texts: How to extract beginning part of 3D model files using Blender?

texts:
The business purpose is that I allow registered user upload different 3D model files. When other users review the file, he or she does not need to download the whole file (size about several Gbs), he or she could make preview the 3D model files with the biginning a couple of 3D frames. In this way, he or she could know about the 3D file roughtly, then decide to download or not.

Challenge is 3D model formats are hundreds, we already know that the users have different 3D model tools (Aveva for example) to make different 3d format files. Lets make it easier at first, that is to say it could take this preview a couple of minutes or not that real time (seconds for example).

The question with above scenario could we use blender in command line utility to generate all kinds of 3d model files's prview videos or pictures?

====================

second edition

I found following link could help me to make preview of a 3D model. The link has following code snippets.

import bpy
scn = bpy.context.scene

bpy.ops.import_scene.obj(filepath='E:\\sjj\\Blender\demoFile\Demo_274\Ring_27.blend')
target = bpy.context.selected_objects[0]
scn.objects.active = target
# centring the origin gives a better bounding box and rotation point
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

cam_x_pos = max([v[0] for v in target.bound_box]) * 2.5
print('cam_x_pos: {}'.format(cam_x_pos))     //it prints cam_x_pos is 0.0
cam_y_pos = max([v[1] for v in target.bound_box]) * 2.5
print('cam_y_pos is: ',cam_y_pos)            //it prints cam_y_pos is 0.0
cam_z_pos = max([v[2] for v in target.bound_box]) * 2.5
print('cam_z_pos is: ',cam_z_pos)            //it prints cam_z_pos is: 0.0

rot_centre = bpy.data.objects.new('rot_centre', None)
scn.objects.link(rot_centre)
rot_centre.location = target.location

camera = bpy.data.objects.new('camera', bpy.data.cameras.new('camera'))
scn.objects.link(camera)
camera.location = (cam_x_pos, cam_y_pos, cam_z_pos)
camera.parent = rot_centre
m = camera.constraints.new('TRACK_TO')
m.target = target
m.track_axis = 'TRACK_NEGATIVE_Z'
m.up_axis = 'UP_Y'

rot_centre.rotation_euler.z = 0.0
rot_centre.keyframe_insert('rotation_euler', index=2, frame=1)
rot_centre.rotation_euler.z = math.radians(360.0)
rot_centre.keyframe_insert('rotation_euler', index=2, frame=101)
# set linear interpolation for constant rotation speed
for c in rot_centre.animation_data.action.fcurves:
    for k in c.keyframe_points:
        k.interpolation = 'LINEAR'
scn.frame_end = 100

I modified a little bit of original codes,

rot_centre.rotation_euler.z = radians(360.0) =>
rot_centre.rotation_euler.z = math.radians(360.0)

Why cam_x_pos, cam_y_pos,cam_z_pos are printed as 0.0.? And how to let camera take shots/snapshots so that I could get some pictures (jpeg,png,gif)

The file Ring_27.blend looks like:


texts: How can I project several objects towards a plane while respecting object bounds?

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I have a situation like below with several objects and I want to project them towards the plane X=0 while preventing objects from colliding. Basically each object goes as close as it can towards the plane without intersecting anything else.
Going from:

To:

Is there a way to do this quickly and easily for any number of objects?


texts:
How can i get below image type of rainbow color with spikes and spherical effect. Is it possible and how.

I have created a smoke effect and added this color nodes to it.

This was my result

Any suggestion or help.


texts: What happens with the quality of sound if I render it twice as MP3?

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I'm working with many stripes of  uncompressed WAV sounds. Now I want to make them be just one MP3 stripe.

My problem is: There is other files to render in the same situation. So in the end,  there will be files rendered as MP3 in need to be rendered again as MP3 to obtain the final cut.

I would like to know what Blender does in this situation: Does the quality goes down even more?


texts: Creating a mesh on any object, duplicating the mesh and editing faces

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Id like to create an atomic model of a nanoparticle, a truncated octahedron to be precise. I know I can use the "set parent" function using small spheres to superimpose on an octahedron (itself created after bevelling a cube). Like I have shown in the picture.

I am facing a problem in making the new structure (truncated octahedron made of small spheres) independently editable. For example, id like to change its orientation wrt to the camera and also colour/texture different faces differently.

Thanks in advance!


texts:
How could I make this sprinklish colourful dot material from this picture?

Source: https://www.behance.net/gallery/73394167/Radical-Everything


texts: How to make keyframes in Blender 2.78a using Python?

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I'm new to Blender and new to Python, on my Layer 1 I have a ball named "BallB". Now I want to make a simple bubbling-animation using Python in Blender but I'm unable to make a keyframe. This should happen on Layer 2. I tried many and got many Errors.... all the Snippets I found didn't work and my script allways crashed with Python-Errors like "RuntimeError: Operator bpy.ops.anim.change ... expected an timeline/animation area to be activated" and many more.

Has anybody some hints for me? I'd like to learn scripted animations in Blender so I'm very thankfull for every hint which advances me ;-)

My Code:

import bpy, math, random

d           = 4
anz         = 100
frameAnz    = 10

scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 100

for anz in range (0,anz):

    ball = bpy.data.objects["ballB"]

    tball = ball.copy()
    xpos = -1 * (d/2) + random.randint(0,(d-1))
    xpos += random.random()
    ypos = -1 * (d/2) + random.randint(0,(d-1))
    ypos += random.random()
    zpos =  random.randint(0,(d-1))
    zpos += random.random()

    bn = str(anz).zfill(5)
    bn = "zz_Ball-" + bn

    tball.name = bn
    tball.location = (xpos, ypos, zpos)
    sz = random.uniform(0.015,0.09)

    tball.scale = (sz,sz,sz)

    #tball.nodes["Emission"].inputs[1].default_value = 200
    tball.select = False
    scene.objects.link(tball)
    #print ("done!")

obj = bpy.context

for actFrame in range(1,frameAnz):
   # scene = bpy.context.scene
#    scene.keyframe_insert(data_path="gravity", frame = actFrame)

    for ob in scene.objects:

        ploc = ob.location
        #print (ploc)
        xpos = ploc[0]
        ypos = ploc[1]
        zpos = ploc[2]

        zpos = zpos + random.random()
        ob.location = (xpos, ypos, zpos)
        #ypos = ball.location[1]
        #zpos = ball.location]2]

        #zpos = zpos - random.random()

        #ball.location = (xpoy, ypos, zpos)
        #obj.keyframe_insert_menu('Location')
        #bpy.context.scene.frame_set(0)
    #scene = bpy.context.scene
    #scene.keyframe_insert(data_path="Location", frame=actFrame)

Actually it looks so:


texts: Is it possible to UV mapping to single pixel?

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I'm making models that has only used few colors. For instance, if there is a gun with arm, the gun only uses 2~3 colors and the arm only requires one.

First what I did was creating multiple materials and assign them to faces without UV mapping. Note that these models were used for my personal game project with Unity Engine.

But the problem is that each material requires high rendering costs in Unity, so I had to reduce the number of material as I possible.

So I changed my models to have single material with UV mapped, and painted textures from Substance Painter 2. But the problem is that it still only needed a few colors but texture images are too big. I want to make texture as small as possible, but I have no idea how to do.

I think it will be good if I can assign UV map to each pixel has different color. Is there a way to achieve this?


texts:
How can I animate object rotating with center of rotation offsetted?

I want to animate hammer making movements like someone is using it.


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I'm trying to rig a 3 bone-setup that allows me to twist the mesh's forearm like you would in real life. I've got a copy bone rotation on the bone (haven't done the rest) but rotating it just freaks out the chain.

Here's how it looks like:

And that's only on 0.359 influence limited on the Y axis (Local space -> Local space (I've tried different ones; they ended up with either the same results or worse)). Also, why does it take more than one Alt-R's to reset the bone rotation?

Probably a stupid question and I'm just missing something really obvious. In any case, any help is appreciated. Thank you!


texts: Blender Renderer only utilizing 1 core in Ryzen 3900x (24-core) CPU

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I've been working on a project for work on my local machine that eventually made it to our server (specs listed below). On my local machine and, since troubleshooting the issue, many other coworkers' local machines, Blender Renderer seems to be utilizing all CPU cores to render (as expected). However, when it's on the server, it only seems to be rendering with a single core - dinging the CPU in task manager for ~3-5%.
My coworkers and I are at a bit of a loss for what might be happening and don't really know where to go from here on troubleshooting. =\
Here are the specs for the server:
CPU: AMD Ryzen 3900x
Memory: 64GB
GPU: NVidia 1070
OS: Windows Server 2016
Blender: 2.79b
Script: Called via cmd line arg
We're rendering via a python script wrapped inside a Renderer obj/class I made to keep settings consistent across all our scripts. I'm not sure if all of the code below applies to the renderer we're using?
for scene in self.bpy.data.scenes:
    scene.render.threads_mode = 'FIXED'
    scene.render.threads = 24
    scene.render.engine = 'BLENDER_RENDER'
    scene.cycles.device = self.device  # defaults to 'CPU'
    scene.render.resolution_x = 1280
    scene.render.resolution_y = 720
    scene.render.resolution_percentage = quality  # defaults to 100
    scene.render.use_raytrace = False
    scene.render.antialiasing_samples = '5'
    tile_size = 32 if self.device == 'CPU' else 512 # for 'GPU'
    scene.render.tile_x = tile_size
    scene.render.tile_y = tile_size
    scene.render.preview_start_resolution = tile_size
    scene.world.light_settings.samples = 3
    scene.render.filepath = join(output_folder, output_file)
    scene.render.image_settings.file_format = 'FFMPEG'
    scene.render.ffmpeg.format = "MPEG4"
    scene.render.ffmpeg.codec = "H264"
    scene.render.ffmpeg.constant_rate_factor = 'LOW'

I have an intuition there might either be a hardware problem or Windows Server 2016 is somehow bottlenecking the application. Are there any known issues with Ryzen CPU's not utilizing all of their cores?


texts: How can I position the object origin precisely on a specific axis?

texts:
I'm a newbie and again, I'm here with my stupid question as usual.

