texts: How to have a continuous ColorRamp in a broken spline (spline with removed segments)

texts:
I've got a spline to which I assign a color ramp along its length, so that its color varies continuously from (let's say) blue to red from one end to the other. So far, everything ok. Now I remove a segment on the spline, but now what I see in the render is something quite different: each 'subspline' (i.e. each part of the original spline) start with blue and goes to red. What I want is just the original spline going from blue to red with a missing segment, but what I get is two splines each of which go from blue to red.
Any hint as how to solve this will be greatly appreciated.
Edit:
Someone suggested I added detail about how I got the colouring along the length of the curve. This link explains it; I've followed that (the selected answer) to the letter to achieve it.


texts: What is mesh - is it a collection of linked geometry or all mesh data inside of the mesh object?

texts:
I'd like to know if there's any consensus on naming mesh data as part of the mesh object.

For example, if one takes a monkey object (suzanne), it consists of 3 chunks of linked geometry - 1 monkey head and 2 eyes.
Is it called that monkey object is composed of 3 meshes or is it one mesh and if one would like to count how many parts there are it would require to refer to those parts as chunks of linked geometry?

There is article in Wikipedia but it doesn't mention whether mesh is chunk of linked geometry or not:

  A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling
  https://en.wikipedia.org/wiki/Polygon_mesh

There is also related information in this gamedev post but it doesn't specifically mention if mesh is only connected chunk of geometry (vertices, edges, faces) or all geometry of one mesh object.

So in essence, does "mesh" word mean only chunk of linked geometry as part of mesh object or all geometry defining that mesh object? Is this naming convention specific to Blender or not?


texts:
I'm trying my first ever retopology of a high-poly triangle mesh to a low-poly quad mesh. I'm using a combination of of Bsurfaces and snap-to-face on my target mesh:

As a tidying step, I'd like to smooth the vertices of my new low-poly mesh. The "Smooth Vertex" tool doesn't honor the snap-to-face setting, so gives results like this:

Is there a tool that can smooth vertices, while staying snapped to the source mesh?


texts: Why does my mesh flatten on the X-axis in the game engine?

texts:
I have a little lizard with a bone structure. Currently it has no animation and no game logic set. However, when pushing P, in game logic mode on the mesh, the mesh renders as a very squished version of itself, squished along the x-axis.

Also, none of the armature movements are visible, instead it's just what it was at default.

After pressing P, I get this:


texts: Keyframe object's active material from material slots

texts:
How do I keyframe an object assigned material slot?
How do I keyframe material linked to a material slot? (In the Browse Materials to be linked button just below the materials slots.)


texts:
I'm in 2.8 beta, and I have made a 1024x1024 texture, and I am trying to bake onto it with 128 samples. For whatever reason it used to only take about 2 minutes to bake a 4096x4096 texture, but at one point for seemingly no reason it takes an hour on just a 1024x1024 texture. What should I fix?

.blend file


texts: How do I name a selected group via python script

texts:
Hi python/blender users,

I was wondering if anyone knows a simple python command that allows me to rename the selected group. I am working on a script that requires a renaming mid operator. I found one to rename the selected objects but not a group specifically.

Best,
Brad Hamilton


texts:
I'm trying to import a GLTF with one animation track:

https://pastebin.com/raw/LxMeuJ32

it displays correctly on several GLTF viewers, e.g. BabylonJS Sandbox, three.js GLTF viewer, i.e. the cube should fall on the floor and bounce.

When imported in Blender, all the objects move together.
I also don't understand the content of the non linear animation tracks, as it shows 3 tracks for each object, whereas there are only two channels (position and rotation) animating each object.


texts: Lock transformation in local coordinate system

texts:
I want to lock the transformation to certain axes only, but when I just lock the axes in the Transform panel, they seem to lock global coordinates, even when Transform Orientation is set to Local.

Note that locking the axes removes the arrows from the local gizmo, which makes this all the more confusing.


texts: In single image render trail of moving objects

texts:
I want to render a single frame of an animation and would like to have some of the moving objects to be rendered as a trail between either

the beginning of the animation (frame 0),
a particular number of n frames or
the previous keyframe,

and the current frame.

