texts: Move group instances together after rotation

texts:
I am trying to model a tripod. The idea was to model just one leg, making it a group, and then create two group instances of the leg, rotate them +-120 degrees (to face each other) and voila.
The problem I have though is that once rotated the grouped instances no longer move in the same global direction as the original leg. Instead, after the rotation, if I move the leg along the x axis, the instances will move along THEIR x axis thereby breaking the tripod apart.

Without rotation:

With rotation:

Is there a way to move these rotated instances in the same global coordinate as the original leg?
Thanks.


texts: Rigged model deforms horribly when doing anything in edit mode

texts:
I'm following this tutorial that models a puppy.

After modeling the puppy in the tutorial it's shown how to add a meta-rig. I set up all the bones then realized I needed to do some more modeling.

When I try to do this in Edit mode it goes ballistic and explodes in all directions. I have read something on this forum that sounds somewhere close to this problem. The suggestion is that you can click the "remove rigid body tools" button under physics in the tool side panel. I did that, but it didn't work.

I even went as far as to delete the entire rig to see if that would work but that didn't work either. Any help would be appreciated.


texts: How to make "Idle" animation like in "Overcooked"?

texts:
I am new here and I wanna try to make Idle animation for my character like in game "Overcooked".

Example:

I try to make skeleton animation like here.

But my Blender give me error.

(I think it's because of my shoulders).

Anyway, give me, please, some advice and tips, how to make animation correctly for my character? Bone structure? Weights? (I think error not main qestion?)

Thanks for attention and help!

P.S. English is not my first language.

P.S.S. Files? Here and here?


texts: Blender closes when rendering smoke in preview

texts: I started to create smoke according to Blender Guru tutorial https://www.youtube.com/watch?v=u-zK7Bu8cAI. I made a circle mesh and added quick smoke to it and after that, I tried to render preview with Shift + Z and Blender crashed without any error. I use experimental mode in Blender 2.78 but toggling it has no impact, it still crashes. I also tried toggling between CPU and GPU, still no effect. What seems to be a problem? Without smoke, it renders fine.


texts: Is Blender's default (non-node, "nothing") material the default material in all 3d apps?

texts: Is Blender's default material (non-node, not rendered in Cycles, or "Viewport material" if you will) the default material in all 3D apps? I don't really know exactly how it works, but I notice that Photoshop and another non-2D app I use can import .obj models with the exact viewport colors and the exact same glossiness of this default material, so I'm supposing it must be a very common material because I don't see any affiliation between these programs and Blender.


texts: How to create faces connecting a curved area

texts:
I want to fill this area, and I'm selecting all of the edges and press the key f, it's not as expected. It looks horrible and not filling.

I tried to see which vertices are connected and it shows that 3 vertices at the other end of the model is somehow connected and I really cant figure out how that happened! In the picture below, you can see the result of choosing one of the vertices down at the bottom -> shift + G -> Amount of connecting edges.

The thing is, when I show numbers on the vertices, it doesn't make sense either as the numbers skip at some places which might be the problem of my mesh. But now it's happened 3 times, starting from scratch each time.

What am I missing? and is there a way to save this?

I hope I've made myself clear, but it's kind of a hard problem to describe. Feel free to ask if you need more information!


texts:
I have to prepare a scene for a real-time engine, the attraction of the object is the shadows and caustics that it projects on the plane. I was thinking of doing a top view orthographic render and applying this texture to the ground plane.
What would be the correct way or the best way to bake the projected and caustic shadows?


texts: How to avoid dependency cycle when creating material driver in python?

texts:
I'm using python to create a blender scene; in that I'm setting up a driver for the opacity of a PrincipledBSDF based on two ShaderNodeValue nodes.
When I run it and load the resulting blendfile, I can see the driver working (I change opacity or component_opacity and the BSDF's alpha value changes appropriately), but I get errors about dependency cycles in Blender.
My code basically looks like this:
    opacity_value = mat.node_tree.nodes.new('ShaderNodeValue')
    opacity_value.name = 'opacity'
    opacity_value.label = 'opacity'
    for kf in sampled_kfs:
      opacity_value.outputs[0].default_value = kf.value[0]
      opacity_value.outputs[0].keyframe_insert('default_value', -1, kf.time)

    component_opacity_value = mat.node_tree.nodes.new('ShaderNodeValue')
    component_opacity_value.name = 'component_opacity'
    component_opacity_value.label = 'component_opacity'
    for kf in sampled_comp_opacity:
      component_opacity_value.outputs[0].default_value = kf.value[0]
      component_opacity_value.outputs[0].keyframe_insert('default_value', -1, kf.time)

    create_driver(mat.node_tree, path,
                  [{'name': 'opacity', 'target': mat.node_tree, 'target_type': 'NODETREE',
                    'path': 'nodes["opacity"].outputs[0].default_value'},
                   {'name': 'componentOpacity', 'target': mat.node_tree, 'target_type': 'NODETREE',
                    'path': 'nodes["component_opacity"].outputs[0].default_value'}],
                  'opacity * componentOpacity')

def create_driver(node, path, variables, expression):
  """Create a driver for path within the node, using the given variables.
  Each variable should be like `{name: "foo", type: "SINGLE_PROP", target: <obj>, target_type: 'OBJECT', path: "cp_foo"}`
  Expression is a simple string infix expression using the variable names, e.g. `foo*2`
  """
  drv = node.driver_add(path).driver
  vars = {}
  for v in variables:
    name = v['name']
    vars[name] = drv.variables.new()
    vars[name].name = name
    vars[name].type = v.get('type', 'SINGLE_PROP')
    vars[name].targets[0].id_type = v.get('target_type', 'OBJECT')
    vars[name].targets[0].id = v['target']
    vars[name].targets[0].data_path = v['path']
  drv.expression = expression

The errors are like this:
Dependency cycle detected:
  NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
  NTShader Nodetree/Parameters Component/DRIVER(nodes["Principled BSDF"].inputs[19].default_value) via 'Driver -> Driven Property'
  NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via 'RNA Target -> Driver'

I'm not creating a deliberate cycle; the BSDF's alpha input should be driven by the expression from the two values, which are keyframed. Seems straightforward, but I must be missing something. Any ideas how to debug this?
Here's a picture of what I'm trying to do:


texts: "Clip Cube" Image Texture extrapolation with default colour?

texts:
Image textures have a "Clip Cube" extension mode that sets all areas outside a cube around the image as transparent.
Is there a way to set to a default value instead of transparency, somewhat similarly to how the "Extend" mode extrapolates the nearest pixel value? It should work with modifiers.
This is both a subset of and a workaround for the behaviour that used to be possible with voxel image sequences, so if there is a way to get those back then that would also count as a solution to this problem.


texts: Can a mask stick to a shape in the motion tracker?

texts:
I have some video footage of a flat surface (for this example, let's say it's a binder or a book), and I want to digitally replace the cover of the book using a plane in Blender. So, I set up my tracking scene and align the plane and stuff and it attaches to the book. The problem is, someone picks up the book, so their hand is now covering part of it. Is it possible to draw a mask that will conform to the shape of the hand, or something similar? Maybe like a lasso tool (like they have in photoshop) or something similar? Or will I have to adjust the mask frame-by-frame?

Thanks. :)


texts: Create a "spiral fracture" in a metacarpal stl file I have for printing

texts:
I have a few 3d printers and I have access to a digital model of a metacarpal bone that I got from ct scan.  The metacarpal was brought into blender as an .stl and looks like this:

I'll be printing various versions of this bone with simulated fractures for med students to practice fixing and so far these fractures have been produced either manually in real life by breaking them or by simply using the bisect tool in blender to chop it.  I want to get a little fancier and try to duplicate something like this:

I've attempted adding a mesh, squishing it into a long strip and then using the deform modifier to twist it, at which point I boolean difference them, but it doesn't seem to be quite right.  Do I keep tinkering with that process or does anyone have better ideas?  What would be simplest and best way to do this?  Keeping in mind it'll have to stay manifold for 3d printing.


texts: Is it possible to export shape keys to c4d pose morph?

texts:
I try to export a model with shapekeys (a ManuelBastioni character), in order to import it in c4d. Is there a way to transfer these data to the equivalent in c4d (posemorph tag) ?
I'm almost sure I've already done that, but I can't remember anymore how...

Thx,

J


texts: Armature bone glitches after 180 rotation with copy rotation constraint

texts: Setting a copy rotation constraints influence to a number like 0.200 starts snapping the bone weirdly after passing 180 degrees of rotation. How can I fix this so that it keeps adding rotation?


texts: is it possible that python .add_driver command cant create f-curve?

texts:
If I created a constraint on some bone, in pose mode - let's say Copy Location. And then manually created a driver on the influence (right mouse button > Add Driver), the f-curve with 2 points was created. No problem

But after the same operation, on the same bone  and property, but with python command bpy.data.objects["Armature"].pose.bones["some_bone"].constraints["Copy Location"].driver_add("influence")
the f-curve wasn't created, do I miss something?


texts:
Hi I'm trying to create an animation
rotations works fine in pose mode and I can do every thing
but if I use grab/move the models breaks! any tip?
PS: I need to do animations for games with unity3d


texts:
I'm trying to emulate a substance with Blender.
While I am playing with this I see that there is a problem, Glossy with Principled have a problem... is white or Black... not grayScale.

If Metallic and Specular are Zero, the bake is Zero.
If Metallic or Specular are greater than Zero, like 0.01 The bake is White.

I do not want to report it until I confirm that it is an error. What do you think?

With glossy node works fine!