As you can see here I try to make a door right, and I trying to move the origin point of this door into the middle of the bottom of it. I successfully snap it to the X and Z axis by following some random Youtube video. But my problem is I don't know how to make it into the middle of the Y-axis.


texts:
I had finished animating an action and was previewing it. I accidentally hit R while the animation was playing and not wanting the rotation, I hit escape (and probably a couple of other characters because fat fingers).
Now I don't have anything at all listed in the dope sheet summary. Also there are no keyframe nodes in the action editor. I can still see the animations being done if I scrub the timeline, there's just nothing in the graph editor.
I've tried to figure out how to fix it, but I cannot seem to find it.


texts: Where did "Free unused nodes" checkbox go?

texts: Recently run into some memory lack while I was composing and remembered about this option. Unfortunately, it is not present in Blender since 2.77 release. Was it implemented by default in modern builds or gone away forever?


texts:
I have a scene that includes an appended rigged hand model that I built previously. For this specific scene, I want to add press-on nails to the hand.

I joined the the mesh of the nails to the hand mesh, but when i go to move the rigging, the fingers move independently of the nail. Is there anyway to make the nails move with the fingers with the pre-exsiting rig? Or do i have to delete the armature and re-rig the hand after joining it to the nails?

I also don't want the nail to be deformed by the rig. How can I avoid this?


texts:
We have an animation where particles are emitted from a plane, using a PNG image texture as a density influence.

When rendering through the Blender GUI, if the PNG texture is changed and the animation replayed, the new texture is used as a density influence and the simulation renders correctly.

However, when rendering a single frame from the command line and using a Python script to change the PNG logo, the density influence does not get updated. As a consequence, the new PNG image will display, but the particles will emit as if the old PNG texture was still in place.

Looks as if we need to explicitly tell Blender to empty its cache(s) - from Python. Does anyone know how to do that?

Thanks!


texts: How to add some vertices from another object to the vertex object of one object?

texts:
I have a sailboat. I made a vertex group on the sail to keep it pinned to the mast, but the mast is a different object. How can I add the vertices on the mast to the vertex group to pin them together?

https://i.gyazo.com/db001a70c7d52ce8288159a9dd0efb08.png


texts: How to solve weird geometry when sculpting uv sphere?

texts:
FYI - I'm pretty new to blender.
I'm playing around with the sculpting tools and was using the grab / inflate brushes on a UV sphere mesh that I had previously used a subsurf modifier on. It gets this weird spiky pattern near the poles and I can't really seem to smooth it out.
Why does this happen and how can I fix it?


texts: How to get the pressure force applied on an object?

texts:
Here is my problem, I am trying to access the force applied by the wind on a cube in the node panel.

Does anyone know what the name of the node is ?


texts: Wrong X coordinate with the local coordinate system?

texts:
I would like a little bit of help with Blender 2.8. I don't know why the X coordinate of the highlighted vertex is -2 in the local coordinate system ? I think it should be something like -3.4 ?
Y and Z seems ok, but not the X.


texts:
So the process of creation of this mesh was as follows:

Quads (Edit Mode) > (applied) Subsurf mod
Sculpt mode > Dyntopo for details
Decimate mod

Not sure if this was supposed to look this way, it is not as bad, when rendered though.
Even though the mesh does not look as bad, I am aware that my workflow is not as 'correct' as it  should be I guess...

Wait, it IS pretty bad when rendered ... the bumb map really emphasized the pixeliness here...

Maybe for the future... how may I avoid such results (in having such pixelated textures), should I follow a different process/workflow? Or is it somehow System/Settings related? I tried tuning a bit with the Mipmaps and Anisotropic settings, not much changed...

This is probably a more broader question, but hey, I would appreciate any pointers or tips...

Thank you for your time

enter image description here


texts: How to animate an object so it follows the slope (normal) of another object?

texts:
I'd like to animate an object moving over a surface and have the object positioned so it follows the slope (normal) of the surface.

Using a shrinkwrap constraint, the object will follow the change in height of the surface.

However, it is not clear how to make the cone follow both the height and slope (normal). In the image below, the red cone shows the desired orientation of the white cone at one point in time.

How can the cone in the animation be animated to follow both the height and slope (normal) of the surface?

Sample blend file here

Using the solution from Lukas, and making sure scaling was applied to the objects, this is the result!


texts:
Let's say I have a object that has a uvmap called uv1 and has a color,roughness,bump etc applied in cycles through image textures with texture coordinate set to uv using uv1 and the image textures are meant for uv1, is it possible to transfer the colour,bump etc to another image which uses another uvmap uv2.
Note: it would be easy for me to do so if the object was textured using procedurals all I have to do is bake the textures using uv2, but I hand painted details onto the object using uv1


texts: I wish to make a smooth motion like hips of belly dance

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I have moved the hip joint on a character, from center position then to a few edges of a circle, but dont know if I can smoothen the motion rather than the way it looks now which is trianglar.

I would rather make the motion as my diagram suggests. but I think you can use curve paths etc, not sure how. but more to simplicity of creation extra objects, is it possible to magically make blender fill in the gaps from where KF2-KF3 etc

Object = Hip on the RIG
KF1-KF6 = Locations blender has already been setup with.

my objective would be to auto create the filling keyframes inbetween KF2-KF3 and KF3-KF4 etc, maybe like subframes

I dont want to overload blender with a tonne of Keyframes... but to automate with some trick that keeps blender clean would help my animating process

thanks
Shaun


texts: How to bake normal map for discontinuous mesh

texts:
I'm building models for an independent game and would like to use normal maps. I started by building the low detail meshes first, which are about 4000 tris each, give or take a thousand. I built the low detail meshes in pieces to save on polycount, so when I bake a normal map onto the low poly mesh I get all kinds of errors where the high poly mesh is being projected onto the overlapping faces, no matter what bias I use.

How can I bake normal maps for these meshes? If I have to redo these to get there, what should I look out for in the future? Should I have started with a continuous mesh with all the detail and then deconstructed it to make a low detail mesh?


texts: I have the Problem, that when I export my project as Fbx, the Textures don't come with it. I tried changing the Method used to reference paths to copy and activate embed Textures but it didn't work. I also tried to unpack all into files but nothing. Any suggestions?


texts:
can someone tell me if its possible to define own "snapping points"?
I know the poissibility to snap to Volume, Face, Edge, Vertex and Increment - but what i need is the following:

I made a small library of parts (e.g. Legos, metal construction, scaffold, etc) these small parts i would link to my actual scene. But there are just some parts which fit together. aligning these parts manually is quite boring and time consumpting. So what i need is a way to define some kind of point/vertex/empty on every part where it would snap into each other. Maybe like some magnetic area...

Do you know what i mean? How can i realize it? Is there a addon i missed?

Thanks in advance,
j


texts: Trouble mirroring a normal map from multires modifier to the other side of the character

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Hi all i'm having real problems understanding how to mirror my normal map to the other side of my model,
I've tried flipping the normals, copying the uvs to the mirrored side and copying the model and cutting away the other side while trying to join them... am out of ideas and cant quite understand what to do next
Could anyone help walk me through how to take an object with multi res and turn into double sided low res model with displacement maps. its my first time using multi res for sculpting and making normal maps from it (blender 2.83)
with thanks
[


texts: Why are most my objects not visible in new windows and when its rendered out?

texts: When I open new windows or render out images, it looks like whats on the right. The window on the left is the original window I've been working on to make this thing. This project is due in 2 days and I need this figured out as fast as I can.


texts:
No matter what my display settings are, the main Blender screen is split in two and the two halves are displayed back to back. In other words ][ instead of []. Help!

No, these are not two separate view windows. It is one view window cut in half.


texts: Why are the textures i assigned not appearing to the cube?

texts: I tried to add some photos to give the light grey bar on the top some texture but it wont show up. I'm new to blender so any advice or solutions would be great


texts: What is LookDev/Material Preview mode for in 2.8?

texts:
I am struggling to understand what is LookDev/Material Preview mode for and how do I render an image which I see in this mode into a picture or video.

I tweaked my material to look how I want in LookDev mode1, but rendering via F12 seems to be using the Rendered Mode2 and the material looks totally different.

What am I doing wrong and why this sudden bright pink glow in my material?


texts: How to show wireframe on shaded object in 3D View?

texts:
Is it possible to show wireframe on shaded objects in the 3D View?
I'm looking for something like below:


texts: How would I automate video editing using variables?

texts:
I'm going to be honest with you. I'm trash at python. I need help automating the video sequencer. How would I go about making a script that can open a picture and a sound file from a path?

Lets say I have a folder called "DOG". Inside of that folder are two more called DOG.sound and DOG.image. Inside of those folders is a sound and an image.

Is there any way that I could not only set up a variable system that inserts the sound and image based on the variable, but then also change the length of the image, change the audio volume, add fade with cross and color strips, etc.? This seems like it would be a little much. I need it to open a .blend, find an image and a sound file, set the length and channel, set the timeline to end 10 seconds after the sound ends, set a cross to fade in and out, and then render to a directory. Am I trying to do too much?


texts: How can i send my motion tracking project with the background video to a render farm?

texts: Is there any way to pack a video file with a blender file in motion tracking, and send it to a render farm?


texts:
I have problem with compositor.

It doesn't show result in output render until I replug Image into Composite node.

I am rendering 2 layers, but it show only first layer, without anything modified, until I unplug and plug back into Image slot in Composite node. Then it shows correctly.

NODE SETUP:

EDIT:

Result doesn't show in render output. In Viewer it is visible.

EDIT 2:

Here is the blend file. Sorry for wrong file.


texts: Code to toggle viewport display material alpha

texts:
I'm new and I'm trying to learn how to make a toggle for the alpha channel of of the viewport display material so that I can set a shortcut on it. I can't do that by normal means it seems. So I'm trying to make a script for it. I already know how to make an addon. I know how to do something like this in Maya but I can't figure it out here in Blender!
What would be the line of code I should use to make this happen? I'd like to toggle between a value of 0.2 and 1 with the said command.
This is the attribute in question:
bpy.context.object.active_material.diffuse_color[3]
Thanks!


texts:
I'm currently trying to make a 3d character for my portfolio to get into an art school, and I'm running into a problem.
I'm trying to rig my character so that I can animate him walking, however, I run into two problems:

The hand on one side of my character moves when I adjust the other side's hand, and the rig for that side doesn't adjust with the rig as well.