The objects I want the trail to be rendered of are markers on a human body (like, little red dots, i.e. spheres with a 100% emissive red material, on the shoulder, elbow, hand of a humanoid figure)

The reason that I want the animation being rendered as a trail of the markers is that I want to use the image in a printed technical documentation that describes a particular motion. For obvious reasons an actual animation is not possible in this case.

I have already tried rendering the trail of the markers by using motion blur but the results were far from what I would like them to look. Furthermore the motion blur does for some reason not really follow the actual trail of the markers (I don't know why) and is also influenced by motion of the camera.

I would like to avoid post-composition of multiple frames by hand.

One idea would be to render only the markers for the n frames before the current frame with transparent background, fully render only the current frame and blend the frames together.

Is this possible in blender? Can it be automated? How?


texts: Does a child object inherit the matrix from the parent?

texts:
When you create a hierarchy with nesting like so:

Does Circle inherit the properties from the parent matrix? Or is first the matrix of Cirlce.001 applied followed by the matrix of Circle?

You can't tell by the values in the editor since it could subtract with the parent values.
So hopefully a programmer can answer me this.


texts: How to model the interior of a building, inside the actual building

texts:
Let's say that I want to model the interior of a house, inside the house. By this I mean that I have a scene where the outside of the house is modelled but the inside of the house also needs to be modelled. What is the practical method to do this?

What is a practical/accepted method of doing this?

Should I cut away some of the walls? (but then, how do I render from a viewpoint that should include the walls that have been cut away?)

Is there some other clever method to do this?


texts:
I have my material nodes set up, however, the viewport is not showing any changes.
my nodes were set up like this:

and the viewport is displaying:

i wonder how to fix it.


texts: List bpy.types in a scene including empties

texts:
In the example shown below, all bpy.types are found, except that for the empty. Is it possible to add code to find the bpy.type for the empty as well? This is Blender 2.81a.

The code is listed below and the .blend file can be downloaded here.

import bpy,os

# Clean the terminal window, on linux/mac use 'clear', on windows use 'cls'
os.system('cls')

for obj in bpy.data.objects:

    print("\nObject name:",obj.name)

    if type(obj.data) == bpy.types.Mesh:
        print("bpy.type: MESH")

    if type(obj.data) == bpy.types.PointLight:
        print("bpy.type: LIGHT")

    if type(obj.data) == bpy.types.Camera:
        print("bpy.type: Camera")

#    How to find the Empty? This code does not work:
#    if type(obj.data) == bpy.types.Empty:
#        print("Type: Empty")


texts: Increasing render time from importing wrls

texts:
I have a script that imports wrl's for different increments/instants of time for a deforming object.
The script scales, rotates, cleans and boolean functions the wrl-imported object before it render (Cycles).
Then the script deletes the wrl-imported object
(bpy.data.objects.remove(bpy.data.objects[ob.name]))
and imports a new wrl. And so on and so on.

The first render takes about 2 minutes, the second a little bit longer and the 50th takes 15 minutes. There are no significant differences between the 1st and the 50th render.

Anyone have a tip on what this could be caused by or how to troubleshoot it?


texts: Is there any software that I can do real time motion capture in Blender with?

texts: I just finished an animation, and it took me a really long time. I was thinking of ways to reduce the time, and motion capture crossed my mind. I was wondering if anyone knows of any real-time motion capture software that works with Blender.


texts: How to get radius of a spline in animation nodes?

texts:
Similar to Is there a way to address the shrink / fatten / radius values of individual vertices on a curve with animation nodes?

I've got one main spline that acts as a driver. This spline will have many child splines that are copies of it, but the children should be offset based on the parent's size. Higher radius -> bigger offset.

The problem is, I can't find any way to access the parent's radius at a given point. Get Spline Samples and Evaluate don't have this information.

The Spline Info node can access radii, but it returns one radius for each point in the spline, and ideally the children will have much higher resolution than their parent. Is there any way to interpolate between values like the Sound Falloff node does for spectrum data? Is my best option to make second "helper" splines to store the data?


texts: How can I have a light that casts no shadows?

texts: Is it possible to light an object from three locations using emitters but only allow two of those emitters to cast a shadow from the object? I have an emitter from above, right and left. However, I do not want a shadow to be cast from the light on the left but retain the shadows being cast by the other two lights.


texts: I'm trying to model a casted water pump and need the edges to be blended (fillets?) as shown in the photo. I have tried creating the parts and joining them together via Boolean union. But the edges will not bevel. Is there a better way to achieve this?