SCENE: https://www.dropbox.com/s/ubv3rmxrrcl4ww6/SE.blend?dl=0


texts: API: Is there any faster way to add/link material nodes?

texts:
I'm looking at an importer addon that needs to create thousands of image texture nodes and links but with the nodes.new() and links.new() methods there are huge slowdowns; it's currently taking 20 seconds to create a couple thousand materials and close to 10 thousand nodes/links (it takes 5 minutes on the heaviest import which has over 5 thousand materials). I presume this is because of internal update functions and I'm wondering if there's a way to prevent them at least until the create/link operations are done.
All I could try up to this point was batching all the link operations together, unfortunately there was no change, unlike with scene linking.
Since the code and data involved are complex, here's a snippet that emulates the bottleneck but to a smaller degree (takes ~45 seconds to run here), I believe the importer itself is slower due to the added node tree complexity of the shaders, which are in node groups.
import time
import bpy

group = bpy.data.node_groups.new('dummy group', 'ShaderNodeTree')
for i in range(5):
    group.inputs.new('NodeSocketFloat', str(i))

start = time.time()
for mat in range(5000):
    mat = bpy.data.materials.new(name = str(mat))
    mat.use_nodes = True
    tree = mat.node_tree
    nodeGroup = tree.nodes.new('ShaderNodeGroup')
    nodeGroup.node_tree = group
    for i in range(5):
        nodeTex = tree.nodes.new('ShaderNodeTexImage')
        tree.links.new(nodeTex.outputs[0],nodeGroup.inputs[i])

print((time.time() - start))


texts: When should custom-properties be used instead of 'bpy.props'?

texts:
Python has two ways to define your own properties.

Via bpy.propsAccessible from data-editor, or via buttons defined in scripts:

# define the property
bpy.types.Scene.my_prop = bpy.props.BoolProperty()
# set the property
bpy.context.scene.my_prop = True

Via Python's __getitem__/__setitem__Accessible from custom-properties panel:

# no need to declare it.

# set the property
bpy.context.scene["my_prop"] = True

What should be considered when choosing which one to use?


texts: Excluding an image plane from interacting with light

texts:
I want to do a pretty simple animation. A fixed camera, an object, a sun which revolves around the object with a circular path and an image plane behind the object acting as a background/environment. But the sun makes shadows on the plane as well. Is there an option to exclude the image plane from the physics of the light source? I'm very new to blender and I'm sure this is a very straightforward thing to do.
Thank you!


texts: Scene color/contrast changes based on camera perspective

texts:
I have a multi-camera setup for viewing the scene at different perspectives. The top perspective view looks correct but my straight on view looks washed out without changing any of the settings. The cameras are at the same distance from the scene. I can change the render settings before I render but I would like to know why it looks so different.

Perspective View

Straight View with same render settings.


texts: Why does my image texture only work on simple geometry?

texts:
I have a Principled BSDF material with an image texture. I want to replace the material I have used before with that material. When I assign this material to a simple mesh (for example a cube as shown in the picture below) everything works fine.

But it does not work with more complex geometry. Only the viewport color is shown and not the material.

Below is my (very simple) material configuration:

This is the configuration of the old material (only for completeness):

I have imported the complex geometry as .stl files.


texts:
I am looking into the viability of a pipeline from Blender to Unreal. Here's what I want to do:

1) Make a Cycles scene

2) Bake everything to textures

3) Bring it into Unreal with as little work as possible.

The end goal is to have a still scene in Unreal that you can move the camera around in, but that looks like a full Cycles render.

Some of the issues that I foresee:

Camera based effects like Fresnel won't transfer properly, so they would have to be done in Unreal instead of Cycles.
Currently many of my textures are procedural and use Object or Generated texture coordinates. Can these be baked to UVs?

I know that I can bake a single model and it's textures out, and bring it into an unreal model viewer easily. However, I want to do full scenes that involve multiple characters, buildings, terrain, etc., with potentially hundreds of different models. I need to be able to batch bake and export/import it all.

Does anyone have experience with this?


texts: After finishing using blender, I tried to render it but the render icon won't show up at the top left of my laptop screen. How do I fix it?

texts: I finished using blender and all for bending limbs for this game called ROBLOX but when I actually finished it, it won't show up. When I say it won't show up, I mean the icon you use to render something in blender literally won't show up. All I saw were the icons View, Select, Add, and Object. Please get back to me ASAP


texts: Transparent background for live motion capture and performance

texts:
All the questions on this subject relate to rendering, so I don't think this is a duplicate.
I'm trying to display a character for motion capture on a completely transparent background.  It is NOT for rendering purposes.  It is for LIVE motion capture and performance.
In other words, I need no plane, no world, just emptiness!
Can anyone explain how to do this?
Thanks!


texts:
I have a problem with the mode after reopening a blender file (using Blender 2.74.2). When I run the following code:

import bpy

scn = bpy.context.scene
bpy.ops.mesh.primitive_plane_add(location=(0.0, 0.0, 10.0))
bpy.ops.transform.resize(value=(12.5, 12.5, 1.0))

# Delete the object
bpy.ops.object.delete()

# Close the scene and reopen it.
bpy.ops.wm.save_mainfile(filepath="/home/ma/Desktop/tempdelete.blend")
bpy.ops.wm.open_mainfile(filepath="/home/ma/Desktop/tempdelete.blend")

bpy.ops.mesh.primitive_plane_add(location=(0.0, 0.0, 0.0))
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.transform.resize(value=(12.5, 12.5, 1.0))

the script gives an error message and the 3D view is in a strange kind of mode, it displays "object" mode but behaves like "edit" mode. (see picture)

 Can anyone help me to figure out what the problem is? I would like to work (with python) on the added plane.


texts: EEVEE Adding noise texture lags out renderer

texts:
I'm trying to make a Dr. Strange style shield, I've got the lighting down, but whenever I add the noise texture to vary the light on the shield, it lags out whenever I try to render the animation. Any ideas on how to stop this? My hardware is probably overpowered for this so its quite confusing.

(Blend file attached)


texts:
I am attempting to create a ring of several levels of benches through arrays only. Either this is a little too advanced for Blender or I am missing a step.

I create a cylinder as the back support. I create a cube and stretch it to be the "ramp" that the benches are attached to, and add an Array to make two of them. I create another cube to be one bench, then add an Array to make enough of them to fill the "ramp".

According to one tip of duplicating a group of objects I create a plane and parent these pieces to the plane, then add an Array and Curve to get the plane and its children to follow the curve I have set up. However, all the instances seem to sheer rather than rotate along the path.

How would I go about so that the set faces inward? Will I have to join all my instances together into one mesh? I heard that instances would speed things up but am I over-using it?


texts: hi guys sorry if this is a repeat question but I haven't found the answer and I've been trying for days this is driving me nuts. So I am new to blender and I have created a procedural landscape and would like to export (.glb format) it so I can import it to three.js. When I export simple objects aka a cube with a texture everything works fine but when I try to export my landscape I get a plane with no textures. I am obviously missing a step or two that I should be doing before I export. If you need more info let me know.


texts: How to see the changes in the graph editor while rotating an object

texts: Is there a possibility to see the changes in the graph editor while rotating an object (a keyframe in a curve changes its height) i.e. not when the object is already keyframed, but when you're still able to change its rotation?


texts: For some reason a chair i downloaded for my scene doesnt show in the final render i dont know how to get it in the render

texts:
I have made an bedroom it looks fine in the viewport render but when I actually render it the chairs doesn't show.
I got the object from Blenderkit but I also got some other stuff that shows like the katana
Viewport:

Render:


texts: How do make this triangle into a quad without breaking edge loops?

texts:
I've got a problem with topology and im feeling stuck. I can't break up the triangle into a quad without breaking the edge loops.
On creation, edge loops go everywhere once I make a quad out of it thanks to the n-pole I got (that was meant to be a bent wall - first I added loops to the face to bend it and then added loops on the cube and connected them).
How do I get rid of the triangle properly?


texts:
Here's what i am trying to do: a beveled cube, inside of it a rectangular hole with rounded corners. First i made a cube with the hole, then added a plane with beveled vertices for the rounded corners; merged both and bridged the edge loops and added a edge split modifier. It worked, but there are still shading issues from certain angles. Is there a better way to do this?

Edit: .blend-file:


texts: How to apply a seperate texture to each side of a plane? (Blender Render)

texts:
So I've got a two-sided texture that works fine on a plane (Here I've made it a cloth) in Cycles render. However, I was curious on how to do this in the Blender Render?

Blender Render works completely differently to Cycles and if I were able to use a two-sided texture plane in Blender Render it would be a huge help!


texts: How to make a mesh from vertices/points via triangulation?

texts:
I have a set of points which each of them can be represented as bezier curve. What I need to do is to make a mesh from them. Probably this meshing algorithm must be based on triangulation. However my points are like this:

Does anyone know how to make a mesh from a these points?


texts: Impossible to change Translate and Rotate in Transform's panel but Scale yes for one object?

texts:
I created a scene where I have many objects. After many hours of work I note that it is impossible to change the translation and the rotation of one object from the Transform's panel but I can change the scale. I can translate and rotate my object only by the manipulator.

I try to copy this object to another file , so I can use Transform's panel as usual.

You can test my problem with 2 files :

https://share.orange.fr/#4zeSip4WlX254dbe658f
it is the original file (where is the problem) after I deleted the other objects.
https://share.orange.fr/#4UdPsO4rJX254dbe6529
it is a copy of my object.

On the other hand, I don't understand why the first file is about 35 Mo and the second only 3 Mo.

Thank you for your help.


texts: How to make a mesh surface that looks like cubes stacked in the shape of a sphere?

texts:
I want to make a mesh object that looks like the outside surface of cubes stacked in the shape of a sphere. I thought I saw this once, but I can't find it.

The final size will be big (up to 100x100x100 cubes) so I think making a million cubes and merging them (modifier Boolean Union) is going to take quite a while, especially if I have to do it differently for every frame.

As a first step, I've stacked cubes in a hollow spherical shell.

What I really want is just a single mesh object of the outside surface. But for 100x100x100 that's a million cubes to Union. There must be an easier way?
2) if not, how can I select say 20,000 cubes in a "shell" and Union them at once?

Through brute-force application of logic & math & coffee, I guess one could define an algorithm to generate the mesh directly, but I somehow think that I saw this done before in an elegant way. "cubification"? "cubation"?

Here's an example of a small shell that takes about ten seconds to generate. In the picture I've removed the top.

import bpy
import numpy as np

nx, ny, nz = 21, 21, 21
x0, y0, z0 = 10, 10, 10
r1, r2 = 6.0, 7.4

scale = 0.5

x, y, z = np.arange(nx), np.arange(ny), np.arange(nz)

rsq = (x[None, None, :]-x0)**2 + (y[None, :, None]-y0)**2 + (z[:, None, None]-z0)**2
sphere_1 = rsq < r1**2
sphere_2 = rsq < r2**2
shell = sphere_2 * (-sphere_1)    # I love python!