The feet of my character does not move properly with the rigging, instead warping drastically as I try and move it. The wings of this character also warp as well, but I think that's because Blender is trying to grip onto anything within the foot's range.

EDIT: Here's my file if you want to look at it:


texts: Why my blender layout area appears a mark like hourglass? and how to close it

texts:
I don't know what function I pressed, suddenly, the blender layout area appears a mark that looks like "hourglass"(see the picture below), and it does no effect but just a little bit annoying. I try to close it, but still can't.
If anyone knows how to close it and what function did I press accidentally, please help me to fix it. thanks a lot.


texts: Making vertex paints visible in edit mode?

texts:
Using Blender 2.78.

When working, I'll often flip between edit mode and vertex paint mode, painting as I go. How do I go about seeing non-baked vertex paints on my mesh when in edit mode?

I am not asking how to apply vertex paints or use vertex paint mode

I have done this before without baking the textures first

I have done this before without use of nodes and would prefer that a solution either doesn't use nodes, or if it does, has a quick explanation of nodes for dummies.

Thanks!


texts: Why is my glass plane displaying diffuse at specific angles?

texts:
I have a glass plane mixed with a diffuse fresnel (and a .png texture):

This glass plane shows up diffuse when viewed at an angle. When viewed straight on, it looks fine, like a regular glass plane. How can I get rid of this diffuse effect?


texts:
I am a newbie to blender and have been asked to do character rigging in blender. I have tried several times during the last 5 days but unfortunately, there is something wrong and I hope that someone could help.

The target is to generate a dataset consists of set of images taken for a moving 3D character.

what I have done are

1-  Created a mesh using MakeHuman, imported it into blender and put it in T-pose.

2- Replaced the default armature in order to add another provided reference armature.
    2.1 - deleted the default armature

2.2 - imported the refernce bvh file that contains a skeleton, roughly aligned the joints of the skeleton with the makehuman mesh and made the armature the parent of the mesh.

3- Tested the created model.

4- Everything is working fine inside blender, I have applied an animation and it works well.

5- After that I have exported the vertices, bones and labels for the data generation task. We will apply different animations on the character and taking photos while moving. The results are ghostly images and I have been debugging for 5 days and I couldn't fix it till now. What may be wrong in the previous steps ? Is there anything that I should take into consideration before exporting the mesh files ?

all the used files in the task are attached on the following link

https://www.dropbox.com/s/um02ejnu25nghm6/files.zip?dl=0


texts: Why is there a difference in the same material

texts: Used same nodes with 2.79 and 2.82. Huge difference. I can't see color in 2.79. Doing the same thing in 2.82, the color and shaders are seen/visible. Why?


texts: i would like to know how to rearrange uv maps to where i want, without messing vertices. For example putting a couple UV on top of e.a other because they have the same texture. Im having a problem doing that because when i try to grab, other vertices come as well.


texts:
I'm rendering shapes in Freestyle.  Nothing fancy (think flowerpots).  I want a white object and white background, and of course black Freestyle outlines.  No textures.

It's working fine, but I wonder if there's a faster way to do the renders.  Since my planned output is so basic, is there a way for me to - I don't know - turn raytracing off, or use less of it, or turn off other options or features so the rendering routine has fewer things to do and takes less time?

Right now, I have no lamps in my scene; im the World tab, I'm using a white horizon color and environment lighting with energy level 10.


texts: Why isn't this MP3 playing in the Video Sequence Editor?

texts:
I am trying to add an audio file to one image. I have tried repeatedly but the audio file doesn't play. I have used tutorials that suggest it should just play right away when I run the file but nothing. The originals are an MP3 and a PNG file.

I have the codec set as Quicktime with H.246 and AAC audio codec.

Please advise!


texts: How could I go about creating a heat distortion effect behind a jet in cycles? This is what I'm trying to achieve:


texts: How to copy weight painting on foot1 to foot2?

texts:
I have a mesh (half a human body) and an armature, which is mirrored by scaling -1 along x, and then fixing bone roll. The mesh is weight painted.
I want to mirror the mesh. However when I use the mirror-modifier, I experience great problems with the feet.

When I mirror the mesh, the weightpainting of the feet get copied. In the sense that the foot-bones for one of the feet controls both feet, while the other doesn't control any. The rest of the rig works fine.

How do i make the feet-bones control each their feet?

This is my modifies for the mesh


texts: when i press number pad 0 or select the camera it doesn't work .. it only select the plane and when i press number pad 0 again it just zoom in to the donut i restored shortcuts to it's default and that didn't help


texts:
Is it still possible to make a model that I can export to somewhere and when viewed the user can interact by clicking on certain items for them to be hidden? I'd have thought the game engineer would have done that but I know that's been removed, it'd be nice if I didn't need to ship it to unity first.
cheers


texts:
I created an armature for my birds wing. The wing should be exactly rotated from the edge of the part of the wing. But everytime I rotate it by the x axis it leaves this line and there is some space between it (see the picture). This is because the part of the wing isn't parallel to the ground, but it goes up a bit in the Z axis. I don't know what to do, to tell the bone to rotate by another custom axis...

My .blend file:


texts: Why won't fur particles attach to model? (2.8)

texts: I, for the life of me, can't get the fur particles to attach to the model! Here's a screen-cap for those who want to see what I have to deal with (Render engine is Eevee, btw. Doesn't work in Cycles, either). I'd perfer to only share the model's file if absolutely necessary.


texts: Keep only new faces from Blender Solidify modifier

texts:
I am using the Solidify modifier from Blender. I just want to have the new surface that the modifier gave me. I dont see an option that its possible.
Is there a way how to do this?
Thank you
Simon


texts:
I have an object which is to be 3D printed.  This object will then be assembled with other objects.  However, due to the 3D printer being not very exact, I need to add a small tolerance to the object (i.e. make the object a bit thinner) so it will fit with the other objects.  I would also like the base of the object to be slightly thinner than the middle and top, to offset the object being fatter at the base where the first few layers are printed.

Here is a screenshot of the object:

Specifically, I would like to move all horizontal edges at the top of the object slightly "inward" on the XY-plane by a constant amount, and move all horizontal edges at the bottom in a similar way by another (larger) constant amount, while preserving the height of the object on the Z-axis.  All edges that are currently parallel to each other should remain so.

The effect would be that all points inside the modified object are also inside the original object, and the hole in the middle becomes slightly larger.

Note: The Alt-S command does something similar to what I want, but it doesn't seem to allow me to lock the Z-coordinates.  I do not want the height to decrease.

EDIT: Here is my .blend file.


texts: I'm new to blender and have just built my first 3D model. I'm wondering though if there is any way to create a properly rendered output of the 3D model in a standalone file which another user could open on their computer and have the ability to move the camera (zoom, pan, rotate etc) around? Or even if not standalone just a program that creates the rendered model and allows the user to have full camera control after the object has been rendered (rather than just getting a video/image output of the model).


texts: Make the original mirrored object invisible

texts: The top object is the original object, and the bottom is that which is mirrored.  Is there a way to make the top object invisible while keeping the mirrored object there?


texts:
I'm trying to get the dpi of the material textures via scripting, but I could not find any information on this.

You can assume that my UV-mapping is un-stretched, each polygon will be covered by the same amount of pixels in relation to the polygon area.

Do I need to use external library?


texts: apply a wood texture to a circle to make a shield

texts: I am attempting to make a old wooden shield for 3d printing.. and would love to have the wood plank texture applied to it..  similar to this.. https://www.artstation.com/artwork/ue4-shield-pack-painted-wooden-round-shield


texts: parenting with Automatic weights but the mesh moves really weird

texts:
Im following this tutorial and i susessfully parented the armature to the mesh but the mesh moves really weird, is this an issue?

[![enter image description here][3]][3]


texts: Notify Operator when scene property update

texts:
I want to call a method of an operator when a scene property has changed.

I know there is an update callback:

bpy.types.Scene.h_dock = bpy.props.EnumProperty(
    items = h_dock, name="Dock",
    description="Dock to left or right side",
    default="0", update=???)

But how to add a method of an operator here or any other class/instance in which I have to update member variables?

Thx


texts: Cycles Error: Cuda failed to find version number

texts:
I am using Blender in Ubuntu with irie ppa. I've installed Nvidia-cuda-toolkit from irie and bumblebee, then I try to render using cycles but I keep getting this error in the terminal:

CUDA version 4.2 detected, build may succed but only CUDA 5.0 is officially supported

After getting this error, I downloaded Cuda 5 from Nvidia website and tried to install it, but instead got this error:

Unsupported compiler: 4.7.2

Then I tried to install with

sudo ./cuda*.run -ovveride compiler

Cuda 5 installed correctly, but when I tried to render again with Cycles I got yet another error message (again)

/usr/local/cuda-5.0/bin/nvcc: 2: /usr/local/cuda-5.0/bin/nvcc: Syntax error: Unterminated quoted stringCUDA: failed to find version number in:
CUDA nvcc compiler version could not be parsed.

I removed the Cuda files and tried to install (again), but before installation I tried to choose gcc-4.6

sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.6 40 --slave /usr/bin/g++ g++ /usr/bin/g++-4.6
update-alternatives: using /usr/bin/gcc-4.6 to provide /usr/bin/gcc (gcc) in auto mode
sudo update-alternatives --install /usr/bin/gcc gcc /usr/bin/gcc-4.7 60 --slave /usr/bin/g++ g++ /usr/bin/g++-4.7
update-alternatives: using /usr/bin/gcc-4.7 to provide /usr/bin/gcc (gcc) in auto mode
sudo update-alternatives --config gcc

and select gcc-4.6 as compiler. After that I try to install Cuda (again) with

sudo ./cuda*.run everything is fine, installation succes.

But, when I try to render my model with Cycles I get the following error (again)

CUDA: failed to find version number in:
CUDA nvcc compiler version could not be parsed.

Can anyone help?


texts: How to mirror a flipped object? See screenshot

texts:
How do you mirror an object that is symmetrical but 'flipped'? The only way I found that kinda work is using an array modifier with object offset targeting an empty and just rotate that empty with the merge option turned on. That's how I got the shape in the screenshot but unlink the mirror modifier it's horrible to work with since there is no clipping option. You end up having to tweak one end and than go to the other side of the object to tweak the points that should be merge but aren't any more because you moved the other ones.