texts: Understanding BMLoops: Does every loop enclose a face?

texts:
I'm using bmesh to alter my geometry via python. Now I don't seem to understand loops correctly. I thought that a BMLoop always covers the edges of a face as in it loops around it once. I can manouver back and forth between the next and previous loops via link_loop_previous/next and switch to adjacent face loops via link_loop_next_previous/next (order determined by the edge disks cycle around the loop vertex: https://wiki.blender.org/wiki/Source/Modeling/BMesh/Design)
But recently I stumbled upon a problem when i logged the loops that pass through a vertex which was the corner of a cube. The vertex had 4 loops. I don't understand what face the fourth loop should belongs to? I'm maybe understanding it incorrectly.


texts: How can I get the world grid and backdrop grid to be visible in a render?

texts:
I have tried to find the answer to this question in the blender manual and in various forum but have not had any luck.

What I want to do is to make the world grid and the backdrop grid (orthographic view) visible in the final render. I do not wish to create a grid from the add mesh button since they do not look the same as the world grids.

Is this even possible?
Thanks for any advice!


texts:
In putting together an answer to Changing Multiple Influences Simultaneously I came across the Slow python script warning in the drivers editor

Using a set up as outlined here driving a pose bone's constraint influence with the armature objects "prop" property

Using a traditional driver variable

And again using the use_self property of drivers. Since the drivers are on on pose bones, and the id data of a pose bone is the armature object then self.id_data is that object and self.id_data["prop"] (or self.id_data.get("prop", 0)) is the value of the custom property "prop" on that object.

However this displays the Slow Python Expression warning

What are the implications of this warning? How is it flagged?

Could be related: (possibly another question) how much of self is self... In trying to game the system with drivers tried to manipulate the self.children via a parent object driver, only to find the collection empty in the driver namespace. The method also flagged the warning


texts: animate part of the way along Follow Path

texts:
I want to have an object Follow a Path until some percent of the path and then stop Follow Path:

I can set the frames to animate the path:

and the offset time to start the animation:

But I don't see a way to stop the animation (small cube towards large cube) when it is part-way along the path.  I created and aligned the objects and path with the empty objects (in blue), so that they would all be aligned.  And actually it would be better if I could stop the animation at some intermediate path vertex.
In 3ds Max, I am able to frame-key % path, so that I can speed up and slow down a path-based animation.
How can I accomplish this?


texts: Copy keyframes on time-line window is not functioning properly

texts:
I was animating my character.  I usually ctrl+c and ctrl+v in dopesheet to duplicate same pose.  Suddenly, it stops working properly.
Elaborating, it only copies rotation, but not location and scaling.  And the copied rotation is also wrong.  Please see the picture; 1st original keyframe, 2nd copied keyframe.  Using blender 2.8
I am unsure of the cause.
What is wrong and how can I fix this?
Thx
PS  Im getting by with shft+D to duplicate keyframe.
add info1 20200813 - kept checking it... this only happen to 1 control bone.. other bones keyframe copy/paste still work fine..may be my file is broken?
add info2 20200814 - found out, ctrl+C -> ctrl+V in the different actions set of the same file works fine.  How interesting.


texts:
I am new to blender and I am following a tutorial for making a coffee cup.  On a particular part of the cup, there are no mesh connections and hence the surface is emphasized as another colour.. and on rendering that part is seen as a hole.
I've tried to merge vertices but a lone vertex appears on the middle of the surface and is not helping. Also the coffee cup handle is a mess(I used the spin tool). Can I fix it through sculpting(I tried but not helping)?
I've attached all necessary pictures below:


texts: First of all, I am pretty new to all of this but wanted to try it, so I followed a tutorial from Youtube by Sabastian Lague. Although it was posted in 2016 and pretty much was changed, I tried to adjust it. However, there seems to be a problem existing in my character and I have tried to solve it for like two days, of course, squeezing this in while doing other things, but got no luck yet. I have IK bone set up and I have a pole target. The problem is that the pole angle can be adjusted however, it will also change the angle of the foot bones. But when I make the foot bone angled right, this happens


texts: How do I make a script for adding modifiers?

texts:
I have made a script for adding VertexWeightMix modifers to a selected mesh. However, when I run the script, it adds tons of modifers, but only changes the first one it adds. How can I fix this? I don't want to apply them immediatly once a modifier is created.