X, Y, Z = np.meshgrid(x, y, z)

ipoints = zip( X.flatten(),
               Y.flatten(),
               Z.flatten() )

points = zip(scale*(X.flatten()-x0),
             scale*(Y.flatten()-y0),
             scale*(Z.flatten()-z0) )

points = [thing for thing in points]  # convert zip object to list (python 3!)
ipoints = [thing for thing in ipoints]

points_shell = [thing for i,thing in enumerate(points)
                 if shell[ipoints[i]]]

for point in points_shell:
    bpy.ops.mesh.primitive_cube_add(radius=0.5*scale, location=point)


texts: How to remove the box and work with the vertices?

texts:
Hi I am new to Blender (and 3d design), I have seen that some people can do this.
I mean that they can create a cube, apply the "Subdivision Surface" modifier to it and be able to modify the object using the vertices that are formed when applying the modifier.
On the other hand, if I create a cube, and apply the modifier "Subdivision Surface", it looks like this

The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object.
Thanks in advance.


texts: How to accurately recreate a circular design for 3D print?

texts: I know there is an easy way to build this but I can not figure out how. Can anyone walk me through the steps to build the following figure easily? I need to basically have a 1/8" circle with 1/8" straight pieces extruding out every 45 degrees.


texts: How can I make Fluid+Cloth animation togather?

texts:
I've used Cloth modifier and then Fluid modifier.

But result doesn't looks like as I expected.....

The fluid is stopped by the cloth mesh(As a plane before it animate cloth simulation). Domain size is big enough....

How can I make the fluid follow the cloth surface?

(I've applied Cloth modifier to the plane with pins for all 4 corners and applied Fluid modifier obstacle type)

Thanks in advance.......


texts:
I want to render a scene where light shines through a ball with holes so I get a dot-pattern similar to a disco ball. (see pictures) The problem I have at the moment is that my render is very noise and I just can't find a way to get rid of it. I tried quite a lot of different "solutions" that are supposed to fix it but with no success. Using more samples also doesn't really help. (I'm using 500 samples) I hope someone can help me with it.

I uploaded the pictures here: http://imgur.com/a/CwUgR
and the .blend file here: http://koncake.bplaced.net/blender/wasserglaubich.zip

(I couldn't use blend-exchange because the file was to big)


texts:
Is there a way to store objects in a list and change their properties? I want to make a for loop and move objects one-by-one using this loop. My attempt so far is below but I get the error KeyError: 'bpy_prop_collection[key]: key "FINISHED" not found'.

import bpy
from random import randint

#how many cubes you want to add
count = 3
listOfCubes = []
Cubes = bpy.data.collections.new("Cubes")
bpy.context.scene.collection.children.link(Cubes)

for i in range(count):
    x = randint(-10,10)
    y = randint(-10,10)
    z = randint(-10,10)
    listOfCubes.extend(bpy.ops.mesh.primitive_cube_add(location=(x,y,z)))
    bpy.data.objects[listOfCubes[i]].location.x = 0


texts: How to batch export shapekeys as OBJ from the active object?

texts:
I am not a programmer and I don't know what I am doing.

I want to export many shapekeys as OBJ files from an active object. Doing this manually would take an insane amount of time. Unfortunately, I haven't found an existing script that is doing this.

What I want to do: (Blender button: I dont know how to do that)

for each 'shapekey' in the 'acive object':
    if shapekey is 'hidden'
        1. unhide shapekey
        2. export 'active object' as "shapekey's name".obj
        3. hide shapekey

Updated for Blender 2.8

# Export all 'hidden' shape_keys from all 'hidden' objects in the scene.
# Only ACTIVE 'LAYERS' will export objects.

import os
import bpy

basedir = bpy.path.abspath('//')

for obj in bpy.data.objects:
    if obj.hide_get():
        if obj.data.shape_keys:
            bpy.context.view_layer.objects.active = obj
            obj.hide_set(False)
            obj.select_set(True)
            for k in bpy.context.active_object.data.shape_keys.key_blocks:
                if k.mute:
                    k.mute = False
                    print(k.name)
                    bpy.ops.export_scene.obj(
                        filepath=os.path.join(basedir, k.name + '.obj'),
                        use_selection=True,
                        global_scale=1,
                        axis_forward='-Z',
                        axis_up='Y',
                        use_normals=False,
                        use_materials=False,
                        keep_vertex_order=True)
                    k.mute = True
            obj.select_set(False)
            obj.hide_set(True)


texts: Objects disappear when looking through camera

texts:
When I go to camera perspective, there are parts of my object that I can't see. I tried adding and deleting my camera a lot of times and positioning it so that the objects I would like to see on my camera view will be seen but to no avail, I still get the same problem.

What could be wrong with my camera set-up?


texts: using makehuman how do i attach multiple bvh files to a make human character?

texts:
I need a good tutorial on attaching bvh to human mesh made with make human, I am using the game rig bones as skeleton in the figure. I have successfully rigged 1 bvh file to a model and animated it so that is cool!

I need to know, can many animations be put into one skeleton like old unreal PSK's or are many individual animated models each with single animation used to animate a player character's actions all kept in an invisble box attached to character etc...

any help is appreciated I have been using Blender3d for a week and like the results!


texts:
I'm working on a project that requires me to project a picture spherically around a dodecahegon and then get images of each of the twelve faces so I can make bitmap files of the design each face contains.

I first tried setting up twelve cameras and pretty much just taking screenshots of the views, but getting the cameras oriented in exactly the same way so there was no skewing in the pictures was nearly impossible.

As a second resort, I tried to unwrap the mesh and lay the picture that I projected to the mesh on the UV map, but since it was flat, the faces didn't contain the same design on the UV map compared to the Spherical Projection.

So, is there any way I can get precise, non-skewed views of the rendered version of each face of my mesh?

This is my first time using Blender, so if I overlooked something simple, or didn't explain something correctly, let me know and I'll try to clarify :)

Edit: Here are some pictures of what I'm trying to do. I want 12 separate pictures of the outside faces as they show in my rendered view. So far I took 3 photos of the faces, two of which you can see below


texts:
When I run blender from the run/command box, in windows 10, the program launches and runs correctly however when I close and reopen the program the original bug is still there.

I am trying to reset the preferences file to clear a bad reference. How, where and what is the name of that file.


texts: How to make particles fall and land into predetermined shapes (like text)?

texts:
I'm wondering how to approach this problem. I just watched a video on how to get particles to "morph" shapes, but what I'm looking for is more natural-looking... My specific idea is to have pieces of candy corn fall into the letters BOO! I can figure out the particle system emitter, and I can get the particles to fall, but I'm scratching my head on how to get them to naturally fall into the BOO shape.
Are there any good resources for this kind of simulation?

Thanks!


texts: Changing the units in blender breaks camera view

texts:
I changed the scale in blender so exporting to unity would be less of a hassle. I followed this tutorial to do it: https://www.youtube.com/watch?v=ZnAb1w-Dmuc.

The problem is that after changing the scale, I cannot see anything through the camera. Even if I scale it up and point it directly in front of the model, nothing renders.


texts:
I am trying to make it so that there are "beams" coming out of the top of an object. Here is a crappying drawing:
I have made this so far:


texts: How can I calculate global coordinates for GPencilStrokePoint in Blender 2.8 and Python?

texts:
I have already tried by calculating:

point_global_co = grease_pencil_object.matrix_world @ point.co

But it gives very odd results.


texts: Why does Blender shut off when running a smoke simulation?

texts: So I've decided to test run Blender. Usually I run Cinema 4D on my MS Studio here at work with no issues since it's never anything too demanding. I've found that if I run any kind of simulation Blender just shuts off. For example if I run even a simple smoke sim and preview in cycles, it's over..Blender just shuts off. Is this a hardware limitation? I never had issues with Cinema4D, Max, etc. Any help would be appreciated since I'd really like this option to work for us.


texts: Vertex position for linked object with armature

texts:
I want to get the final position of a vertice with an armature. I know how to do it in a local object, but the problem is how get the final position if the mesh is linked in the scene( the typical character linked with proxy in a scene)

I can get the initial position with this code, but whithout the armature modifier.

import bpy

a = bpy.context.object
if a.type == 'ARMATURE':
    grpname = a.proxy_group.name

    grp = bpy.data.groups[grpname]
    for o in grp.objects:
        if o.type == 'MESH':
            print(o.name)
            data = o.data
            for v in data.vertices:
                print(v.co)
        print("===================\n")
else:
    print("No armature selected")

To get the final in local I have used:

  apply_modifiers = ['ARMATURE', 'LATTICE']
    for m in myobj.modifiers:
        if m.type not in apply_modifiers and m.show_viewport is True:
            m.show_viewport = False

    # Apply modifiers
    me = myobj.to_mesh(scene=context.scene, apply_modifiers=True, settings='PREVIEW')
    myvertices = me.vertices


texts: Why Transparent BSDF blocks reflections of Principled BSDF? (Cycles)

texts:
I wanted to share an issue related to Cycles shaders I don't really know how to face.

I am rendering a honey pot. Nothing crazy about this. But when I tried to add the sticker I noticed some reflection artifacts.

I will try to explain it as simple as possible.

Context

The scene is rendered using Cycles on Blender 2.8.

I have a glass honey pot. This honey pot has another object inside that represents the honey (irrelevant).

The honey pot material uses just a Glass BSDF Shader.

Over the honey pot surface, there is a plane. This plane represents the sticker.

The sticker material mixes two shaders (a Principled BSDF and a Transparent BSDF) who are mixed dependently of the alpha of the sticker texture.

The problem

Scene renders perfectly when the only element generating reflections is the HDRI skymap.

If we add another object (like a white surface) to the scene, the transparent areas (Transparent BSDF) of the sticker do not reflect the white surface. Either Glass BSDF shader of the honey pot.

My questions are:

What is going on here?
How can I avoid this artifact?

Thanks in advance!


texts:
I have some grass with several flowers sticking out of it.
Grass and flowers are meshes with PNG images with transparent background.
Alpha channel is set up properly, textures are perfectly see-through where they need to be.

