in the loop. However I have no idea on how to find out that. Do someone have any ideas?
EDIT:
This is the error that I have:


texts: Hi fellas any help with the black dots on the render below? Found some info around the web but nothing helped me out (it was an old stuff in fact). Really dunno what could causing this...


texts:
How can one create a rope winding animation as shown here:

Source: https://vimeo.com/238181837


texts: Changing Size from small to big in array or duplication

texts:
i want to have a couple of spheres from small to big along a curve/spline. Is there an easy way with modifiers etc. to do this?

Thanks a lot!


texts:
I am scripting a plugin in Blender Python (using the newest Blender version, 2.69) and I want to select a region with the Border Select tool in the 3DViewport. I have looked this up in the documentation, and it is extremely confusing.

http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.view3d.html?highlight=select_border#bpy.ops.view3d.select_border

I need an example on how this is supposed to work. Every time I just put the following in my script, it gives this error.

  bpy.ops.view3d.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True)

(Note, the large black spots in the picture are where I took out my folder structure ;) )

Thanks in Advance!


texts: Switching from World Space to Local has no effect on rotation tool

texts:
When I press R (followed by X, Y or Z), I can rotate the selected bone.
No matter which setting (Local, World, Gimbal, etc.) I select in Blender, the rotation method doesn't change for me.
Also, changing the Transform Pivot Point doesn't change the way the rotation tool works for me.
What am I missing?


texts: How to render mesh that's inside another mesh?

texts:
I'm looking for a way to render a mesh that resides inside another mesh, here is an image of what I mean:

I want the part of the monkey that is inside the cube to be rendered, so the result would look like this:

I know, I could achieve this using boolean operators, but this is prone to error due to not closed meshes, also because I will have cases, where multiple objects will lie inside the boundaries.

Is there any other way I could achieve this?


texts:
I am rendering a pretty simple animation using Cycles. I render with my GPU, not CPU, and it's pretty nice. I have, however, encountered a problem.

If I turn on Motion Blur, frame takes half of forever to render and crashes my GPU.

If I turn off Motion Blur render is really quick. Is there a way to make it render faster? I would prefer not to use compositor to add the motion blur.


texts: Use Console Entries to Drive Class Presets

texts:
So above the ui in blender it shows a pulldown of all the operations performed while modelling. Is there any way to perform a bevel and then take the properties from the above bar and use that as a template for an operation.

The idea is to set up a bevel that can be repeated with the same parameters set by the user. Allowing equal bevelling. Maybe it would work better if there was a bevel that once done would set the preset for subsequent bevels.


texts: How to convert between Cycles and Blender renderer?

texts:
I have set up a model in Blender and started refining material properties, lighting etc. around some imported geometry. It is looking good, but I would like a surface to represent the light scattering of woven carbon fibre.

I have found an example of a very good approximation, though I haven't yet fully figured out how it works. It works using Cycles renderer. When I switch to Blender's renderer in this project essentially nothing gets drawn (uniform grey).

However when I switch my model to Cycles renderer nothing (still uniform grey) also gets drawn. It seems like there is a fundamental difference in modelling strategy bewteen the two renderers.

How can I move from one technology to the other?
How can I know whether a technology I am trying to use is meant for one renderer or the other?
Would it make more sense if there were two versions of Blender built around each renderer and only exposing the features that work with each? Perhaps the differences aren't as large as I'm suggesting.

Edit:
I think the bigger question here is how I can know whether some tool I'm using is or is not compatible with the chosen renderer. As per the comments it seems that the internal renderer is being deprecated and Cycles or eevee is going to become king, how can I know I'm using the technologies compatible with it, without trial-and-error, use it, change it, render, see what happens?


texts: Ive been making a warehouse and the lighting is supposed to be like a sunset, but how can i do this and make it look nice?


texts:
I need to create a cross section of a surface (which takes the form of a cube), and therefore there are certain areas which need to be "empty". A visual description of what it would look like is below:.

Moreover, it might be necessary to include that there is a particle system that is emitted from the surface, and these particles should not be emitted from "empty area".

Things I have tried:

The cell fracture add-on... to not much success. Not sure if I am using it incorrectly.
Simply deselecting 50-80% of the faces (I subdivided the cube already) and then deleting them.