for vertex_b in namelist:
    vertex_a = "bone_01D2"
    vertexA = bpy.context.object.vertex_groups.get(vertex_a)
    vertexB = bpy.context.object.vertex_groups.get(vertex_b)
    if vertexA is None:
        print("Vertex " + vertex_a + " Does not Exist!")
        continue
    if vertexB is None:
        print("Vertex " + vertex_b + " Does not Exist!")
        continue
    bpy.ops.object.modifier_add(type='VERTEX_WEIGHT_MIX')
    bpy.context.object.modifiers["VertexWeightMix"].vertex_group_a = vertex_a
    bpy.context.object.modifiers["VertexWeightMix"].vertex_group_b = vertex_b
    bpy.context.object.modifiers["VertexWeightMix"].mix_mode = 'ADD'
    bpy.context.object.modifiers["VertexWeightMix"].mix_set = 'B'

Edit: I figured out that if you declare a variable i = 0, then you can convert it to a string, append it to the name, then increase it. However, if I ran it again, it would not work.


texts: How to slide a vertex group to make new edge loop?

texts:
I want to slide that vertex group like shown to make 2 new edge loops connecting to each other like a cylinder. Or transforming these 4 vertices into one edge loop would work out. How can I do so?

Here in another perspective ^

That's what I really want on front ortho


texts: Possible bug with high "3D view far clipping distance"

texts: I think I have encountered a Blender bug. In the default scene (lamp set at "sun") I have set the 3D view far clipping distance at 10000. Now I cannot rotate the sun lamp anymore. Do you agree ?


texts: Obtaining a grill mesh with not all faces aligned

texts:
I am new to Blender and currently practicing few meshes.

I am interested in designing cattle catcher for locomotives. Something as shown in the below picture.

Is there any easy technique in Blender 2.8 to get this mesh done?

Thanks. Any help would be deeply appreciated.


texts:
I have been meaning to create an earth - moon simulation, my plan for the effects of gravity was to use the a negative value for the force field. But does that accurately follow gravity. Does the force decrease as 1/r^2?
If not, what is the best way to create that simulation


texts: Weird dotted pattern in fluid simulation

texts:
I tried to simulate honey spilled from a bucket.

The problem is that there is a dotted pattern on the simulation. What is causing this and how to fix it?

The result:

My settings:


texts:
I have a simple cylinder which is mirrored on both the X and Y axis.

When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:

I haven't used Blender in a while and I know this is a simple fix.


texts: Some UV map islands are part of larger islands but are separated from them...how to compact them?

texts: I'm trying to learn how works UV maps and how to texture laying-out body uvs. I don't know how to explain the problem using very technical terms because I'm a newbie in blender and I don't speak english as primary language. I don't know why the uv map of my mesh is composed by some fragmented islands while the others seems to be more compact. I can move a lot of islands by clicking mouse at any point on their area,but some of them are part of larger islands but are separated from them and I can't move them by clicking the mouse on a point of their area,but I have to select everything. Is there a way to optimize them ? Also because character mesh seems to have no problems. I hope that the attached screenshot is self explanatory. Thanks.


texts: Rotation problem when using bezier interpolation

texts: I have built an helicopter and I rotated its propeller, when I used linear curve interpolation everything went fine. However, when I changed the interpolation to bezier it keeps rotating back and forth. I am using Blender 2.91.2.


texts:
I created a short animation and after rendering it, I must have had one/some of the nodes not set correctly.  I want to go back into the file and see what I did wrong, but when I open the file up it defaults to the rendered window.

I have gone through all the window settings and cannot find where/how to re-open the nodes panel to make adjustments and then re-render it.  Sorry if this was answered already.  I searched the forum in various ways and could not find this exact issue.  I consider myself a novice-intermediate level Blender user.


texts: Redoing surface without disturbing neighboring surfaces?

texts:
Newbie here. I modeled the front panels of a car using a low-poly + subsurf modifier approach. I realized I need to modify the surface forward of the fender, but doing so distorts the fender and surrounding surfaces.