For reasons, I need to render the grass separately, and have the parts where the texture of the flowers overlay it masked out.
I'm using Blender Internal (2.79 version still). Have tried setting up Mask Layers in Render Scene tab, as well as changing the flowers' material to Mask Transparency, but as expected both times the whole mesh is used as a mask.

Is it possible to set up the flowers' texture in a way where PNG's transparent pixels would remain see-through, and opaque pixels would be used as a mask?


texts:
I'm making a small object and it is bit difficult to see what i'm doing.

Usally i just open the N-panel and change it under Display, but can't find that option in the new Blender 3.0 Beta.

I want to make the grid floor smaller.

I want to change the scale to 0.1


texts:
New to blender and I've run into a problem where I ideally need to subdivide a mesh futher (see attached), but any increase in subdivisons results in running out of memory(I have 16GB) despite render times being fairly quick once it is working.

At the moment the scene is just a plane with two subdivision modifiers (6 simple, 4 Catmull-clark) and then a displacement modifier on top of that with a map created in Gaea, lit by a HDRI.

There is only one material, although it is quite a heavy one with 4 seperate 4k megascans materials mixed together, including their displacement maps. I've tried using an adaptive subdivison after the displacement modifier which I thought might help but that seems to make the problem worse and I've had no luck getting that to render at all - even when reducing the other subdivison modifiers

The scene is quite simple, so I'm hoping there's a way I can optimise it better, but as I'm new to blender I'm not entirely sure if my workflow is the best!

Also, I'm curious if there is anyway to make it so the render ignores geometry off camera? Some of the mesh isn't visible at the moment, but I'd rather not have to apply the modifiers and then delete those parts of the mesh manually

Thanks for your help!


texts: GPU doesn't render the image with many moving particles

texts:
I recently was making a scene with particles being moved from forcefields and after making the particles over 100k
But while rendering as always the first frame didn't show the particles at all but in second frame where the particles should've appeared GPU simply doesn't render, but CPU does it but in a detail lossy way. I tried on my PC (GTX1070) and at friends PC (RTX2070 super) both had absolute same issue.


texts: How to import a grease pencil draw into another grease pencil file?

texts:
I want to copy a 3D wire frame I made by grease pencil and paste or import it into another 3D wire flame. so that I can compare those two...work on both of them in the same 2D animation tab
Don't know how to do it...

blender 2.8  Mac pro user


texts: Compositing fog destroys PNG alpha in Images as Planes when using Cycles

texts:
I'm following Andrew Price's spaceship tutorial and taking advantage of the inbuilt addon called Import Images as Planes.

Here you can see 2 Images as Planes used for the steam columns, close to the door.
If you ask why?, it's because I already have enough polygons, for my laptop to render...
And I thought that a smoke simulation would simply be an overkill.

Issue:

I wanted to try compositing, even if I'm still not ready with the definitive
geometries and textures.
And... All is fine except for mist.

You can see I can use some Blur and Glare withuot big issues (apart the orange LED
wall panels which became white - so I thought to assign them a different Material
Pass and a separate ID Mask - now they are pinkish, but not so bad at all).

But! If I enable the Map Value node, which creates the mist... what happens it
that the steam columns contours are MANGLED (well, not only the contours)!!

Now, is there a way to fix this issue (is it a bug or am I doing something wrong?) or do I have to give up and sacrifice that wornderful oniric mist?

[EDIT]

To whom can be interested in: the original blend is here (much better han mine).

Here's the Steam column I used for both Images as Planes:

You can't see it because it's white on a transparent background, resulting in white on white.


texts: I parented a light source to an object, Is there a way to apply a modifier to both?[cycles]

texts:
I'm trying to make a street lamp, so i parented a light source (an area light) to the lamp object. The problem is when I add an array modifier to the lamp it only applies on the lamp mesh leaving me with only one light source.
Is there a way to make it applicable to both the object and the light.

Thanks!!


texts: does the speed of the ram play on blender?

texts:
I have 32gb but it's 2400mhz, does it affect the render on something ?
Or it's useless to change. (I have the impression that my scene loading is quite long)


texts: Transparency Issue with textured planes Blender 2.90 (Cycles)

texts:
I've been working on a little scene in Cycles (2.90) following this Ian Hubert tutorial, by importing images as planes, then extruding details out of it. However, In lookdev, parts of the extruded planes are becoming transparent for no reason.

I've checked normals, I've recalculated normals, I've merged vertices by distance and now I'm just very confused. I doesn't seem to affect the final render though. However, it makes it super annoying to work with in LookDev because I'm getting weird angles and seeing through things I shouldn't be able to see through.


texts: Does anyone have ideas for this material? Especially the sugar on the surface which I'd like to model as small cubes rather than rounded bumps as in Voronoi? Thanks!!!


texts: Mesh is disappearing in Orthographic View? Is there in Perspective view

texts: My character mesh is showing up in Perspective view just fine, but completely disappears in Orthographic view, I have no idea why. This is brand new, as I've been switching back and forth. It's not hidden or anything, and it just disappears entirely. Anyone know how to fix it? XD Thanks...


texts:
Is there any way to move some of the top items in the 3D View to the left? On my laptop they are covered when I have a layout including side views (Outliner on left and Properties on right.)

I usually have  to minimize one or the other to get the shaders selectors and the options drop down there to be visible. I have the Blenderkit "Find Models" in  the middle which I rarely use (but do want to keep) and wonder if I can move that elswehere, and would it move the shaders more leftwise if I could??


texts:
I'm making a fort and I have made a quarter of it to mirror later. I started building with the default cube. And until I make complete model its 210 MB heavy file lagging much. I have to mirror and make the complete fort. Later I have to make surrounding etc. I do not think it will support to make the surrounding its lagging mean time. How can I make a light weight model which I can access much faster? With the model I have made can I make it light weight by scaling down or any other method which can make my file much lighter to work faster? Any suggestions?

The model I'm working on


texts: When joining objects, can blender make a vertex group which contains the vertices of each object that was joined?

texts:
I wanted to know if it was possible, natively or with an addon, to make Blender auto create vertex groups when joining objects, by making each joined object a vertex group?
A concrete example:

I have a cube and a sphere.
I join them.
After joining them the new object has two vertex groups:
one contains all vertices from the cube, the other all vertices from the sphere.

Is this a possible thing or do I need to manually make my groups before joining?


texts:
i like to create a fire and smoke simulation in one domain with different emitters.
But I can only change the colors from both the smoke and the fire. I like to set different colors for the flames and the smoke.


texts: Python: find faces with incorrect normals to flip and flip them

texts:
.

Hi all,

Here is the issue. I've a mesh with some faces that need to be flipped in other to have something consistent:

These faces are selected:

So I would like to find the faces that must be flipped and flip them using a Python script. I tried making faces constistent by it didn't work.

My idea was the following:

Loop on the bmesh vertices  (I can do it)
Check that the vertice is selected (I can do it)
Check that the normal has to be flipped (I can't do it. Should I check the normal??
Flip normal (I can do it)

I hope I explained the issue clearly.
Thanks,
Maxime

PS: here is my blend file enter link description here


texts:
I like to recreate effect like in this video with Animation Nodes addon :

https://www.youtube.com/watch?v=dIHOJTrzsK4

I don't for now care about whole process, because I know what I need to do.
The real thing is, that I don't know how to get animated trail from object which will have armature. So yeah, We need to do something the same as in video. I know that this animation/duplication over time is possible in AN, but I just don't know how. I need some help on this one. Hope You can guide Me.


texts: Why isnt my code not creating keyframes to all the active objects?

texts:
So im facing issue with my python code which is as follows.
objects= ["sphere","cube"]
c_frames=60
for k in objects:
    bpy.data.objects[str(k)].select_set(True)
    bpy.context.view_layer.objects.active=bpy.data.objects[str(k)]
obj = bpy.context.view_layer.objects.active
obj.keyframe_insert("rotation_euler",frame=c_frame)
bpy.ops.transform.rotate(value=0.151266, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SPHERE', proportional_size=0.318631, use_proportional_connected=False, use_proportional_projected=False)
obj.keyframe_insert("rotation_euler",frame=(c_frame+5))
obj.keyframe_insert("rotation_euler",frame=c_frame+5+10)
bpy.ops.transform.rotate(value=-0.151266, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SPHERE', proportional_size=0.318631, use_proportional_connected=False, use_proportional_projected=False)
obj.keyframe_insert("rotation_euler",frame=c_frame+5+10+5)

For this code blender is selecting both the objects but is creating keyframes only for the cube but not for the sphere. I  want the code to create keyframes for all the objects in the list. Kindly let me know what it is that i'm doing wrong, and what is the way to go about it. Thank you.


texts: Textures Stretching when using Micro-displacement

texts:
I've been trying to learn a bit more about micro-displacement in Blender, and I've run into a slight problem.

I have two images that are applied to a single plane, one of which I use as a displacement map, and another one that colors the plane. They are pictured below:

As you can see, they both have the same layout, just different shading.

The material for the plane is extremely simple: it consists of the colored texture being put into a Diffuse shader for the surface, and the bump map's texture being multiplied by 100 before being directly linked to the displacement output.

The plane itself simply is a grid with an adaptive subdivision modifier.

The final render, however, has a slight problem. Although the micro-displacement works great, the colored texture doesn't perfectly map onto the displaced mesh. Namely, at some parts, the texture is stretched, leaving an ugly gradient, like below:

Usually, I would solve this by adjusting the UV mapping, but the UV map does not seem to account for the microdisplacement.

Is there a way that I could fix these gradients, and make them colored all gray?

I apologize if I missed something you might need, this is my first time asking a question here.

Thanks in advance.


texts:
By some reason displacement became directed and to perpendicular to normals. Tried to kill user preferences and check it in new scene - same thing: it's always distorted.

Please, HALP


texts: I want to create the ornamental shape. Is there any addon available that can make as the image shown below. i want to make that shape and twist around the chair


texts:
I am working on a simple smoke sim using cycles, and was rendering fine on the GPU. Suddenly, blender crashes and when I reopen blender the GPU no longer renders smoke.

I have tried opening an older version of the project, and still the GPU does not render the smoke. Same story after restarting computer, emptying cache, re baking the sim, and updating GPU drivers.