None of these methods create an optimal output. Any help would be appreciated!

EDIT: Here is what I have so far:

The yellow portion is to be modeled like the green cross-section provided before. As you can see, the small black-white bits on top of the yellow is a particle system that is frozen to 1 frame. So, tying everything together, I'm trying to model yellow area to look like the green image shown earlier, however the particle system must only emit from the non-empty areas.


texts: How to merge/morph/transform an object into another object in Blender?

texts:
The letter "A" is walking from left to right and slowly evolves into the letter "B".

How is this done?

Here's my search process:

"Blender merge one rig into another"
returned articles on how to combine various armatures.
"Morph blender character in timeline" returned a beautiful answer merging one object smoothly into another while animating but I need one object to 'disappear' completely into the other object over time.
"How to transform a moving object into another form in blender" returns searches about copying and duplicating objects.
"How to merge  two moving objects in blender" returns articles on combining objects into a single object, like building a Transformer.

Most reference shape keys and target morphs, but will these work with complex objects? Or simple objects only?

e.g. Could a white rabbit run across a field and change into a blue duck?

I am new to Blender, so if I'm not asking the right question or using the right terms or if there's a better way to ask this question, I'd be happy to be pointed in the right direction.


texts: What does Dither do in Cycles and what's the right value to set?


texts:
A while back (could have been 2 summers ago at this point), I discovered this great piece of software on Steam called Fuse. It's a piece of software that allows you to create custom 3D characters. This was interesting to me because I'd always wanted to make my own characters, but I didn't know how to model. Fuse took care of that. I found a great tutorial that showed me how to put a character that I made in Fuse into a Blender workspace. It really introduced me to texturing and how to plug in things using material shaders, mainly because Fuse just took the textures of the model and exported them as high-resolution PNG files in a easy-to-use folder along with the object for me to plug into the website to have the model automatically rigged for me.
However, there has been one thing that I think is missing. The textures work great on the body, the clothes, and the eyes, mainly due to them including many different textures that fit in nicely. However, one piece was seemingly hard to do, and that was hair. I should mention that the hair and clothes and basically everything is established as it's own object, but they are tied to one singe armature. Anyways, I was wondering if anyone has any idea how to set up the hair for a character model I already have with the textures, or if it's better to try and figure out how to do emissions.
Details:
-I have 4 different textures for the hair: Diffuse, Specular, Gloss and Normal.
-The screenshot of the shader layout shows how I have it set up for each of the parts of the character (Shoes, pants, shirt, etc.) but obviously with different textures.
-I am comfortable with working with either Cycles or Eevee, and do not have a preference. I will take what I can as long as it works.
-I am just looking for a way to have the hair look as natural as possible. Physics are not my concern. I'm just concerned with the look for the moment.
-Also, I'm fairly inexperienced with many different types of lingo, so I'd prefer a somewhat simpler answer rather than a massive spew of information that wouldn't make sense to someone who isn't a professional modeler or texture designer.
Any help that anyone can give me is appreciated.
This is a screenshot of the hair itself:

And this is a screenshot of the shader layout I use:


texts: Creating/saving a shape key from moving a bone (Rig)

texts:
How can I create a shape key by moving the mesh's bone?

The bone I have selected will move the mouth mesh.

I moved it to the desired location.

And now I want to save this changed mesh as a shape key, so the slider will activate it and change it back to normal when the value is 0.

How can I save this final mesh as a shape key? The last picture will be the at the value of 1, and the first picture will be at the value of 0. Can I do this, without toggling Edit Mode, to create the shape key?

EDIT: Unless there's a way to save this pose (edited) in edit mode, I'll try to find another way to create this shape key.


texts: Making my UV Map adaptive to object with shape key

texts:
I am learning Blender by means of experiment. I have a box which has a texture, now when I
try to change the shape the texture also stretches which I don't want.
Please let me know how this can be achieved. Am attaching the screenshots.


texts: I just overwritten my rendered image because I wanted to have in landscape and in portrait mode so when second render was done I was going to save it and I didn't changed default name of file so first image was overwritten. How do I prevent this from happening again? Is there an option to prevent me from saving until I changed a name (I know there is red color as warning when name already exist but it seems like that isn't enough for me.


texts: how to remove sub-surf modifier which has already been applied

texts:
I was making a hammer in Blender, after I applied a texture to it, it froze and I soon realised that I hadn't only applied the modifier but had also saved the Blender file. Now, is there a way to remove the modifier?