I won't ask if I'm doing it right, so I won't bother you with how I'm doing it now. I just want to know:

When you need to modify a surface with lots of features and details that you can't afford to disturb, do you normally edit the original surface, or do you delete the offending faces to start over with brand new geometry?


texts: animating width of “distribute matrices” with float input is possible?

texts:
I’m practicing animation nodes and
I would like to animate width of “distribute matrices” by float input or parameter itself.

additional edit

i would like to adjust entire matrix size, like keyframing width parameter of distribute matrices. and Time info can animate, but I think it will be complicated to set.


texts:
Help me please I need to pass this work tomorrow

What's wrong with my work? I want that if the character collides with the obs or walls the game would restart but somehow it's not working.
Here is the file : http://www.pasteall.org/blend/37842


texts: Switching from Cycles to Eevee : material turns black

texts:
I searched for a while for a solution but in vain :( I've got a collada object import in Blender with a unique texture. When I make a render with Cycles everything's fine ! But when I want to make a render with Eevee, the texture becomes black... I verified the UV map, I tried to reaffect the material nodes, but the issue is still here.
Thanks for your help !

You can find the file here : https://drive.google.com/file/d/1qeSegPYoMHfd_D6ln8uKHqqAgWhrtOLB/view?usp=sharing


texts: how can i select all concave quads, is there such a tool?


texts: i m making a body spray in blender & UV mapping it with my own design of JEPG formate . but when i try to export it for KEY SHOT or another software, only can model export but UV mapped image is not exporting, please help me


texts: What's the algorithm behind the laplacian smooth modifier?

texts: When I try out the laplacian smooth modifier, I noticed that if I import an open surface, the laplacian smooth modifier works on the open surface. I am wondering what is the algorithm behind it and if there is any documentation explaining the algorithm because when I tried laplacian from libigl, it doesn't work on open surfaces, so I am just wondering if there is any difference between them. Thank you!


texts:
I'm using a plugin to export my model to a special format, however, upon exporting, I get the error AttributeError: 'NoneType' object has no attribute 'data'.

Here is the exact error message and .blend file:
https://imgur.com/onc12gd
https://files.fm/u/576pcnmc

I posted this as an issue on the GitHub page, and received the following explanation:

  ...it seems you have an object in your scene that isn't linked to the armature that controls it, so when trying to find the armature to export it's bones the "explorer is giving a null pointer error.

Any idea of how to apply this solution to my .blend file? Thanks!

(I've tried setting parents to the armatures, but that doesn't seem to work)


texts: Blender Exported .dxf has geometry missing in AutoCAD

texts:
I have a blender file, I want to export .dxf file

In the blender I select export in File-> export -> .dxf, but when I open the .dxf file by AutoCad, some objects are missing

In Blender

After export to .dxf, and open in AutoCad

Anyone know can just help me with

Thank you


texts: Creating dynamic, shaded backgrounds for animations

texts:
I am still new to blender and am working on an animation of a light-responsive protein network in blender-python. I have been asked to create a shaded background whose color changes in accordance with the frequency of light shining on it. My question: how do I code a shaded background in python whose color I can change over the course of the animation:

Implementing the basic background using Blender's UI was straight forward: add blend-sky to the world and adjust its color's accordingly (Picture 1). Using the info tab, I attempted to recreate these commands in python:

 bpy.context.space_data.context = 'WORLD'
 bpy.context.scene.world.use_sky_blend = True
 self.world.horizon_color = (0, 0, 0)
 self.world.zenith_color = (1.0, 0.0, 1.0)

This however only results in "AttributeError: 'SpaceTextEditor' object as no attribute 'context'".

Next, I used a snippet of code from a previous answer I found on this very site (source: Creating cycles background light (world lighting) from Python), which produced a colored background but lacked the shading of the desired result (Picture 1).

 enter codbpy.data.scenes['Scene'].render.engine = 'CYCLES'
 world = bpy.data.worlds['World']
 world.use_nodes = True
 bg = world.node_tree.nodes['Background']
 bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)
 bg.inputs[1].default_value = 1.0e here

Even if one of these two methods had worked, I would still be unsure how to program a change in background color. Can I create background animations using keyframes similar to object animation?  How do I even create the desired type of background in the first place?

Your help is much appreciated.

Pictures: http://imgur.com/a/IAA6G


texts: What's right topology for a concave polygon?

texts:
I have a problem with the topology of a concave corner in a text I have traced. The corner must be sharp so I placed some proximity edges to avoid the subsurf modifier smoothing.