The simulation still renders fine on the CPU, and all the other objects/materials render fine with the GPU.

This has now happened to me on multiple projects, and is very frustrating as blender crashes all the time while rendering decent fire animations on my cpu. I'm not sure why that is.

I am running Blender 2.78, and here are my computer specs:

CPU - Intel i7 - 5930K CPU @ 3.50GHz
32 GB RAM
GPU - GeForce GTX 980 Ti (x2)

Running Win10 pro 64 bit

And, in blender under user preferences I have the compute device set to:
CUDA
GeForce GTX 980 Ti (2x)

And have the device set to "GPU Compute" in the render tab.

Any thoughts, or anyone experience a similar problem?


texts:
this is probably a simple thing but i just started using blender this week and made a particle system. the probleme i have now is that in material view the particles have the color they are supposed to but when i got to render view they are suddenly black. i've been looking around for the past 2 hours without finding anything and i've been trying to change settings i think it might be but nothing seems to work any help would be appreciated.

i'm using cycle render and there is also a spotlight shining straight on the particles

my material settings

the tutorial i partialy used for the particles


texts: Rotation of object is off kilter despite keframing on z axis

texts:
I've been trying to get the head of R2D2 to rotate properly, and despite rotating him with r+z+z he produces a slight off balance rotation as you can see here where his head sort of dips in when it rotates:

So I also tried a limit rotation constraint for his head but it produced really wonky results that couldn't be fixed with any kind of adjustments in the constraint modifier:

Finally I tried delta rotations but that just made things worse.  Is there any way I can make his head rotate properly without having to delete all my rotation keyframes?


texts: Can't Insert Keyframe - Without Changing Transform

texts:
I'm unable to add keyframes for an object's transform without changing the transform.
See video.
The object does have keyframing, but trying to add keyframes between these results in the "Keying set failed to insert any keyframes" message. However, if I change the transform, I am able to add keyframes.
I don't want to change the transform, I just want to get keyframes for its current location so I can manipulate the other transform keyframes without affecting its position at this frame. Visual Location keyframes also don't work. Keyframing before or after any existing keyframes does work but that's not helpful.


texts:
sorry, absolutely beginner here.

I need advice how to fix some problem areas in the texture of scanned model.
see the attachment.

Thank you.
Gregory


texts: Dragon Animation-500 bones tail, animation along a path problem

texts:
I'm doing an animation for a chinese dragon, I'm new to path animation and I have a newbie problem.

The armature moves along the path but, while the head follows along, the tail bones aren't rotating according to the path, but inherit the rotation of the head.

I have tried detaching the tail bones from the head,
changing origin points to where they should rotate,
uncheching inherit rotation under Propeties/Bones,
Reapply the path to the single tail bones,
but the result is the same

Looked everywhere for a snake like tutorial but all I got were half baked explainations. even tried with a 5 bones no mesh armature, doesn't work either, I can't figure it out.

The rigging I did was very simple, with no IK and no control bone, since I needed this character for one specific task only, and basically to move like a roller coaster ride.

thanks for any halp you can give me


texts: Generate video sequencer project from a script

texts:
I have a number of different MP4 files. I want to create a Blender project file that has these files in a set order and each video stream starting at a set start time.

I know the files, I know the order and I know the start time I would like. Can I use a script that generates this project file or a script to setup Blender to then save as a project file?


texts:
I'm trying to archive drawing a FCurve with an Empty.
All works as expected, except that i have written a conditonal script that deletes the spline at the end of the frame range, sometimes its working as expected and sometimes not (reloading the Blend file sometimes fixes it)
For me it has something to do with the order of execution but I'm not sure about it, maybe its an other issue.

DeleteSplines.py:
if x:
    curves = bpy.data.curves
    #objects = bpy.data.objects
    # scene = bpy.context.scene

    obj = bpy.data.objects['FCurve']
    cu = obj.data  # the curve
    spli = cu.splines
    spli.clear()
    print("Splines deleted")


texts: How do I create respective layers for separate pieces of sculptures?

texts:
I'm not sure how to use the layer feature for different sculptures in Blender?
Example:

#1 Sculpture should be on #1 layer, and same for #2 sculpture on #2 layer... Not this way: #1 and #2 sculptures on a same layer at all.
I'd like to be able to carve #1 sculpture without causing #2 sculpture to act like it's being treated the same way.

Another Example: Supposedly if I want to be able to create asymmetrical tail on a cat's body, I should be able to do that without it altering the cat's body at all.

I'm trying to figure out a shortcut, or at least how to get it to work...
I've tried ask this question on Blender Discord, and Reddit (which I copy-pasted most of my question into here).

Then eventually, I got an answer on the discord server that I should try a shortcut command which is Shift + A in the sculpt mode. Which I assume is masking an area (light gray-colored area) on a sculpture to make it only be able to inflate... rest of the sculpture that can't be inflated is dark gray-colored area...
-- Sam

(#1 Edit: Removed 2nd question; #2 Edit: Thank you for the responses, I appreciate the question you had for me - though I don't think it's the answer at all since it's masking not layers solution.)

Sam


texts:
new to blender, so pardon me if this is a silly question.
I have two geometries and want them to have the same color , yellow. The color of the object needs to be diffusive , means that I do want the color to be there regardless the lights I have in the scene.
The two geometries have the same material, but they are behaving differently , the
face one is correct, the moon is not.
What I can see is that the face has a yellow color regardless the light while the moon is grayish and turns out yellow only when the light bounces the surface.
Moon has 1 material only
Face has 1 material only
I have removed the garbage and you can see just 1 material per object

It's not a camera issue as I not using this models within blender but exported as gtlf and while the face behaves well in both blender and gtlf , moon is yellow only when there is light on both blender and gtlf, so issue is not with the camera or the lights, issue is within the model itself.

Below the two materials


texts: Find location of an object with respect to a moved origin

texts:
I have an (simple) object for which I moved the origin outside of the object to be able to rotate around it. Is there a way to read this given offset with python?
When using bpy.data.objects['Cube'].location , only the location of the origin is given. So basicly I need the locations of the vertexes wrt the origin. Help is much appreciated.


texts: How do you import json files into blender?

texts:
I am Following Chris P's 'Visualize Real-world JSON Data in Blender (3D Chart Animation Nodes Tutorial)' on YouTube but I seem to have got stuck at the first hurdle of importing the data. I have followed his instructions completely and am unsure why the script keeps failing. I have attached his script, My script, my file location, my error message and a snap shot of his video. I am On windows OS, he is on Linux I'm not sure if that makes a difference. Here is the link to the video: https://www.youtube.com/watch?v=0aRjInmibSw&t=1055s
FILE NAME:
Export.json
MY FILE LOCATION:
C:\Users\Jordan\Downloads
MY CODE:
import json

with open('/C:/Users/Jordan/Downloads/Export.json') as f:
    json.load(f)
    print (j)

MY ERROR MESSAGE:
Traceback (most recent call last):
  File "D:\Mixed Graphs\Blender json\3D Charts.blend\My Script", line 3, in <module>
OSError: [Errno 22] Invalid argument: '/C:/Users/Jordan/Downloads/Export'
Error: Python script failed, check the message in the system console

HIS CODE:
import json

with open('/Home/chris/downloads/tutorial1.json') as f:
    json.load(f)
    print (j)


texts: scaling objects depending on instancer number (animation nodes)

texts: How i can scale objects depending on number? attached a picture for clarity


texts: Texture is only rendered correctly in first frame

texts:
I am new to Blender and I am trying to create an animation. My data is saved as a Blender voxel file which I load into a cube, adjust scattering etc. and it looks fine, but the texture is only visible in frame 1 and disappears in the following frames (in object mode and also when rendered).

What am I doing wrong?

Thank you very much in advance for your help!


texts: How to add a watermark in simple blend4web turntable scene exported as .html by using either Blender or directly coding in .html?

texts: How to add a watermark for a simple blend4web turntable scene exported as .html by using either Blender or directly coding in .html?


texts:
I am doing a simple scene. Whenever I render, there seems to be a strange problem - the scene is mirroring in every direction. I have no idea where it comes from. If you disable the whole collection 1 in render the problem disappears. However, I disabled each individual object in this collection and the problem still persists. I have no idea what to do :(Blender file
Let me add a rendered movie for You.
https://www.youtube.com/watch?v=s-J7c0s8WPE&feature=youtu.be
In the end You can see like a giant mirror wall which is not there in the scene.


texts:
I created some UDIM tiles in blender and everything looked good, but then i imported it into substance painter and baked and it only baked the mesh map of what was in the UV space, which included only one tile. Figured out what I did was create UDIM tiles but without adding in the image first, which is why they wouldn't show up on the drop down menu in the UV editor.

So basically if I am understanding correctly, blender thinks that all of my tiles are separate UV grids? I'm very confused.. My UV grid:

Is there any way to add an image for each UV tile, or is it too late? I tried adding in an image but it only applied on one UV square, and i can't make multiple images in one UV space, if that makes sense.
What it looks like in substance painter:

Any ideas?


texts:
I'm using cameras on my addon and I would like to know if it is possible to hide the camera border when we are looking through the camera?

I would like to have nothing visible, like the 3dview.


texts: I'm a complete beginner at blender so please help in a way a beginner can understand. I'm following the blender guru's blender beginner tutorial on youtube and im on the final 9th episode. I've made a donut and before I put it through a final render, the frosting is nice and smooth. But after I render it, the drips of frosting are sharp and triangular. I have NO CLUE what I did or how to fix it. It makes zero sense and I could really use some help. Heres before final rendering and after final rendering.


texts: Strugging to render my fire animation with Alpha/Transparency correctly

texts:
i've made a little fire animation using the particle system that i'm happy with, but i'm really struggling to output it correctly as a 4second .Mov with alpha/transparency enabled so i can import it into another NLE.

I'm making sure that i'm using a codec with RGBA enabled (I've tried them all now) in a Quicktime container.

Whatever I do, the fire looks fine...but the background stays black/non-transparent.

I then discovered the film/transparent checkbox in the render tab. This fixes the transparency, but now all the Orange colour/glow has gone from the fire, & i'm left with something that looks like grey smoke (see screen grab)

I'm new to Blender, but if someone could talk me through what I need to check/uncheck to make this render correctly, I'd very much appreciate it.