Is there a better way to do this?


texts: Transparent objects passing through causes a shadow

texts:
My scene contains transparent objects that pass through each other during the  animation but it seems to be casting a shadow when the overlap

I've attached a screenshot if anyone can help.


texts:
I have made a model and filled it with colour using colour from the material tab. I then unwrapped the model and exported it. The colours were there (perfect). However the edges had really annoying black lines which shows in my game. So how do I export the UV Map without the edge lines. Even better how to export a UV Map with the material colours

Thanks in advance


texts: python script to handle new mesh extruding

texts:
i working on a python real time script that run every time I extrude a face in a edit mode
so i found that you can use handler to handling the new events in real time but i did't found any option in the document for how to handling this action

 bpy.ops.mesh.extrude_region_move

so are there any way to make something like that ?

import bpy

def my_handler(scene):
    print("new face extruded ")

bpy.app.handlers.extrude_region_move(my_handler)


texts:
I am trying to get the cube perform an action when its on a defined position but i cant make it work, i can make it show position on the console but cant get the cube to react to the code.
This is my code
import bge

def main():

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

    own.applyMovement((0.2, 0, 0), True)

    pos = own.position
    x = pos[0]
    y = pos[1]
    z = pos[2]

    print(x)
    print(y)
    print(z)

    if (x = 10):
        own.applyMovement((0, 0, 5), True)

main()


texts: Objects places opposite partly in particle system

texts:
I am making grass field and part of my grass group for particle have object placed up side down.
I tried to rotate the up side down object too but still it doesn't rotate when used in particle. How can I fix the rotation?


texts: Learning Blender. Add custom hyperlink button to UI to navigate to browser

texts:
Is there a simple way to add a hyperlink to a custom button (preferred) or menu in the Blender Gui?

My basic need at the moment is to open up links to documentation (especially hot keys https://wiki.blender.org/index.php/Doc:2.4/Reference/Hotkeys/All)


texts:
The structure of my add-on files is this:

main_folder
    __init__.py
    utils
        operators.py
        ui.py
        props.py
        icons
            icons.png

I am handling the loading and deleting of icons in register and unregister of the UI file:

custIcons = None

def register():
    global custIcons
    custIcons = bpy.utils.previews.new()
    scriptPath = bpy.path.abspath(os.path.dirname(__file__))
    iconsDir = os.path.join(os.path.dirname(scriptPath), "icon.png")
    custIcons.load("icon", os.path.join(iconsDir, "icon.png"), "IMAGE")

and

def unregister():
    global custIcons
    bpy.utils.previews.remove(custIcons)

When I am putting the icon in the UI:

def draw(self, context):
    self.layout.label(text = "Test", icon_value = custIcons["icon"].icon_id)

When I install the add-on, this shows up:


texts: Editable objects shown as on every layer - how did that happen?

texts:
There are a number of objects in a file I've been working on for a long time that have this setup I don't understand. They show as being on all layers but they are one object. They can be edited, so they aren't objects linked from another file.

I must have done this months ago but I can't recall how or why, and I'd like to change it. What is this setup and how do I get rid of it?


texts:
I was hoping that there might be a way to make a textured sky while in the camera's orthographic mode? I am making a pre-rendered 2.5D platforming game, and it would save me a lot of trouble if I could find a way to do this. It's easy to use Dynamic Skies in perspective mode, but as you know, as soon as I go to orthographic mode I just get solid colors...

I suppose I could just use a plane and texture it with a sky, but in the long run, that will be kind of a hassle to do every time for every flick screen that I am making.

Here's an example of a render from Oddworld: Abe's Oddysee, which is the closest that I am going for:

How can I achieve a sky like this one in orthographic mode?

Thank you!


texts: What keys do I click to go into camera perspective?

texts: I cannot find any information on the shortcut keys to camera perspective.


texts: liquid collision effector result changes with minor location change

texts:
After a solution to yesterdays "fluid not crossing a vertical Effector boundary" I now have yet another subtle Effector problem where a slight location change causes an effector to stop the fluid flow (no change in dimensions of Effector or inflow).
If I have the "EmitterCover.003" X location at 3' the flow is blocked.  If I move it to 3'2", there is no problem.  The flow is a child object that will move in accordance with the effector.
Let me know if you have any reasoning why this occurs, else I need to play with tweeking locations when this occurs as a workaround.
The blender file here is a reduction of the meshes and flows, is why the Domain is much larger.

blender 2.91.2


texts:
I want to animate an object similar to a torus, like lips in the air.

What is the is the best way to do it? I try this way and the result at the top is not satisfactory.


texts: Rendering with a Luminous Outline on Transparent Background

texts:
I am trying to achieve such effect on transparent background:
What I currently have:
Is it possible to get something like this rendered in blender? Or should I use Gimp to manually add my outline?


texts:
By "signals" I mean the age-old unix signals like SIGSTOP, SIGQUIT, SIGPWR, SIGALRM, SIGUSR1, etc.

Which ones does the Blender process not ignore, and how does it react to each?    I'm curious about signals sent to Blender by the operating system, user, or other software.

I don't recall seeing mention anywhere in any documentation.


texts: Mesh being deformed in a weird way by armature

texts:
I made a low poly mesh by using skin modifier on a skeleton kind of shape made out from extruding vertex from a single point. After that, I applied Subdivision Surface and Armature modifiers to bring everything to life.

It worked fine, I did some improvements with IK bones and nothing fell out of place, I made a little idle animation and it was fine. Tested exporting it to Godot but didn't do much after that, as it was late at the time, saved and closed the project.

Now I open the project, 3 days later, and notice something odd about the wrists, they have a weird looking deform that wasnt there on Friday, guess its just something about the pose and I try to switch it around, more weird things start to happen.

Joints deform as if they had a cylinder blocking their path and thighs have a small jump as wrist have.

I've tried googling but to be honest, I dont even know how to word this issue, I've tried fiddling around with the weight painting but to no avail, as well as switching Armature modifier's Bind To from Vertex Groups to Bone Envelopes, and it actually made things worse. I removed every Vertex Group from the mesh, and applied the armature again With Automatic Weights, this fixed some issues but some parts of the hands and feet were stuck without being able to deform.

It deforms oddly on joints, wrist issue can be seen

Weights seem to be as they should, nothing visibly out of place.

While in edit mode, everything seems to be normal

Same issue is present on knees

The issue extends throughout the model

Even though it wouldn't take me as long to redo the model, I would like to keep the current one and figure out how to fix this, as if it happened once, it could happen twice and on a more complex mesh.

Even after deleting IK targets and poles and re-parenting the armature With Automatic Weights some issues were present, and manual weight painting didn't fix them.


texts: Whether someone has done a user defined version of Blinn-Phong (not Blinn and not Phong separately) reflection model in the node editor?

texts:
Actually, I am interested in working with Blinn-Phong reflection model in my rendering process, but unfortunately, there is no such a reflection model in Blender.
(Yes, It has Blinn and Phong reflection models separately, but I need the third one, Blinn-Phong)I've read somewhere that the Blender CookTorr reflection model is actually the Blinn-Phong model but I could not understand how to set the specular exponent (shiny) of the Bilnn-Phong model using CookTorr input parameters (Hardness maybe?)
Since I am new in using Blender, I want to know is there any possibility to define Blinn-Phong reflection model as a user defined reflection model? If yes, should I use Blender "Node Editor" to define a new material?
Has anyone done this before? (Blinn-Phong is a well-known reflection model, isn't it?)
If yes, it would be appreciated to let me have a look :-)
Thanks


texts: How can I save and close and reopen a blend file with a script?

texts: How can I save and close then reopen a blend file using a script, so that all data blocks are removed?


texts:
I've imported an fbx with an "in place" walk cycle from mixamo.com (see below). I then parented the armature to an empty as a way of animating the "in place" walk cycle (tutorial here). My problem is that with the armature parented to the empty, now I can't find the walk cycle keyframes. No matter what I click on, they will not appear in the dope sheet. In the outliner below, I've clicked on where I think they would be but they don't show up. Any thoughts on why those keyframes are not showing? Unfortunately, I can't get the blend file down to a postable size.

Here's what I mean by "in place" walk cycle:


texts: How can the Blender API be used to access Blender from another application?

texts:
Take Openshot for example. It has some form of Blender integration and is written in Python.

I'm not sure if it directly accesses Blender's API or if it simply generates a .blend file and then launches Blender (as it seems to do with Inkscape for SVG titles).

What I would like to know is:

Can an application make use of the Blender API from outside of a running instance of Blender?
If yes, how?


texts: how to save object data while changing mode (Object mode, Edit mode)?

texts:
how can I save the object data (Lists , edges , vertices , ...) if I switch the mode from 'Edit' mode to 'Object' mode ?

I wrote a script that append edges to a list in 'Edit' mode then call a function (from add-on called: Edit tools 2) that do some operations ;

One of the operations is changing the mode from 'Edit' to 'Object' then back to 'Edit' , when I want to use the edges from the list after calling this function
I get the error :

"BMesh data of type BMEdge has been removed"

and this error is most likely happening because of switching the mode.


texts: Quads snapping up or down when displacement is animated

texts:
I am trying to make a 80's style grid mountain valley animation with the scene slightly animated by a noise texture displacement.

However when some deformed faces cross a certain point they "snap" either up or down creating a very distracting and bad looking effect.

I have made the initial mountains by applying a noise texture to a plain and modifying it to create a valley path for the camera which resulted in some faces being distorted or "bent" by having two opposing vertices below the other ones, this creates a jumping or snapping effect when the displacement makes the geometry cross the threshold of the "bend" being in the opposite direction.

Is there any way i can fix this? Like, disabling the snapping, or making it always face one direction without manually readjusting 150k+ faces?


texts: What's the best way to do clothing in character modelling?

texts: I'm doing a character mesh for animation, simulation, and posing/3d printing, and was trying to figure out the best way to do clothing. Should I model it as part of the character, and worry about making it behave properly in rigging? Or do I model it separately and fit it to the character? It seems like the best way to do it would be to model it on top of the character, and apply a cloth simulator, but I'm not sure if there might be a better way of doing it.


texts: 2.80 Eevee: Rigid body collisions OK in Viewport, but none in Render?

texts:
just wanted to ask if the behavior mentioned in the subject is a known problem in the current 2.8 alpha? Or am I doing something wrong?