This is how I managed a convex area. I don't know if the topology is correct, but I don't have any problem:

I tryed something similar in a concave area, cutting through one more loop:

When the subsurf is applied, the result is really bad. It seems like there is a hole somewhere, or some rogue faces, but it's not. Everything is "ok".

I can't understand why this happens. It's even all quads.
There is clearly something I don't understand, so I hope to receive some help.

Thank you in advance :)


texts: Blender automatically disappearing from system

texts:
I went to blender.org and downloaded the latest Blender version for Mac, ran and installed via .dmg file. I am able to run the application by clicking the icon on my desktop, but when I shut down my computer and started it up again the next day, Blender was not present on my computer anymore.

I have to re run the .dmg file and install it again.

Does anyone know why Blender keeps on disappearing from my machine?


texts:
I am looking for help on how to export armatures and their animations in a custom export script.

I wish to have an animation format similar to BVH, i.e. a bunch of [Xposition Yposition Zposition] Xrotation Yrotation Zrotation for each bone for each keyframe.

Given the model (which exports fine using the bvh exporter), how does one get the keyframe data?  A long time searching the object tree of bpy has left me somewhat baffled.


texts: Make texture repeatable from general texture

texts:
Is there a way to make texture repeatable, like example below?

I have one general texture:

And I want to repeat symbol B like this, but without cutting the face, using same texture:

Thanks


texts: Is there an easy way to set the speed in units like km/h for an object travelling along a path?

texts:
I've made a scene with a car travelling along a path; is there a way that I can simply set the speed of the vehicle in m/s or km/h?

Manually calculating the distance my object has to travel in a certain time, or setting the correct slope in the graph editor seems like a hassle that shouldn't be necessary.


texts: Is there something similar to curves' tilt for skin modifier?

texts:
I want to create shoelaces with skin modifier. I use Ctrl-A Y to flatten cross-section, and all looks good, but when I start to move vertices the angle of flattened part gets distorted and it does not confirm to the shoe surface. For curves I would use Tilt to solve this problem, but I do not know if something like this is possible for skin modifier as well.

Is there a 'tilt-like' way to control skin modifier? Am I better off to use curves in this situation?


texts: What are the differences between Orthographic and Perspective views?

texts:
In risk of being off topic for broadness and discussioness... but I think in the end it's a question that can't be avoided.

Can someone please finally explain the difference and why we need both?


texts: How to make more then one character from one rigged mesh

texts: Is it possible to create one mesh character (all rigged with rigify) then change the mesh to look like a new character and adjust the rig? I'm making a comic book and that would save me a lot of time making all the characters in my story. I'm not doing animation just yet. Only pose.


texts: Auto Export Viewport Render to external file

texts:
Looking for someway to link the 2.8 viewport with external programs (ie Adobe InDesign/Illustrator etc) that use linked images.

You would link a 3D viewport in blender via addon to an external file, so everytime the viewport is changed, the external file would update (not a rendered file, the viewport buffer) - if it was camera view, then only the camera view area would be exported.

That way you can get a 'live' preview of the render inside other programs without having to render each time.

If each camera could create a linked file that would be even better(?)

NOTE This is not 'auto save' render/blend file, although that would be semi-useful - the current addons require the render and also increment the file name, which isn't useful if you want to maintain the link - could edit script to remove the increments but would still be too manual. Also it requires a full render which is not what I'm after - just the 3D viewport.

ANSWER From comments - bpy.ops.render.opengl(write_still=True,view_context=True) seems to be the one to use. Any preexisting addon that does this on a timed/controlled manner would be good, but otherwise I'll have a look at creating something myself.

MORE - Quick addon here https://github.com/mgmhunt/Blender_Addon_AutoRenderViewport