Thanks


texts: Blender 2.8 sometime I can not open my blender file by OpenGL 3.3 Error

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Sometimes I can not open my blender file.
I save the blender file and then I can not open it in next time.
But I can open other blender file.
graphic driver is latest ver
Blender file is broken ? I can not open backup file also


texts:
I've been thinking about Cycles' Volume Scatter, and how AMAZINGLY SLOW rendering volumes are. Especially so if you have both a very large, very far away volume (like clouds)in your scene and a very detailed, very close volume (like ground fog)... and you're rendering an animation, so you can't do many separate renders for each frame and still patch it together in any reasonable amount of time.

Is there a way to make the heterogenous volume's STEP SIZE increase with distance from the camera/viewport?
How would this affect render times?
If there's no option to do this, then how easy would it be to implement, and how to people do things like this as of now?


texts: Wierd Jagged edges in Viewport Shading mode, how to fix?

texts: When in viewport shading mode, (and any other eevee modes...) I get these annoying, weird jagged edges I've never encountered before. Any idea how to fix it? I'm sure it's a hotkey I pressed without knowing, but it is hard to look at.


texts: I am trying to make a procedural texture for donut, I want the white dots ( sugar ) to be only on top instead of all over the donut, How can I do ?


texts: Cycles weird baking behavior: changes to another image texture mid-bake

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Blender enthusiasts!

I'm nearly done with Aidy Burrows' Game Asset Creation course and ran into weird baking behavior from Cycles while making my final textures for the game model.

Details of the mesh: all separate parts recently joined into one mesh; has one main UV map and two additional UV maps for two more detailed parts of the mesh; has a simple Cycles material that only uses a handful of image textures: baked and hand-painted textures combined with a normal map.

I have prepared an image for the final diffuse texture and another for final normal map to be used with the model in the game engine. Problems arise when I'm trying to do these final bakes. During baking normals Cycles decides to switch to the already existing AO image (named AmbientOcclusion in the screenshot below) and then bake the AO (not normals as I have requested) again on the final normal map that I have specified as the bake target image. Still following? This image might clarify things:

And yes I do have two image nodes in my Node Editor ready for the corresponding final texture (diffuse map) and normal map.

Can anyone help clarify if I am doing something awfully wrong or if Cycles is making me go crazy? I see no logic in it's behavior when I select 'Normal' in Bake Type, click Bake and end up with AO on top of my normal image canvas. I have restarted Blender and my computer to see if it was just a reference issue or something but alas, no luck.

EDIT: In fact, when I try to do the diffuse bake (with only color selected in bake settings) Cycles manages to bake on the right image even though the information displayed in the info bar is still wrong:

...because I'm baking diffuse on to a image named ConeHat_d.

What's going on?


texts:
I want bone.004 and bone.002 to always stay straight (edit: I don't want any bend between)
already tried track to constraint

final rig


texts: Can't achieve 1cm unit scale, it's always larger

texts: I have the default settings for everything, and in the scene I went to set up units to metric, 1.000 and centimeters, but the grids are 100cm large and if I move an object with the snap to increment, it snaps to 100cm moves or 10cm if I snap with the shift button as well. If I set the unit scale to 100.00000, it shows the grids of world much smaller, but when I move the object, it again says 100cm, even though I barely moved the object. I just want it to snap increment to 1cm and for it to really be 1cm.


texts: How do I add a Clothing model to an unclothed model?

texts:
So im trying to make a 2d game where the characters and graphics are 2d 'sprites' but i render them with blender.
I have a model of a man with no clothes and then a model of a windbreaker fitted to the man and the windbreaker is already fully done with the vertex weights and armature setup to the armature of the man so if i move the mans left arm up the windbreakers left arm moves up with him.
Now im trying to make the animations on the unclothed base model, and render them, then for example import the windbreaker i made into the blender scene so i can render the exact same animations but with the windbreaker instead. How do i do this? I tried some appending, some linking and exporting FBX + importing the windbreaker and it doesnt work.


texts: Fake flashlight volume with smoke: how to make noise texture coordinates not to follow camera

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I'am trying to fake effect of volume light beaming through smokey fog using emission shader on torus with noise texture plugged into volume output. I get the effect, but when I move camera around noise on parented torus keeps following which looks fake. However when I rotate or move torus itself noise doesn't move along and stays in one place giving the desired impression of foggy, thick air. Any idea how to fix that? Video example bolow:

Video example

Blend


texts: Model Rig not Affecting all of Model/ Warping model

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Currently I'm trying to get the rigging right for this model, but many part of the model are not being affected by the rig. I've tried a few different things to no luck, even going in and editing the weights. Doing so only makes it so none of the model is affected by the rig. I'm still fairly new to Blender, so I have no clue what the issue could be. I have the file attached to the link below.
https://we.tl/t-5yqJ8ldLzk


texts: How to composite shadow pass with image sequences?

texts:
I rendered passes from a scene in another program and wanted to use Blender to composite them. What is the node setup for combining a diffuse color pass and shadow pass into one image? Thanks!

Color:

Shadow:


texts: How do I copy a mesh onto another mesh using the surface normal?

texts:
I would like to copy one mesh onto another's surface using the surface normal. I would like to specify a vertex group for this.
I tried to use particle/hair for this but could not get exactly one copy per vertex.
I tried keeping the object origin at (0,0,0) but editing the vertices so that the copied object is oriented along the y axis and then making it a child of the surface object and turned on vertex instancing. I can't specify the vertex group nor change the instances to new meshes so that I can delete the ones that are outside the vertex group.
Any suggestions?


texts:
I am novice in blender and in all guides i've seen for now never was explained how to apply materials in scuplt mode. So i have created material, applied it and it works fine in object mode, but in sculpt mode my scuplting remains white (default).
 That is i want to achieve:


texts: How to make an object point in its movement direction? (BGE)

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I tried to do it in with actuators, but so far either the animation gets stuck, or it hangs up on a direction if you let go of one of the keys. Help?

Edit: I added the logic I'm using so far. The actions are displaying one frame of the rotate animation, each frame is a different rotation. This was my workaround for the question above, but when I hold down and right, and let go of right, it stays in the same orientation but goes downwards. Is there any way I can either fix this setup, or is there a way I can make the object point in the direction it moves?

Edit #2: I changed the program, making a logic brick for each key, and another for each one not being pressed. It works, going left or right makes the block display the up/down frame but then quickly changes to the left/right frame. Also, The jumping doesn't seem to work moving diagonally, except when moving up and to the right. If you could take a look at the blend file and let me know what I did wrong, that would be great.


texts:
I'm am making a bunch of liquor bottles and i have too much reflection on the transparent image on the outer part of the transparency.

My first material is the glass node,  my 2nd material is the transparent image on the section of the bottle I need it on.  I am thinking it needs to be all one material but i cant find the correct node set up if that is the case.

Do you have a node set up that will help him achieve less reflection.


texts: Is there a way to explicitly set the mode in python?

texts:
I'm developing a basic sculpting addon for practice and one of the features I'd like to include in this addon requires modes to be set explicitly.

Here's an example of the type of api that I'm looking for.

if bpy.context.mode != 'OBJECT':
    bpy.ops.set_mode('OBJECT')

I tried looking for something on my own, but I only found methods that toggle the mode.

Is there a method like what I was describing that would do the job?


texts: How Do I Combine More Than 2 Normal Maps?

texts:
Hi I've been looking everywhere and I found an answer but it still doesn't apply to what I'm asking. I'm new with Cycles and have trouble with it, but I was wondering how I can combine more then two normal maps? I have different image textures and want to apply them all to a model without having to adjust a factor or whatever, and this is my set up so far:

If I can get some help and get an uncomplicated node set up that would be amazing, anyways thanks guys!


texts: I made a Keyed particle animation. I have 3 base objects with particle systems and a 4th object with Keyed set in the particle system settings. So the particles travel between 3 states/objects. The animation is ok. But none of the particles render. Only the base shape of the objects, such as the C2 text, but not the particles assigned to it. I have all particles set to render halos. I would like to render only the particles, not the objects' mesh. Please see attached image.


texts: How to copy NLA strip without creating a new track?

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I would like to make many linked copies of a strip. This strip controls the eye blinking. When I press Alt+D, it creates a new NLA track for the new copied strip.

This will end up having a new track whenever the character blinks lol


texts: User preferences, add-ons, won't recognize .py (screencast keys) file when I try to "install from file".  Oddly, it won't show up in Blender when the .py script is put into program files alongside all the all "view" files ending in .py.


texts: I have two objects (peoples) and I'm creating a choreography tutorial with them. I make the moves to one of the objects, but is possible copy the keyframes and paste to the another object? There's a way to reflect the moves?


texts: Lots of Junk Animation Sequences in my Blender File

texts:
Hi, I’m working on my first video game and I’m having issues organizing and deleting some animation sequences. I designed all the characters and assets in one Blender file and I’m exporting everything into Unity. As a beginner, I’m sure I made some mistakes along the way when doing the animations. In my Dope Sheet/Action Editor, there are a lot of animation sequences that I didn’t intend to create, some of which are for stationary assets. I think this is because I had the “automatic keyframe” button pressed during my regular workflow, even when I was not animating, although I’m not sure this is the sole reason. I tried to delete some of these sequences but I have been unable to figure it out. I read somewhere that the NLA editor allows you to delete animations but have had no luck. Further, it seems that many if not all the sequences are linked to multiple meshes. As a result, my Blender file is a bit of a jumbled mess of animations.

When I export my assets and characters to FBX files and import to Unity, they all bring a bunch of unrelated animations with them. Aside from that, several of the actual animations I need are not exporting with the FBX. For my main character, I designed 19 animations but 5 of them do not import in Unity, yet many of the “junk” sequences, mostly associated with other assets, do import with that character.

Not sure how big of a problem this will be moving forward but I would like to figure out what I did wrong and how to fix it. Also, if there are any good tutorials on proper animation workflow in Blender, I would appreciate it. I’ve seen a few but they deal mostly with small scale projects (one mesh/character). I’ll gladly share my files via email. Any help would be greatly appreciated!
-Brian


texts: Rendering of the imported .ply does not show textures

texts:
I have a .ply file that I obtained from a 3D scan.  In textures view, I can see the textures but when I render it I cannot see the textures.