Thanks in advance to all those who can answer this.


texts:
I created this objected and here is how I rigged it. I have already parented the object with the rigs with automatic weights.

Here are the issues I am getting. First of all as you can see if I were to move the foot, for some reason the legs stretch out weirdly. Second of all, how come the leg bones are not moving with the foot bone?

May I know what the issues are and how do I solve these issues please?


texts: How to snap to geometry for the measure tool

texts:
Is there some way that I could make the measure tool to snap to points on an object to get more accurate measurement. Like if I'm trying to measure the distance between two object, is there some kind of way that the measure tool snaps to edges of the two objects. I've been using Fusion360 for a while and in there there are snap settings to snap onto different kind of geometry.

Is there something like that in Blender?


texts:
I am a newbie to Blender, and I want to export a house I made to unreal. To do this I am trying to download an add-on, but the addons will not install.

I have tried several different add ons, I tried dropping the addons straight into the add-on menu, I tried looking for a separate add-on folder, but there is none to be found on my laptop.

I am using blender 2.8.

If I press the install button as seen in the photo and the add-on disappears


texts:
I'm new at lighting and texturing, so I've likely done something catastrophically stupid.

Got a relatively simple scene, a hockey puck slides along the ice. Started trying to add some volumetric lighting only to find that none of the textures are receiving light. When I turn Ambient Occlusion on, they all show up at full value. Ambient Occlusion off, everything goes dark.

I'm hoping this is as easy as I've accidentally touched a setting I wasn't supposed to or linked a node incorrectly, but I've uploaded the .blend since I have no clue where to begin with cause/effect on this.

Any help you can offer this despondent n00b would be appreciated.

Blender 2.79b
Cycles Renderer
using the Filmic Blender color management add-on, but I've found
no indication that it's the culprit.

EDIT 08/15/2018: I've discovered a new development. Objects with emission shaders WILL affect scene lighting, but specifically not lamps.


texts: get coordinates of bone from the perspective of second bone in driver

texts:
I'd like to get the coordinates of one bone from the perspective of an other bone, i.e. figure out the x,y,z coordinates of bone A where the axis of the space is aligned with the rotation and location of bone B. The purpose of this is to drive different shape keys for when a bone is moved forwards or side wards relative to some other bone. It sounds like something like this ought to be possible in blender but so far i can not come up with a way of doing it.

If there happens to be some other elegant solution to the intended end-goal i'd be happy to take that one too.


texts: What is the logic to having an axis labeled Z and also having Z refer to distance from the camera? It seems like an easy way to confuse people. Is this due to the conjunction of two different lexicons, one from geometry where they have a Z axis and one from photography?


texts: Anyway to use light information as a mask?

texts:
Is there anyway to set up a node mask that sees how much light is hitting an object and adjusts its transparency based on how lit an area is?

Like if I had a textured ball, and wanted the texture to lower its opacity when a lamp shines onto it, but moved the camera around to the dark areas the texture is still visible . Is this possible in Blender?


texts: Can't Parent one bone to another - this option is inactive

texts:
I'm trying to create a pop-up book, using this lesson: https://www.youtube.com/watch?v=I6GjavMTaiQ

But I can't Parent bone that moves the page of the book to the bone that moves the cover of the book - in the setting of the bone, this option is inactive:

I tried the usual parent (Ctrl+P) but in this case, the position of the bone that moves the page, is not recorded in the library of poses, when I move the bone that moves the cover of the book.


texts:
How do I select a specific face within a mesh knowing its face index or vertex?
I tried without success:

bpy.data.meshes.polygons[2].select=True #where the face index=2


texts: Why is my video not YouTube streamable format?

texts:
Whenever I upload a video to YouTube, it tells me that I should use a "streamable format" so my videos will upload faster. After I've uploaded the video, often it will play at low resolutions and 1080, but not 720. Can someone help me diagnose what I'm doing wrong in exporting my videos?