I have a simple test scene, it is basically a keva planks tower, hit by an animated ball, the tower should collapse after being hit by the ball.

In the viewport preview everything renders fine (either solid, or LookDev, or even fully shaded) - all ok.  But when I hit Ctrl-F12 to render the animation, then the animation frames are rendered so that the ball goes strainght through the planks tower, and does not collide at all. As if it was a ghost. Hope you understand what I mean.

How can this be, that in viewport the physics work fine, but in final animation nothing happens? Is it a known bug? Or is there any setting which controls the behavior in viewport vs. final render?

Thanks a lot,
MR


texts: Test if the mouse is over any object in the 3D View with python?

texts: How can I find out if the mouse is over any object in the 3D View area with Python?


texts:
I am trying to use Python to mirror the UVs of my mesh. The UVs get unwrapped just fine but when I run the mirror command it is just a normal bpy.ops.transform command and the object gets mirrored and the UVs do not change. I looked a bit online and it seems that I need to access the UVs through a couple loops, however I was unable to get them to mirror with that approach.
Does anyone know how to mirror the UVs in Python?
Mirror command from the scripting Info window:
bpy.ops.transform.mirror(orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

Mirror command from the interface:


texts:
I've been facing a small artifact when unwrapping to an image.

On the right is the picture I am trying to unwrap and on the left is the image that has been generated.

For some reason the face I have selected hasn't been completely filled in. I have no idea why this is happening and why it is only happening for this specific face. On other meshes this material has unwrapped just fine.

Could anyone give me a hint?


texts:
I solve all my CUDA out-of-memory errors, and think to understand everyone. But there's one which resist.
What is about SSS? I have two characters. When I try to render them alone, with anything else on my GTX 970: Blender crash!

Anoyone knows anything about this kind on material/shader and CUDA world?

Thanks in advance
Blender 2.78a
Asus GTX 970 CO


texts: Object with faces that intersect adjacent faces

texts:
The following file
https://www.dropbox.com/s/dpwqgv2brfgzstg/PathPrefab5.blend is part of a project I'm working on.
I tried to make a curved mesh by extracting faces from a cylinder, and extruding the extracted faces, constraining the z axis, to give the mesh depth. But the cubes resulting from the extrusion collide with each other. How can I create this without the meshes colliding?


texts: Display the Operator properties of an Active Add Primitive operator

texts:
is it possible to display the Operator properties of an Active Add Primitive operator in a Custom Panel
as in the following figure:

For cylinder, I have enter radius and height, ...


texts: I want to scale a copy of the small star (the big star) but I want the proportions to remain the same. As you can see the bigger star is thicker. I want them to have the same thickness.


texts:
Is it possible to scale 2 axis(s) at the same time? Essentially making an object proportionally bigger.

This also applies to tighten a loop cut. In this example, the object looks tightened/constrained in only one direction but when rotated we see that it is not tightened evenly all around.

Thank you


texts: How do I smooth hexagonal shapes more into cylinders?

texts:
NOTE: I'm new to Blender/3D modeling, and this is my first project.

Here is a mesh of a clone trooper from a game from 2005 that I'm trying to "modernize." This hexagonal prism on his back is supposed to be more of a cylinder, but due to it's low-poly nature, it's obviously not. I've tried subdividing and smoothing the rectangular faces, but it bows the cylinder out in the middle as well as messing up the 90 degree angles between the rectangular faces and the hexagonal faces (possibly in an attempt to smooth those angles? which I don't want).

What's the best way to achieve a more cylindrical shape without having to manually bisect each face and translate the sides diagonally to make it more round? (If this is the only way, how can I perfectly translate the sides on the X and Z-axis EQUALLY so that I don't have to eyeball it?)


texts: How to add modifier to multiple objects via pie menu?

texts:
So here is my current pie menu. It works quite well but only on one object sadly.

What would be the best way to design a poll function so that based on what modifier type I select in the pie it will be applied to all selected objects.

Meaning is there a way to define this with one universal command?

class PieManipulateObject_Ext(Menu):
    bl_idname = "pie.manipulateobject_ext"
    bl_label = "Add Modifier"

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

        scene = context.scene

        pie = layout.menu_pie()
        #4 - LEFT
        pie.operator("object.modifier_add", text="Array", icon="MOD_ARRAY").type='ARRAY'
        #6 - RIGHT
        pie.operator("object.modifier_add", text="Sub-Surface", icon="MOD_SUBSURF").type='SUBSURF'
        #2 - BOTTOM
        box = pie.box()
        col = box.column()
        col.label("Deformations:")
        col.operator("object.modifier_add", text="Shrinkwrap", icon="MOD_SHRINKWRAP").type='SHRINKWRAP'
        col.operator("object.modifier_add", text="Curve", icon="MOD_CURVE").type='CURVE'
        col.operator("object.modifier_add", text="Deform", icon="MOD_SIMPLEDEFORM").type='SIMPLE_DEFORM'
        col.operator("object.modifier_add", text="Displace", icon="MOD_DISPLACE").type='DISPLACE'
        col.operator("object.modifier_add", text="Lattice", icon="MOD_LATTICE").type='LATTICE'
        #8 - TOP
        pie.operator("object.modifier_add", text="Screw", icon="MOD_SCREW").type='SCREW'
        #7 - TOP - LEFT
        pie.operator("object.modifier_add", text="Solidify", icon="MOD_SOLIDIFY").type='SOLIDIFY'
        #9 - TOP - RIGHT
        pie.operator("object.modifier_add", text="Mirror", icon="MOD_SUBSURF").type='MIRROR'
        #1 - BOTTOM - LEFT
        pie.operator("object.modifier_add", text="Edge Split", icon="MOD_EDGESPLIT").type='EDGE_SPLIT'
        #3 - BOTTOM - RIGHT
        pie.operator("object.modifier_add", text="Bevel", icon="MOD_BEVEL").type='BEVEL'


texts: I can't find the option where you can see the 3dviewport as the rendered version. Here's the mode I mean: https://ibb.co/GQtHM9L, the left side of the screen.


texts: Is there a way to render an animation that looks like as if it is rendered with the OpenGL lights (View-port lights)?

texts:
The view-port lighting is very useful for me for viewing objects and I like its lighting system, which made me wanting to replicate it into my animation renders. For example, I would use this when I want to render a scene with view-port lighting results and at the same time if I want to display some features from the blender internal or cycles render engine. For view-port render there is a view-port render button -

However, the view-port rendering does not feature features from both render engines.

Is there a way to replicate the view-port rendering so that an animation looks as if it is rendered with the view-port rendering button?


texts: How to create a procedural chevron like texture/material?

texts: I'm playing around with nodes within cycles and I'd love to create a chevron like texture like the image below. Anyone an idea how to accomplish this?


texts: Struggling to get a nice Shade smooth on Low poly

texts:
despite the fact that I'm using Blender for a couple of years (non-professionally), I'm still struggling to create a good smooth shading of a low-poly model.
For example, in the screenshot below I'm trying to bevel one corner of a cube, then bevel one of its sides. When I apply smooth shading (setting auto smooth to 65 degrees) I get a messy looking surface. Can you please give me a hint what I'm doing wrong? Is it possible to get nice shading in this case at all?
PS: I'm creating models for exporting to a game engine, so first I make a low-poly, then I make a high-poly with Subdiv, and then bake one to another. As far as I understand it, the low-poly shading should not have any errors for a model to look nice in a game.

UPDATE: Here's what I got after following @moonboots advice (my actual model is a bit more complicated). I think this is the best I can get.


texts: Is Backface culling possible on another object?

texts:
I've tried backface culling on something like toon shading, and it works with flying colors, however, I wanted to try and make an object contain another using backface culling, but despite the fact that I have seen the node trick to get it to work, and pressed the mark in viewport shading, I still have no use at getting it to work
For example Images, I have this sphere

And here is the cube on top of this image, with backface culling as the material. As you can see, despite having the sphere underneath, it's not visible. i have tried adding a geometry node with mix shader, but it still did not get the desired results.


texts: How do you name an .exr file? I saw how to rename each pass but I couldn't figure out how to name the overall file?


texts: Avoid rendering hidden objects (blender 2.8)

texts: Is there a way to stop blender from rendering hidden objects (that do not show in the rendered view)?


texts: The rigged eye does not close completely

texts:
I'm rigging the eyes of my character following this video tutorial

The mesh of the left eye deformed almost correctly. There is again something broken because the eye does not close completely and the bones move too far from their initial position. I would like to know what to do to fix it. I've attached two pics to show what happened.


texts: Cloth collision is calculated incorrectly when objects are rotated to degree values that are not multiples of 45?

texts:
Cloth object appears pulled through and/or around the collision object at certain rotation values (explained below).
I encountered this issue while attempting to create a model of a simple scroll. I am currently using blender 2.90 (beta), but I tested the file in 2.81 and it occurred there as well.
The scene (Get the .blend file HERE)

Scene Components:

Roll Path (Spiral Curve) - defines the shape of the scroll.
Paper (Subdivided Plane) (Cloth) (Curve modifier linked to Roll Path to define shape)
Floor (Collision) - a simple plane with collision enabled, placed beneath the other elements in the scene.
2x Cylinder (Collision) - 2 cylinders placed at each end of the scroll, which should collide with the Paper.
An Empty, which is Parent to all of the above objects (except Floor), for easy rotation of the scroll. (Note: The issue still occurs when the objects are not parented to the empty.)

The Problem
The strange thing about this issue is that it only occurs when I rotate the objects in certain ways. When they are rotated around the z-axis at increments of 45 degrees (starting from 0), everything runs fine. When you start the simulation with the objects rotated at some other value (ex: 30 deg z-axis), the simulation breaks as shown below.
If anyone has any idea what could be causing this, any assistance would be greatly appreciated. If you need more info, just let me know and I will add it.
Intended effect (Image)
Occurs when rotation value is multiple of 45 deg (or very close)

Broken Effect (Image)
The simulation appears to break in the following manner at any other rotation value.