I think I have to add a material and a texture, but I cannot seem to get the colors from the scan I took. Any help?


texts: BGE: Use separate texture as alpha channel

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I want to use a separate texture (grayscale) on a material in the Blender game engine as alpha channel of that material, because I reuse the other (rgb) texture on another, opaque material.

I set up everything as depicted in the screenshots. The preview of the material looks as expected, but in the 3D view or in game mode (p), the material is opaque.

How do I setup this correctly to actually see the alpha effect?
Here is the test scene: http://www.file-upload.net/download-11505718/AlphaTestScene.blend.html

Edit: When I bake the alpha channel into the rgb-texture and check color and alpha in the influence, then it works. But it would be nice to have separate textures for each purpose (like specularity or bump maps).


texts: Rigged Mesh Behavior Is Different Despite Same Weights

texts:
In the attached images, I have a mesh that I rigged with automatic weights. The auto-weight turned out pretty good, minus a few tweaks. However I ran into issues with the mouth and eyes.

I applied weights to the teeth and eyes based on the weights of the nearest vertex, or based on what was half weight-painted (auto weight got the top eye-lids and not the bottom, same with some mouth meshes).

After testing the head movement, I noticed the bottom gumline of the teeth doesn't move with the rest of the mouth, despite having the same vertex weights, Same is true with the eyebrows and eyelashes. When moving the neck bone I noticed the problem persisted with the bottom gum line but not the eyebrows or eye lashes. As far as I can tell the weight painting is the same on both bones.

The goal is obviously for the eyebrows and eyelashes to move as they do in the neck movement image, and the gumline to stay with it's set of teeth.

I tried separating the meshes and connecting to the head bone (as you would do with hair?), but when the head and neck moved they didn't keep their position on/in the head. Does anyone know how I can fix all this?


texts:
hope all is well!

I was wondering how I would bake shadows and import the model with these shadows into three js. I would also like to change the material of the model in three js dynamically while retaining the shadows.

Thanks for any help, really appreciate it!

Thanks, Ed.


texts: lighting problems, sun isn't working on render

texts:
I am trying to create an indoor enviroment. I made two windows, added a sun and rotated it so that it could go throug the window and lighten the sofa and part of the wall.
But I don't see the sun light anywhere.

I checked on settings and is not invisible to the render but it just not reflecting any light. The only light I get is from the image background.

This is the picture with sun

and this is when I delete the sun

Can anybody tell me please why is this?

Thanks in advance


texts: If Blender API document doesn't provide enough information of a function or class, what should we do?

texts:
I ran into a fundamental problem in blender scripting. That is how to use the API document.
When I ran into a function I don't know, basically, I will check the document to understand what that is.
For example, some code employ

layers = tree.nodes.new('CompositorNodeRLayers')

Then what is that layer used for?
Ok, let's check the API doc. However, it only gives what members are in that class but never introduces what this class is used for eventually or give any examples.
https://docs.blender.org/api/blender_python_api_2_78_1/bpy.types.CompositorNodeRLayers.html

After reading this doc, I still have no idea what is that or how to use that.
What is the input of that node and what will be the output?

So in such situation, what should we do? How to learn blender scripting by refering this API document?

Thanks.


texts: How to merge/transform inner surface to outter survace while object count is 1?

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When i boollane objects together there are mostly unnecessary remains in the objects.
If i mirror the object they pentalise and creade a inner surface that is connected to the outta surface.
-I wonder if there is a solution to define the outer surface and merge all surfaces to 1 surface that
has the outer surface structure and removes all remains from boollain and mirror.
any ideas that are not based on manualy repositioning or deleting of structure? (lf modifyers & actions)

smbd who is known in object creation with object merge would be nice1 to explain how to creade 1 surface - no remains merge objects.   ?


texts: Render glow over transparent background blender 3D evee

texts: How i can render glow from emission material over transparent background in blender 3D eevee, thanks!


texts: Copy Custom Property and set it as a suffix of an object's name

texts:
How to copy selected object's property and set it as a suffix of an object's name?
I have 3 objects in the scene, named a,b,c. Each one of them have a custom property named id with a corresponding value 10, 20, 30. What I want to achieve is to have that custom property pasted into their names as a suffix. Basically something like this:
a?id=10
b?id=20
c?id=30

Could you please suggest the simplest way? I was thinking about having some sort of a python script, that would allow me to do this for all of the selected objects in the scene.


texts: How to render animation using different text each time?

texts:
I'm beginner in Blender and I don't even know if it is possible:
I have an animation which I need to render multiple times with only difference in name of person used. (Like Hello, Mark next renderHello, Dan and so on)...
I tried to use (to change the text): bpy.data.objects["jmeno"].data.body = "Ahoj Dane"
 in console ,- there was no error, but nothing happened in 3d viewport. (btw. Jméno is in Czech name, ahoj is hello).
Thank You


texts: How do I convert this FK leg to IK without getting rid of animation

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I have this character here that has motion capture on him but I want the legs to be put into IK instead of using FK without getting rid of the motion capture I got from Mixamo. I've tried "baking" but I don't know how that works, lol.
On a similar note does anyone think that I could just upload the character to Mixamo with an IK rig instead of having to change it at this stage?
Thanks for reading my post, here is the blend file if you need it.


texts: Is there a difference between imported file types?

texts: I've found a model on a site that I'd like to use but it doesn't come in a Blender format, so having never purchased a model before I'm just wondering which format I should buy? The formats available are .3ds, .dxf, .obj, and .max. Are they all essentially the same? I've seen in the Add-ons that these can all be imported, but I don't want to waste my money on one that won't work properly etc., so is there a type that's known to work better?


texts: Imported .OBJ file shows correct textures in 3D viewport, but doesn't appear to be unwrapped correctly in the UV editor

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I'm very new to Blender, I just started using it a few days ago in fact, so I apologize if my question comes off as a bit silly or unknowledgeable, but I couldn't find an answer to this specific situation, so I thought I'd ask here!!
So, I've been trying to import a .OBJ file so I can see how the textures were applied--specifically this file, from The Models Resource:
https://www.models-resource.com/ds_dsi/pokemonblackwhite/model/12015/
So far, I've gotten it imported, and I can see all the textures correctly in the 3D viewport.

I have looked through all the textures the .obj file uses (There are 7 separate texture files to be clear), but none of the faces seem to be applied to any of them, despite the textures showing up correctly. I'm not sure if it's clear what I'm referring to, but I have attached example pictures to try and show what I mean.
The textures list in the UV editor:

An example image texture:

And the same image texture with the faces selected--none of them are correctly placed, even the ones that should be using that texture:


texts: How to make this particular blender material in Cycles

texts:
I've seen this material which has been made using blender rendering's engine, and I'd like to give it a fresh look in Cycles.

Here is a screenshot of the nodes and the previewed material :

However, I tried using Layer Weights but the layers(white then blue) were not correctly applied to the subdivided Icosphere.

Plus in Cycles, I don't know how to use the alpha output since there is none on the material output node when using Cycle rendering engine.

I am a bit of newbie towards this, usually, I try things on the node editor, and they work out fine but this time, I really don't know what to do.

So if someone could explain to me, how to make this particular material using Cycle(even like if it's a bit more realistic), I'll be glad to take it as well as an explanation of the process during the making of it.

Thanks for any help!


texts:
I am following a youtube tutorial to make a lightning animation. The youtuber repeatedly quick renders his model and is given a glowing lightning bolt against a black backdrop. However when i quick render the model all i get is a blank, grey screen. I am using the Blender render and have a camera as well as a Hemi light source in the model. I am relatively knew to Blender so apologies if it's a simple question but i desperately need help!

The model before rendering

The rendered model


texts:
How can I add additional code for already existing operator? For example, I want to add into bpy.ops.wm.save_mainfile this string:

print("My code")

I know that I can override this operator by creating a custom one with similar bl_idname, but previous features (saving functions in this example) will be destroyed too.

Hope for your help!


texts: Snapping doesn't work properly with collection instances

texts:
I'm trying to use collection instances (I think, the whole collection stuff is strange, confusing and in desperate need of a rework from the ground up, but I'm pretty sure that's what I'm doing) as you can see in the picture. The problem is that when I try to snap it to other objects it only snaps with the center, no matter what snapping options I choose (currently I have closest point).

How do I fix this? Also, how do I remove the base instance object without also removing the instance collections? I should probably just look up more tutorials on instance collections, to me it just seems like an extremely dumb way of not doing "components"/"prefabs" like Sketchup or Unity does.


texts:
Hello Blender Community,
I have a problem here with my mesh, because I must have accidentally done something wrong. The vertices somehow doubled or tripled themselves in place and they aren't connected anymore as there where supposed to be earlier. My intention is to lift the vertices up to form some kind of "mountains" as seen in the picture, but as shocased here the vertices act like they were independant to each other which wasn't the case. The only thing I know for now is that I've applied a Modifier wrong after experimenting for a bit, yet I don't know which of them caused it. Is it possible to reverse it?


texts: In add-on script, how to automatically rewrite string in the bottom statusbar on each edge select/deselect in edit mode

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I'm trying to write my first add-on that should tell me the summary length of selected edges in edit mode if there are any. I got the part with getting selected edges and counting sum length, but what I am currently struggling to do is

to get add-on invoked on each edge select/deselect

to update the sum value to display result on the bottom statusbar (where the name of the active object, amount of vertices/edges/faces are displayed)
For the first one I guess there could be some sort of callback/delegate that I could assign for every select and deselect to be invoked, but I don't know which to use. For the second I guess (and hope) I just need to know which variable to use.

I'm using blender 2.8.71 beta if that matters.
Thanks


texts: Is there a way to loop a movie that is also transformed in Blender's VSE?

texts:
I'm attempting to loop an .mkv while also modifying the video with a Transform strip.  Here are the details:

Video is 93 frames
Total desired frames for looped video is 705
The Transform strip scales the video along the X axis, while also translating the whole video across the visible canvas, parallel to the X axis.  This moves the video from right to left as the video plays.

I followed the thread here, however I cannot get the video to translate more than a few pixels from it's start position.  About half way into the video strip, the video ceases to display.  No adjustments in the size of the video strip fixes this. The only alternative I can think of would be to manually loop the video ~7.5 times in a separate .m file, export it, and then import it.  Any thoughts?