Here's my export settings -

and the link to YouTube's recommended settings - (link in comments)


texts: Difference between a paintmap and wetmap

texts: Can somebody explain to me what is the difference between a paintmap and a wetmap? I'm currently studying dynamic painting and wondering the difference between these two outputs.


texts:
After asking a good number of questions,
I felt it best that I come with some tips that I have discovered and learnt on my own.
One of the things I've heard is that there are people that have tried to render a video
and that Blender (or CUDA, GPU rendering) would crash and their video file would be corrupt.
This usually happens in Cycles. How does one avoid this?


texts: How do I look for objects with a particular property with a particular value using Python in the BGE?

texts: I have a number of objects with the boolean property, and I need to write a script which specifies any object which has this property and whose value is set to True. I don't know how to phrase a definition for such an object though.


texts:
As you can I see have three rouge vertices that are not a part of a vertex group and/or doesn't have weights on them.

Is there an easy way to spot them without going through each bone?

More clearly: How to spot unassigned vertices in weight paint mode?


texts: Displacement not working with node editor

texts:
I am having this problem that i set up everything right for the displacement (I think) but it is still not working. I am making a paper texture and I just need some help.

I have the mapping done with the texture Coordinate. That is hooked up to a noise texture and then in the Voronoi texture. After that all I hooked it up in the displacement and nothing is working.

If you want you can look at the file:
https://drive.google.com/drive/folders/1gdmaL9oywBdCL1RgjhnlAxtroULAkqlU?usp=sharing

I have a plane set up for the material on the second layer. On the first layer my whole project is setup. So you only need to have a look at the first layer.

Note that the texture itself isnt hooked up yet to the material output and that is because i needed to check if the displacement texture looked right.


texts: is it possible to unwrap an Icosphere in blender?

texts:
well first of all , I need a triangulated mesh for an externa aplication, so I decided to use an Icosphere an export it then , however I noticed something ugly with Icosphere ... I would like to know if I could unwrap an Icosphere, here in blender.
I am not satisfied with "cylindrical proyecction"  and even with "smart UV" for triangulated mesh in this case, consider that icosphere is a triangulated mesh. I do not need quads  , trust me , I need an Icosphere and a well unwrap process.
what  tools should I use to get a nice stretching with UV sphere?
 see this picture, is my best efford...but I am not sure ..

can you see it is an option called "generated UV's" in the "add ico sphere panel"... also there is subdivisions levels , size ...  I checked "generate uvs" and that is the result.... but this is not a good uvmapping process... I mean I would like to get NxN size of UV and aligned stretching... is it possible with triangles mesh as it??


texts: Compress vs Uncompress when managing blend files with GIT

texts:
As you all know, there is a compression option when saving blend files in Blender.
I tested to commit the changes to GIT with a blend file consisting of 50 torus with 3 subdivisions applied. I thought uncompressed files would be much more efficient when using GIT, but regardless of whether they were compressed or not, the growth rate of the git folder was similar.
I don't understand this result very well.
I want to hear your experiences. Do you want to compress blend files when using GIT? Or would you like to uncompress?

After reading @HikariTW's answer, I carried out a more precise test. As a result, I realized that I had been mistaken. GIT wasn't just picking and saving changes to the blend file, it was just storing copies of the blend file every time it made the version. Blend files are treated as binary files, so it's natural. However, because GIT compresses and stores copies of the blend file, the size did not double. Because I didn't know that GIT was compressing when I created the version, I was mistaken for GIT to pick up only the changes in the blend file and store them in the version.
As a result, I recommend using a compressed blend file as @HikariTW said. When you commit a uncompressed 100MB blend file, GIT compresses it, makes it 33MB, and adds it to the .git folder. But if you compress and store a 100MB uncompressed file in the blender, it becomes a 33MB blend file, which is committed by GIT to compress it one more time, make it 27MB, and add it to the .git folder, so you can keep the storage smaller.


texts: blender 2.8 - objects are scaling weirdly

texts:
when i try to scale my objects on blender, they scale weirdly. the reason may have been because i applied rotation & scale to it (shift+a), but i'm not sure. i've tried redoing whatever i did wrong (changing pivot point and origin), but nothing seemed to do the trick.

before, i was able to scale the object on the video below as if it was one object (didn't scale weirdly)

i hope i was able to express myself correctly. thank you!

video of what's happening: https://imgur.com/a/ASu06Gv