Correct (left) vs Incorrect (right) (GIF)


texts: Cannot replace a packed image in the uv image editor

texts: I was trying to replace an image in my UV image editor, but the image defaults to a different image. how do I fix this?


texts: How to model a letter K (or any other object made out of transformed copies of itself)?

texts:
I've elongated a cube and copied it twice. I've then manipulated those two copies to look like the two non-vertical parts of the K, partially intersecting the vertical part. I then tried using booleans to merge the geometries into a single object.

However, when I try unioning two objects, one disappears. I've looked and it seems to be because of the duplicated geometry (the fact that I copy and pasted it?), but I can't really help it here, and remove duplicates removes 0 vertices.

How do I properly merge three objects that are transformed copies of one another?


texts: Worm/Tentacle/Tail/Spine Animation with ease

texts:
I wanted to rig and animate a worm using IK, so that if i move the tip of the tail i get the bend one would expect. Unfortunately using plain IK the tip will point towards the ground instead of staying parallel, easing into the slope of the arched spine.

This is what i end up with:

Ideally it should look more like a Gaussian function.

I thought that IK limits might help, but they are all relative to the previous bone and not global. To fix this i tried using rotation constraints, however, when the limit values approach usable angles the bend just "flips" along the Z axis so it's bending underground.


texts: Make force field only affect objects while they are within a specific area

texts: I'm trying to emulate an object floating to the surface of a liquid within a soft body simulation using a wind force field, but I have discovered to my dismay that wind force fields don't care about the position of the object and I can't find a way to make them do. Is there a way to make wind fields area-specific that I missed, or a better way to accomplish this sort of effect?


texts: Blender Motion Blur deactivation for certain objects doesn´t work

texts:
if I have set Motion Blur for rendering and deactivate it for a certain object in the object properties, the object is still blurred. The scene is a tracking shot from behind towards a boat that is cruising on the water. Motion blur should only be used on the water. I would be very happy for any help! I use Cycles for Rendering.
Kind Regards,
Tim


texts:
I'm working on texturing my model and have been previewing the render. I have a light in my scene but my model is really dark.

Here are my nodes for the material.Am I doing something wrong? (I'm using cycles btw)


texts: Making a whip, I've used the soft body, collision and various other options. Rigged the body and the hilt of the whip to the hand. As the hand moves, the soft body rope moves, but it does not move with precision I'd like. When adding a hook to it, I get a sharp L shape. Without the hook, the rope doesn't have the correct flow as a whip should have. Some advice would be appreciated. Here's examples.


texts: The model I'm using is subdivided and mirrored. Here are some pics of the problem, both the solid form and the edit mode.


texts:
in v2.79 the following works:

bpy.context.space_data.grid_scale = 0.25
bpy.ops.view3d.snap_selected_to_grid()

but v2.8 doesn't know bpy.context.space_data.grid_scale

What is the equivalent command in v2.8?

many thanks,
 Smooth


texts: I'm trying to fade one colour into another colour in blender render without using cycles render. Someone please tell me there's a way.


texts:
I have a collision object with the fluid particle emitter inside. The idea is that when the fluid fills up the object, it explodes and all the particles falls out.

The problem is that I can't find a way on how to animate the collision itself and turn off the modifier on certain frame?


texts: Earlier today, I had some trouble because of the rigs moving other parts. Thankfully that was solved, but now I have another problem (as you can see, I'm pretty new to rigging people). I want my limbs to bend sharply, except they're curving at the joints. How do I solve this? I suppose it involves something with weight painting?


texts: What is the difference between a Viewer and a Compositor node?

texts:
I was messing around with a scene earlier today and looked up some tutorials on chromatic aberration, and I noticed that all the tutorials I found had both a compositor node and a viewer node?

Is there any real important reason for using one over the other? Both export to the UV/Image Editor and allow saving out to .png files, and both seem to create an identical final image with my depth of field, glow, and chromatic aberration. Are there situations where one is better than another?


texts:
The triangulation process of Text to Mesh or Curve to Mesh generates some nasty topology.

I get why, but maybe it could be done a bit nicer? Since text is flat, have ngons instead of hundreds of triangles you'll need to modify anyway?

Another issue is when you then want to use the text as a Volume for particles, which for some reason behave weird when you have unusual topology even though they should be using the volume, not vertex or face positions.


texts: Texture will absolutely will not work when importing model in blender, why isn't this possible?

texts:
I have been trying for hours and hours and hours to get this 3D model ready to upload to a website called "The Models Resource" but it's impossible to get the textures to load with the model.

The problem is, every time I import the model into Blender, select "material view" and put a lamp on it, it's pink.

But the way I can fix it is by going into the texture menu, and then clicking on the folder and reopening the texture, so it's supposed to look like this

All I want to know is

What is the issue that is causing this? Am I not exporting it right? Am I not importing it right?
How do I fix it to where the textures will always be applied to the box when I import it to Blender.


texts: Object origin/pivot point perpendicular to an object

texts: how can I make the origin/pivot point perpendicular to the object like the second image? Thank you...


texts:
How can I use the Ocean modifier to only deform one axis of an object to create something like this:

How can I achieve this?


texts:
Quite simple question really, I am using Blender 2.80 on Windows 10, Intel + Nvidia based system. Blender runs really well, no problems, however, when I have finished with Blender and close the app there is a console (command) window that briefly flashes up. It is too quick to read the messages, but I do see "error" in the list of messages. I would like to somehow keep this console open on Blender quit so I can read the messages and fix any issues.
Or is it possible to get Blender to log the messages to a file for later reading?


texts:
I have some performance concerns regarding moving vertexes in either edit or sculpt mode.
blender seems to handle editing better than sculpting. At around 20k triangles sculpting begins to slow down. I am able to get upto 300k before edit begins to slow down.
I am using viewport shading and my system supports cuda (cpu and gpu).
I have checked task manager and my system never really peaks (gpu is at 10%) (cpu gets upto 50%)
My drivers are up to date (according to windows)
Im new to blender and I don't know if im asking too much out of my computer
My specs are;
intel i7-3820 3.6ghz

12gb ram

nvidia geforce gtx 680

EDIT: ram used by blender is about 800mb's or so. my system is using about 50% total.


texts: How can I achieve a Anime Shader look in Blender?

texts:
So, i saw a post in this Stack about 2 years ago but nobody had awnsered, so im trying to ask another time, does anyone know how to actualy get this Shader in blender 2.8? Somehow they have controls over the shading, and normals. And the shader draws smooth lines around the edges. Here are more examples.
I would like to know, what kind of settings, what kind of stuff I should be looking for, to copy this style with blender, or if anybody pro enough to create a short tutorial it would be amazing!
Here are my examples.

Animation:
https://twitter.com/twitter/statuses/916984184035360768
This here is actually created in blender. https://orig00.deviantart.net/f78a/f/2015/056/9/e/untitled_by_keiichiisozaki-d8jfztd.gif


texts: Why is the Steam version of Blender taking so long update?

texts:
I got the Steam version of Blender hoping to get new updates downloaded automatically but it's been days since 2.76 has come out but I still haven't gotten the update.

Are steam updates delayed for some reason? Do they have to go through a review or something? Is there a way to manually update Blender for Steam through downloading it from the website?

There's nothing I can find through Google about this since it's probably not a thing a lot of people complain about, so I thought this would be a good place to ask.

Thanks!


texts: How to set non color to node in shading in aces color space?

texts: Can`t find non color setting to roughness, normal map textures in aces color space.


texts: Automatically building a 3d object using 2d layouts or images?

texts:
Is there a way to automatically build a 3D object by using 2D layouts or images?

I have layouts for a house and it would be great if these layouts can be automatically transformed into a 3D object.


texts:
I have a interesting (for me) task - make a car emblem for some auto club.
Client asked me create emblem (flat, vectorized) and make some changes.

I'm done and now he would get STL file for print.
I created svg, then convert to STL and... stuck (

My problem is — in creating borders and depth. I'm graphic designer, working in Illustrator and Photoshop, but i don't know how can i realise this task. Please help me - give some advise, please.

Thank you.

Here SVG file: link


texts: Changing shape/size of green collision box

texts: Under the physics tab, when selecting "box" as collision shape, a green box appears around the object, which is presumibly the "collision box". Can this box be reshaped/resized, so that it becomes e.g. a bit wider than the object itself?


texts:
My add-on acts upon a hierarchy of data (a tree). I am not sure how best to represent this hierarchy as properties to expose the data to the user.

For simplicity, let us define an example: say that each node of the tree has a "value" which for example purposes is a float. Each node also has zero, one, or many child nodes. As I understand it, properties must all be registered up front in register(), which is the problem -- I guess I need to register all the properties for all the children that could ever exist?

I have had good results with conditionally presenting UI elements in draw(), and so I thought that one approach could be to add an "isEnabled" flag to the node class and define the tree as having a certain maximum depth with each node having a maximum number of children. If in our example the maximum tree that we require has a max depth of 2 and max children of 5, we end up with 31 nodes: the root, the root's 5 children, and then each child has 5 children.

Then, for every node in the tree, for node.value and node.isEnabled register a property in register(). In draw, we can use the isEnabled flag to show or hide the children of a node, which kind of expands or collapses the tree.

Is there a cleaner way to map this kind of data to Blender properties?

Edit:
I learned about PropertyGroup, but as I expected it doesn't like circular references.

class MyNode(bpy.types.PropertyGroup):
    value = bpy.props.IntProperty(name="value", default=1, min=1, max=1000, description="")
    child1 = bpy.props.PointerProperty(type=MyNode)

results in:

NameError: name 'MyNode' is not defined

But I think you could define classes for each level:

      A              MyRoot
   ___|___
  /       \
  B       C          MyTrunk
  |       |
 / \     / \
D   E   F   G        MyLeaf

I think that MyRoot can have a bpy.props.CollectionProperty(type=MyTrunk) and MyTrunk each have a collection of MyLeaf and then in register(), on single PointerProperty could be registered of type MyRoot.

This is pretty clean, except that you need to define a class for each level of the hierarchy. Therefore the hierarchy must necessarily be short and the maximum depth limited in advance (by the number of classes you're willing to define).


texts: How can I view all of the volumetric clouds in my cameras path

texts:
In the scene in the below .blend file, I've created a camera motion across a large area of water and should look like clouds are passing above in the same manor so either, the volumetric clouds aren't the way to go for this effect or something with my camera?
Thank you for taking the time to look at my project and any tips are very welcomed!
~growth~
https://drive.google.com/file/d/1fPY7jktExp5hnYH-lk9bDQcYK8WWP6ac/view?usp=sharing


texts: Help animating objects with different paths that merge

texts:
I need help animating 2 objects following 2 different paths, At some point i need them to ''merge'' together and continue.