Thanks.


texts: Render turns out super bright and orange

texts: I've been trying to cycle render this scene for a while now. Everything seems to be going fine until its's fully rendered and then it turns all bright and orange. Can anyone help me out?


texts: Why when clicking on numpad_0 or only 0 i don't see anything with the camera?

texts:
The camera is viewing the city.
I scaled the camera made it bigger.

Then i click on numpad_0 and see

But if i will make a new project with only the cube in the start and will click the numpad_0 it will lock and show the cube.

Why it's not showing the city ?


texts: Is there a keystroke - shortcut to delete/refresh particle bakes?

texts: I'm tweaking a scene and having to click on the emitter and delete bakes each time I want to see a change. Is there a quicker way to do this? Or just have it always update as I change settings?


texts: My 3D object does not move although having an armature

texts:
I just started in the Blender world and I have created a 3D model with MagicaVoxel and I have bounded it to an armature as shown on the following image:

After binding the armature with the model my problem is that when I move a bone on pose mode the part of the model that must move does not move all together but lengthens like a bubble gum as the following image shows:

What I want to accomplish is that the entire "arm" moves when I move the bone that corresponds to the arm.
I hope you can help me! Thanks!


texts:
I'm new to blender and I can't seem to work out why when I render out anything it is really noisy. I've tried turning up the samples but it still doesn't really do anything, I must be doing something wrong, I'm not sure.
here's something I quickly set up to show the problem, this is at 512 samples. Any help is appreciated.


texts: How do I get the material's base color alpha work as transparency in the shader?

texts:
How do I get the Principled BSDF shader to display the base color alpha as transparency or without using nodes?

Most of the questions seek to interpret the alpha channel of an image texture as transparent, but my context is simpler: the Base Color of the Material has 0.3 alpha.

Yet, the object is not transparent in either the editor, the render (cycles or evee), but it is actually exported in collada.

Without success, I have tried:

Setting the base color alpha -> does carry out to a collada export, but is not transparent in the editor
Changing the Blend Mode -> does not carry out to a collada export
Changing the viewport display -> only displays as transparent in solid mode

Using nodes I've tried

Setting the transmission value -> doesn't do anything
Changing to Glossy or Glass -> doesn't carry out to collada

I think that's all I tried. I did get it to work in the render, but I do need it to carry out to a collada export.

The transparency of the base color is ignored in the rendering and the editor. Is there a way to display it in the render or the editor like Blender displays the viewport display alpha?


texts: Rendering a specific set of frames in one job

texts: I want to render every 2nd(or even) frame and every 5th frame that end in '5' is it possible to do that in one render job.....not very good at scripting but will take any advice I can get


texts:
Just got my Fedora upgraded to version 27 and running there Blender 2.79. While using it I have faced a bit bad UI (it is not following what I'm selecting) or the who screen gets messy. See the exaple:

When I move the mouse, the screen gets updated correctly and suddenly it gets back to this. I started Blender with smaller screen, but then extended to full screen.

I do have a pretty old GPU: Radeon HD 6970 so I wonder could that be the reason for the behavior like this? So far, I haven't seen any other GPU related issues.

--
Pepi


texts: How can i apply two different curve guides to two different emitters?

texts:
First of all, I'm an absolute rookie as it comes to Blender but I'm trying to make a simple project for my dad's company. It's didn't seem hard at first but I've been stuck for ages now so here I am.
I want to have a stream of blue and red balls which eventually seperate in a specific area (blue goes right, red goes left). I think i need to use two emitters as the particles need to split up halfway. But when i apply two curve guides nothing seems to happen (maybe they cancel eachother out) or just some glitch effect eventually appears on my screen. I've tried parenting the curved guides to their specific emitter but this doesn't seem to work as well.
Anyone knows how to solve this? Thanks in advance!


texts: Smooth shader and subsurf shadow problem

texts:
As you can see in the pictures I made a mesh and added loopcuts to it for the smooth face shading that it's using but there is an undesired shadow, which isn't seen from higher angles. When I apply subsurf it also gives a shadow but only on half of the selection...

without subsurf (just smooth face shading):

without subsurf (just smooth face shading) from different angle:

With subsurf:

file:


texts: Saving a mesh from a frame in a cloth simulation?

texts:
So right now I'm trying to put a mesh of a small pouch on the side of one of my characters. While I could make it like I would any other mesh, it would look kind of un-natural. When playing around in blender though, I noticed if you were to use the cloth effect to drape it over a few object that are close together, it makes something much like the desired effect.

So my question is, could I take the 'animated' cloth dropping over an object, say at frame 60, and make that the default way the shape is? Of course allowing me to then rotate it upward and edit it to the character.


texts:
Lately I have invested in the BGE of blender. I decided to make a simple game, and it is very simple indeed. You are a cube that can hop and move around and climb up mountains. I have the textures all nice and crisp in blender, but when I save as a .app, the textures are blurry and disgusting. I have already searched YouTube and Google but have not found any results. Please help me!

In blender

Out of blender (published as .app)


texts: i am lost how do i attach clothes to this character it is clipping out when i attach them how do i fix it

texts:
I have been stuck on this for weeks I don't know what to do please help me

here is the character that I am trying to attach clothes to

https://drive.google.com/open?id=1y7cD74z12RPjHcyU-lvlk25dvGHo_v0t

hope that helps :)


texts: When I export an obj with settings so the vertex order is intact and then import it back into Blender with import settings set so vertex order is still intact, the resulting shape key works but the entire model rotates 90 degrees depending on the orientation settings from import/export obj settings.  I have found no way to remove this rotation data.  In other applications the way it would be fixed easily would be to reset the Xform or freeze transformation.  I know Blender doesn't have this type of function so I have no idea how to fix this issue.  Here is a link to a youtube video I made of this problem.  Youtube video showing problem.


texts: Okay so this is my very first character i've started to make and I need a little bit of guidance if you guys do not mind, How could I curve the sides of the shoes to make them more realistic looking? because right now I feel like it is throwing off my whole model.  Thanks! :)


texts:
I have set scene/ end scene actuators set up to end one level and start the next, it ends the current scene but doesn't bring up the second. Instead the camera views the world background colour as if the camera is not positioned correctly on the second level. When viewing camera view on this level it shows what i would like to see. I am very new to blender and imagine i have missed something really simple. Any help would be amazing!

The first image is of the camera view when playing Game Over scene.
The second is the scene/camera view brought up when the player fails (this should be what is shown in the first image but looks like the camera is zoomed in?.


texts: Is it possible to unwrap genus-0 mesh so each vert has one and only unique uv?

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To unwrap a genus-0 mesh such as a sphere, I can make a full sphere from an unwrapped half sphere applied with mirror modifier. the amount of uvs equal the amount of vertices.  But the two verts selected in image below have two different uvs with the same value.(by checking in the exported .obj)

Or I can make a seam then 'Unwrap'. This way the number of uvs is larger than the amount of vertices. Each uv coord is unique, no repeated values.

I wonder how to unwrap a genus-0 mesh so each vert has one and only unique uv? Unique means there're no repeated uv coord values, it's not unique if the ith vt and jth vt have the same coord values.


texts: Game Engine: Can I load objects and scenes into memory?

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Is there an option to load objects/scenes I want to memory to prevent lags? I don't want to let all objects spawn to buffer them or other tricks. How can I do this? And is it possible to remove them from memory?
Thanks for every answer!


texts: How to hook empties to points of a curve programmatically?

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Here is a sample code which creates a primitive bezier spline (location1 and 2 are the control points' location):

def createBezierCurve(location1, location2):
    dirVect = getNormalizedDirVector(convertDictCoordToTuple(tableCenterCoords), convertDictCoordToTuple(refTableCenterCoords))
    bpy.ops.curve.primitive_bezier_curve_add()
    obj = bpy.context.object
    obj.data.dimensions = '3D'
    obj.data.fill_mode = 'FULL'
    obj.data.bevel_depth = 0.02
    obj.data.bevel_resolution = 12

    obj.data.splines[0].bezier_points[0].co = location1
    obj.data.splines[0].bezier_points[0].handle_left = addVectors(location1, dirVect)
    obj.data.splines[0].bezier_points[0].handle_right = subtractVectors(location1, dirVect)
    obj.data.splines[0].bezier_points[0].handle_left_type = 'VECTOR'

    empty1 = bpy.data.objects.new("EmptyObject", None)
    empty1.location = location1
    bpy.context.scene.objects.link(empty1)
    hookmod1 = obj.data.splines[0].bezier_points[0].modifiers.new("Hook", type='HOOK')
    hookmod1.object = empty1

    obj.data.splines[0].bezier_points[1].co = location2
    obj.data.splines[0].bezier_points[1].handle_left = addVectors(location2, dirVect)
    obj.data.splines[0].bezier_points[1].handle_right = subtractVectors(location2, dirVect)
    obj.data.splines[0].bezier_points[1].handle_left_type = 'VECTOR'

    empty2 = bpy.data.objects.new("EmptyObject", None)
    empty2.location = location2
    bpy.context.scene.objects.link(empty2)
    hookmod2 = obj.data.splines[0].bezier_points[1].modifiers.new("Hook", type='HOOK')
    hookmod2.object = empty2

What I couldn't find is how to hook the points to these empties?


texts:
When I use curve modifier with array modifier to make a road this happens:

https://imgur.com/a/2ig4yRc

tutorial I work with:

https://www.youtube.com/watch?v=gPmzhqfw-7I


texts: Keep bone constraints from custom bones in Rigify metarig? (Not entirely SFW)

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I'd like to know if there's any way to preserve bone constraints from the metarig into the generated rig. I could imagine multiple uses for this (basically any unconventional type of limb or body part), but my current use is that I want to replicate the popular 2B character model's breast bones in my own characters while using a Rigify armature. Rigify's default of a single bone just doesn't deform right and I'm a stickler for details.

This setup requires a few 2-bone chains with IK constraints that target the central breast bone, and I can't seem to copy the IK constraints automatically. Considering I'd like to reuse this setup for multiple characters, doing it manually after generating each rig is out of the question.

Thanks in advance!