I did this  with two different splines and the constraint ''clamp to'' the animation is just cycle and at the end both objects follow the same route.
My problem is that at some point both object's speed change (the splines aren't exactly the same) and the objects start to grow near and overlap.

Is there a way to make this in a more efficent way so the objects don't overlap?
Thanks!


texts: How to non-destructively bevel and extrude a mesh intersection?

texts:
In Blender 2.93/2.92, I am looking for ways to more easily create hard surface structures with doorways/archways that are extruded above the surface, in a non-destructive way that allows for quick prototyping.
When trying to use the bevel modifier on a boolean object, the bevel profile only cuts in to the surface.  Is there a way to use modifiers to get the beveled edges to extrude above the base surface, using the boolean modifier?
Reference screenshots.

A cube with some extra lines cut into a face. Faces inset where hole is desired.
Extruded the boundary face-loop above the original surface. Extruded the inset faces below the original surface
Unsuccessful attempt at creating this non-destructively. Bevel after boolean difference only cuts "in" to the surface, does not create any geometry "above" the surface


texts:
I want to fix the part I have marked in the image below.

I tried to apply scale, rotation, location and nothing happens. What can I do to solve this? And what PBR shader do you recommend for blender 2.78a?


texts: UPBGE Show text and disappear after collission

texts:
I'm new with using UPBGE and staterd with a tutorial ( Space Invaders)  https://www.youtube.com/watch?v=XryDhoTQTDI&t=334s&ab_channel=AlastairLow
The game is working after following the steps in the tut.
I want to add some text in de game, directly after the 'enemy' is hit, like: "+1"  and dissapear after the next shot or time (=0,5 second).
can you help me how to do this !
Groetjes Andy


texts: How to make infinite mirror room in eevee?

texts:
Alright I looked at Making a realistic infinite mirror tunnel and am trying to make an infinite mirror room in 2.8 eevee.

The answer says to increase light path bounces, but obviously this doesnt apply in eevee where lighting settings are limited to:

What Ive tried is making a mirror material (100% metallic, 0% rough) and put a reflection plane on every wall. I then upped the distance to like 5m on each -

however I still get maybe one reflection of the center object at best.
How can I do this in eevee?


texts: How to calculate world position of offset point based on rotation of an object in python

texts:
I have a sphere parented to another object, offset on the Z axis so that when i rotate the parent i can get the world position of the top part of the parent.
How can i calculate this without needing the child sphere object in python?

Parent rotation: 0, 0, 0
Sphere World position: 0, 0, 0.1

Parent rotation: 12.4162, 39.7934, -16.6971
Sphere World position: 0.0537, -0.0386, 0.0750


texts: Blender 2.80 hair dynamics. As soon as I advance a few frames hair goes haywire

texts:
When I turn on hair dynamics for my fur particles, they go haywire as soon as I advance a few frames. Sorry if I'm missing something obvious, I'm not very experienced in blender. I wasn't able to find any answers online, so if anyone has any insight it would be much appreciated. I am using cycles if that matters.
Frame 2 of the model

Frame 4 of the model


texts: What is blender's camera projection matrix model?

texts:
I have question what is blender's camera projection model.

I want to use blender to my computer vision experiment which need to compare real photo and CG. For real photo, I used camera matrix K for perspective projection, like this

 K= [f 0 Px 0]
    [0 f Py 0]
    [0 0  1 0]

(Px and Py is center coordiate of 2D image, start from Top-Left to Bottom Right)

So I can easily transform 3D vertex to 2D pixel coordinate. To compare this matrix, I need to know how blender make camera matrix K in it's internal rendering process. It seems that blender's camera has 3 parameters (f (focal length), near plane, far plane. Ignoring shift x and y).

How to make blender's camera projection matrix which transform 3D vertex to 2D image coordinate from these 3 paremeters?


texts: How to access linked objects from a linked collection? (Blender 2.8)

texts:
How can I access the linked objects inside a linked collection on Blender 2.8?
Inside the view layer navigator I cannot see the objects inside the drop down.
Linked Collection
  |
  |-> Linked Collection
        |
        |-> "Nothing"

I can link the objects individually but I need to preserve the Collection hierarchy, because:

The scene is quite complex, and I cannot know (easily) which objects are inside the collection I need to link, inside the list of all objects.
If the source collection has new objects added, I need them to be added (which is the behavior of the linked collection).

Any Idea how to do it? Thank you very much.

My problem with more detail:
I'd like to be able to access the linked objects inside a linked collection so I can change the materials for the linked objects as they define here.
I can make it work with Blender 2.8 linking objects directly and using a Library Override for the object, so I can change the material data block. But, I cannot find a way to access the linked collection's objects... to do the same, preserving the versatility of a linked collection.

Edit:
I found in the documentation Making an Instanced Collection Real which supposedly archives what I need, but does not work (at least I cannot make it work) with linked collections:

"Simply select your Instance Collection and press Shift-Ctrl-A to convert the collection into regular objects".
"Note that if the instanced collection was linked from an external file, the Object Data (mesh, materials, textures, transforms) will also still be linked from the original collection".

Edit 2:
I need to use the same source file collection, and be able to have instances with different material overrides locally. So I can have the same objects with different colors in different instances.


texts: How to animate a mesh that changes through editing?

texts:
So I want to change how the mesh looks (through edit mode) so the geometry of the shape changes throughout the animation. So I have a laser but I want my selected faces to be scaling up and down. How can I do this?

Thanks in advance


texts: Pivot point problems when "adjust edit cage to modifier result" selected on amature modifier

texts: I have an armature with the "adjust edit cage to modifier result" option selected on the modifier. The problem is the when I go into edit mode and select a face, I cannot get the pivot point to be the individual origin or median point.


texts: How Do I Change Which Key Is Used To Focus on An Object?

texts: I can't find the key binding to focus on an object it is currently NumPad . I want to change it to mouse 4. Where is the binding?


texts: rotation driver - skipping backwards after 90 degrees

texts:
I know this is a radians/degrees issue, but I'm not sure how to solve it
I have two objects (needles in a gauge) that one should rotate at 10% of the other - it's an altimeter for an airplane model

video of the rotation problem

My driver :

What dumb thing am I doing wrong?


texts:
Please, Is there a way to orient 2 vertices of one object, to another 2 vertices of another object? For example I need to move and rotate in one step -  prism with vertices A,B to the prism with vertices C,D . Point A will be on the point C and point B on the D. I want make same direction and position in one command. Is there something in blender ?

Here it is a better example. I want to copy couple of objects from point A,B to C,D. I need to move them to exact position with exactly same rotation to the slab. Thank you!


texts: When I subdivide a face, how do I get each face from the result in Python?

texts: For example, if I subdivided a square face so there were now 4 faces, how I do iterate through those 4 faces in a Blender add-on?


texts: I am texturing using two different images.  The first one for the cats head worked fine but when I come to use a new image for the cat's body, blender keeps using the first image. See below.  On the left the eyes from the first image appear on the side of the body. can anyone suggest a fix for this?


texts: Cannot light portions of object with point light

texts:
I am setting up a simple scene with only a single object, a truck, and a point light. It seems that regardless of where I put the light, the hood (among other portions) of the truck won't be lit. Here's an example:

My first thought was that it was a problem with the materials on the truck. But the material on the hood is the same as that on the top and sides, so I don't think that it is the issue.

I also replaced all of the materials with the default one (diffuse intensity 0.8 and specular intensity 0.5) to see just the contribution from lighting more clearly:

Is there some other reason that might be making it impossible to light certain portions of the object?

Other possibly relevant information: In the images above, the light is a bit above the driver's seat of the truck, but the problem remains even if it is directly on top of the hood. I have had better luck with Hemi lights, but would prefer to use point lights if possible. I am using Blender Internal rendering. I am also happy to post more images (the car rendered with shadeless textures, the actual blend file, etc) in the follow-up.


texts: How to render without rectengles between objects?

texts:
Helo, maybe someone could help me with my rendering problem? When I render I see strange rectangles bedind the tree and I don't know how to fix this.

I guess this is not a rare problem, but maybe I could not find the answer or I just don't know how to call this thing.


texts:
I have been using Lynda.com to learn character modeling. However, I have been unable to find a comprehensive guide to UV mapping. Because of this, I've had to figure it out using various bits of different tutorials online, and I've had some good success. However, I recently came across a problem that has halted my progress completely.

When applying textures using UV mapping, these strange gaps started appearing only on the hands of the character, everywhere else looks fine. If anyone could tell me what's going on, I would greatly appreciate it.
edit mode

object mode


texts: Rigify error Generation has thrown an aception 'None Type' object has no attribute 'bones'

texts: I have the same problem, but here the spine bone is set up correctly, so are all the other bones. This MetaRig is made of 2 rigs, a face rig that I did earlier, then I made a new MetaRig which I combined with the face rig correctly. Earlier I was getting the error saying spine 004 was disjoint, but I fixed that by connecting it to spine 003 using the connect button. any suggestions


texts: How do I set up a driver to drive a node value with a node group input?

texts:
I'm having trouble figuring out how to link one value to another via a driver.
Here's what I'm trying to do:

I'm making my own node group and I want to bypass having to tab into the group to change the value of XYZ rotation, but for reasons unknown to me I can't just connect the X rotation to my x_rotation value via a driver. This is the driver set up on the X rotation:

Is it just a matter of an incorrect path or am I doing something entirely wrong? Is there a different way to accomplish what I want?


texts: Trying to mirror object along Global X axis not working - What am I doing wrong?

texts:
I've worked for many years using 3ds Max, now I'm learning blender, but I'm still new to it.
I'm trying to duplicate and mirror an object along the X Global axis. The object (a character's arm) is rotated. So I duplicated the object (with Shift + d) and I'm trying to mirror it with ctrl + M, and selecting global x axis. So it should be mirrored and rotated to the other side, and I would just have to move the position to the other shoulder's position and it should be right.
But when I use mirror, it doesn't actually mirror the object on global axis. Even though "global" is selected in the mirror panel, it mirrors on local, so the object is mirrored but is still rotaded to the same side as it was originally (so it mirrored on local axis, not actually global).
Is it a bug or am I missing something?


texts:
I am just starting with Blender and need some guidance. Sorry if this is basic, i tried googling but unfortunately couldn't find anything useful.
I need to import multiple python files into one in Blender.
Currently I am doing:
dir = os.path.dirname(bpy.data.filepath)
if not dir in sys.path:
sys.path.append(dir )
import ladder
import table

# this next part forces a reload in case you edit the source after you first start the blender session

import importlib

importlib.reload(ladder)
from ladder import *
importlib.reload(table)
from table import *

I tried solutions in this post as well but didn't help:
https://stackoverflow.com/questions/45405600/how-to-reload-all-imported-modules
Will really appreciate any help possible.


texts: When I use bone tool for a mesh or character, it doesn't works as what I thought

texts: so I'm new to 3D modelling and I have a lot of questions other than this. I'm trying to create a 3D Modelling of a character, then I try putting armature, bones and when I parented it with their certain parts of the character and I going into pose mode and move the bones, it doesn't works as what I want. Can someone help me? This is the file https://anonfiles.com/7dO7lfNco1/frame_blend


texts: OSL: Can I use a closure as an input to an OSL script?

texts:
I'm experimenting with NPR materials in Cycles, in particular, half-toning and hatching. In order to make things work, I often have to bake the output of a Cycles shader to a texture map and, in a second session/pass, multiply the colors in that map with a halftone screen, put the result through a threshold, etc., and feed the result back into say, an emission shader, to render the result.

Would it be possible to write an OSL shader that would accept a closure color as input (like the Cycles 'Mix Shader' node) so I can use the output of, say, a Diffuse BSDF node as the input for further calculations? (so as not have to bake it first?) I've seen OSL scripts which contain the grammar for this, but I've never seen it used.

At least, for example, it would be nice to be able to combine the outputs of Cycles closures in other ways than the factored mix provided by the 'Mix Shader' node. Maybe multiply, subtract, and all those other modes.

Being an OSL baby, I'm afraid I might be getting the shading logic all wrong- I don't understand why I haven't seen this done in any of the OSL scripts I've seen - even if it worked, would it be an abuse of the rendering system?


texts: WIll Blender 2.8 run on Intel HD 4000 Graphics Card?

texts: I recently downloaded blender 2.8 and when I opened it it says that it needs a graphics card which supports opengl 3.3 and i have intel hd 4000 graphics card in my laptop.....so my question is that will it run on my laptop??


texts: Record mouse movements for Animation = gone?

texts:
What happened with that?

http://wiki.blender.org/index.php/User:Mstram/IPO_Mouse_Recording
http://wiki.blender.org/index.php/User:Aligorith/Record_Tool

I am trying to record camera framing with the mouse (the camera already has keyframed positions - basically I try to be the camera operator, pushed on a dolly)

Any ideas? thanks!


texts: How to hide invisible parts in a translucent mesh?

texts:
It's a tricky question.
I have this ghost mosquito mesh, and my goal is to only render the verticies which are currently visible from the camera view. It's an animation so cutting the invisible parts off is not an optiton.
Is there a node or some masking trick what you can suggest?
Thanks a lot! :)


texts: How do I ensure a sequence of quaternions from matrix.decompose() is continuous?

texts:
It seems that blender's Matrix decompose() function can exhibit some numerical "instability".  What I mean is that orientation matrices that are relatively close can have significantly different elements in their quaternion matrix that makes interpolated keyframing unusable.

The following simple python script will calculate a sequence of matrices representing rotations around the Z axis in a smooth manner.  It then decomposes the matrix into a quaternion, and inserts that as a keyframe.  When you view the resulting fcurves in blender you can see that the Z value jumps from -1 to 1 about halfway through the animation.

import bpy
from math import *
from mathutils import *

def matrix_for_time(t):
    theta = 2 * pi * t
    mat = Matrix([[cos(theta), sin(theta), 0],
                  [-sin(theta), cos(theta), 0],
                  [0, 0, 1]]).to_4x4()
    # for illustration we use rotation about Z axis,
    # but in the arbitrary case, the orientation could be for a pine cone bouncing down a hill.
    return mat

def mission(obj):
    res = 36
    qs = QuaternionStabilizer()
    for z in range(res):
        mat = matrix_for_time(z/res)
        (loc,quat,scale) = mat.decompose()

        obj.rotation_quaternion = qs.stabilize(quat)
        for ai in range(len(quat)):
            obj.keyframe_insert(frame=z*5, data_path="rotation_quaternion", index=ai)

mission(bpy.context.active_object)

" How to make a true linear quaternion rotation? " has some screenshots that imply quaternions aren't necessarily discontinuous.

Is there a technique for blender's python API to get a sequence of quaternions that can be keyframed and interpolated without discontinuity?  For bonus points: link to an article that explains this mathematical oddity and why decomposition works this way.

This technique should be usable with arbitrary orientation matrices, because they are calculated from something a little more complex than this simple Z rotation (in my specific case I'm flying along a bezier curve).


texts:
On the screen shot, I have the NLATrack and NLATrack.001.
Leftbob.001 plays first as expected and jumps above to NlaTrack.001 playing the Jump.001 track.  However, after Jump.001 is done, leftbob.002 and .003 are ignored.
Does the NLA track just move UP permanently? Also I can't seem to mix animations.  Can I have Jump and leftbob play together?


texts: How to get rid of these displacement artifacts?

texts:
Got a big plane, sculpted some hills, put a displacement modifier on the plane, the coordinates are a uv map for just the hills. Now there is these nasty artifacts at the borders of the whole thing. Also notice how high the strength is, usually you have to set it lower than 1.

Is there an easy workaround to get rid of the artifacts or do I need to sculpt it?

What is the reason for the high strength of the modifier to see results of the displacement?

The sculpted hill. The selection is the uv map which the modifier gets applied to. (one won't see the back of it)

The displacement map. Don't worry about the upper part it's from a hill somewhere else.


texts: Is there a brush or way to add more vertices as I paint?

texts: Let's say I have a ball. I click on the ball, and it makes another "ball" on it, but blended onto it like I'm adding on clay. Is there a brush like that, or at least some way to do that?


texts: Dimensions added using MeasureIt addon not appearing in final render

texts: How do I make the dimensions added using MeasureIt appear in a final render?


texts: How can I generate vertex group using scripting?

texts:
This is what I am trying to do. I have 5 meshes

I want to assign a vertex group to each

I want to combine them all

I want to assign unique vertex colour for each mesh by selecting the vertex group created earlier
bpy.ops.object.vertex_group_add()

This adds a group but does not assign any weight. Is there a way?
This is how I am creating the meshes
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_random(percent=3, seed=1)
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Mesh'].select_set(True)

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_random(percent=2, seed=1)
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Mesh'].select_set(True)

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_random(percent=2.5, seed=1)
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Mesh'].select_set(True)

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_random(percent=2, seed=1)
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Mesh'].select_set(True)

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_random(percent=2, seed=1)
bpy.ops.mesh.select_linked(delimit={'SEAM'})
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Mesh'].select_set(True)


texts: There is any way to use the same file from 2 PCs?

texts: I want to "host" a blender file. I mean if antoher pc edit it I can see it from my PC. Is there any way to do that?


texts: Can I use an instance of an object created with a custom operator to run other custom methods in the same class?

texts:
In my Python script, I would like to use the selected object to choose a method from the appropriate class.  Here is an example that explains what I want to do:
import bpy

class CheckShape(bpy.types.Operator):
    bl_idname = "myops.check_shape"
    bl_label = "Check Shape"

    def execute(self,context):
       obj=bpy.context.active_object
       print("what shape is this?")
       obj.check_shape()
       return {'FINISHED'}

class DrawCube(bpy.types.Operator):
    bl_idname = "myops.draw_cube"
    bl_label = "Draw Cube"

    def execute(self,context):
        bpy.ops.mesh.primitive_cube_add()
        return {'FINISHED'}

    def check_shape(self,context):
        print ("a cube")
        return {'FINISHED'}

class DrawCylinder(bpy.types.Operator):
    bl_idname = "myops.draw_cylinder"
    bl_label = "Draw Cylinder"

    def execute(self,context):
        bpy.ops.mesh.primitive_cylinder_add()
        return {'FINISHED'}

    def check_shape(self,context):
        print ("a cylinder")
        return {'FINISHED'}

classes = (
    CheckShape,
    DrawCube,
    DrawCylinder)

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

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

if __name__ == "__main__":
    register()

So, if I draw a cube with the operator bpy.ops.myops.draw_cube(), I would like to be able to run other methods in the same class when I select the cube.  For instance, I would like the operator bpy.ops.myops.check_shape() to call the method in the appropriate class depending on the selected object.  When my myops.check_shape() operator is called, I get the following error message:
AttributeError: 'Object' object has no attribute 'check_shape'
Is it possible to fix my example so that it would work?
Also, is there an update function of some sort that will be run if the cube created with the custom operator is transformed?
Thanks.


texts: Calling subprocess python function in a panel draw?

texts:
Within my Panel class for an addon I am trying to update a label based on a function that runs a subprocess.run with a cmd line argument. At the moment I'm calling the function in the draw() which works as I thought but it also massively slows down the system because it redraws and recalls the function multiple times whenever the mouse moves into the panel...what is the best way to go about doing this without slowing everything down? Application timer? Here's the current panel code...
class VIEW3D_PT_Panel(bpy.types.Panel):
    bl_label = "label"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "category"

    def check_status(self):
        if subprocess_path(): #subprocess_path is a separate function that runs a subprocess.run()
           text = "blah"
            ic = "icon1"
        else:
            text = "blah2"
            ic = "icon2"
        return (text, ic)

    @classmethod
    def poll(cls, context):
        #this panel will only show if you are in Object or Edit Mode
        return ((context.mode == 'OBJECT') or (context.mode == 'EDIT_MESH'))

    def draw(self, context):
        row = layout.row()
        row.operator("foo.bar")
        row.label(text= f"{self.check_status()[0]}", icon=f"{self.check_status()[1]}")