texts: Animation Keyframes only appear in "NonLinear Animation" window

texts:
Only just starting to learn blender animation so I'm trying to follow some basic tutorials with the FBX I'm using for my game in unity.
I was looking at this:
https://www.youtube.com/watch?v=_C2ClFO3FAY
But when I perform the steps to add a keyframe, neither the dope sheet, nor the timeline populate. The keyframe does get added somewhere though, since my character still moves when scrubbing between frames. Eventually I found them in the "Nonlinear animation" window. So of course I started trying to figure out what that even is which led me down a whole different rabbit hole in which most people don't actually understand what it is either. So I tried to learn more about "NLA" which is... at least related if not the nonlinear animation window itself?
https://www.youtube.com/watch?v=-SQdHehksJw&feature=share
But now I'm even more confused because the keyframes still appear on the dope sheet and everything just fine for this guy. Just not for me.
I'll be honest in that Blender is probably the most complex program I've ever tried to use for animation. Akeytsu, UMotion and Unity itself were far more straightforward. I would love to get this to be at least somewhat closer to the workflow I'm used to.
My steps:
Open new blender file
Import FBX
Open Animation tab
Select 1st frame in dopesheet/timeline/whatever
Rotate bone
click I => create keyframe (want to be more specific but now the I key doesn't bring up any prompt wth!)
Notice no new keyframes in any window except "Nonlinear Animation"
Version: 2.81a


texts:
When exporting my Rig/Character to fbx. I'll import it to UE4 and everything works but the feet. For some reason, each foot is disconnected and are created as their own Rig/Character in UE4. I don't know if I'm doing something wrong in blender and forgot something or if this is a UE4 problem.

Project File: http://www.filedropper.com/ue4charactertest3_2
Forgot to add that there is a error that comes along with the import to UE4.
"Could not find the bind pose. It will use time 0 as bind pose."


texts: How to run Blender through VNC on Ubuntu?

texts:
I am using tightVNC to connect to an Ubuntu 18.04 server.

When I try to start blender, I get the following error in the command line:

Xlib: extension “XInputExtension” missing on display “:1”.
Read prefs: /home/shard1/.config/blender/2.79/config/userpref.blend
/build/blender-UBljLx/blender-2.79.b+dfsg0/intern/ghost/intern/GHOST_WindowX11.cpp:198: X11 glXQueryVersion() failed, verify working openGL system!
initial window could not find the GLX extension
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

I then tried to run sudo xinit & and /opt/VIrtualGL/bin/vglrun blender but got the following error:

Xlib: extension “XInputExtension” missing on display “:1”.
Read prefs: /home/shard1/.config/blender/2.79/config/userpref.blend
[VGL] ERROR: Could not open display :0.

I’m like 7 problems deep into the trouble shooting rabbit hole atm so any help would be greatly apreciated.


texts: How can I unsubdivide regions of flat faces with Python?

texts:
First: I have a very detailed mesh (16M tris) but there are many regions where lots of faces have the same height and angle.

An optimization approach (real time rendering is the goal) is to select a region's face, go to select linked flat faces, and unsubdivide a bunch.

That's all fine but there are hundreds of regions like this and I'd really love to lose about 5M++ tris WITHOUT doing it by hand (mind you this won't be the only mesh).

So... I really not new to programming (but to Python, which shouldn't be a problem.........) and I came up with a VERY simple, brute force algorithm to do it for me, which's pseudo-code looks like this(sorry if I use C-like syntax):

for(int i = 0; i < mesh.faces.count; i++)
{
    List<face> linkedFaces = mesh.faces[i].SelectLinkedFaces(0.02f);
    linkedFaces.UnSubdivide(10);
}

Well... OBVIOUSLY I don't know anything about the blender-python API. I just want to select every single face, execute the "Select linked faces" option with an angle of 0.02 degrees and then un-subdivide all faces selected that way ten times.
Can anyone help me out, even if it's just a guide? Thank you!


texts: How to make a mesh follow certain rules?

texts:
I am unable to understand a scenario where a whole turret is moving with an empty object. And it also follows physics rules.. Like if empty is moved along side z axis, mesh will move till a certain point.
Then after mesh won't move, won't deform, or won't loose it's shape. Also when turrets head is rotated it will rotate some parts of it automatically. It moves according to it's joints and moves other parts automatically as well. Even moving a single bone far from mesh won't strech the mesh.
A gif file will be able to clear the scenario in more detail and there is blender file link too. So help me understand how this is acheived and what's the name of this process.

Blender file


texts: render frames stuck at single frame but frame no. goes on

texts:
I decided to render an animation and when I put it on render after 2-3 frames
Cycles stuck on rendering single frame every time and just no. keep on increasing.

Cycles keeps rendering the same image over and over again rather than following the animation.

I'm using

Blender 2.8
i7 8750H
1050 TI 4GB


texts:
When i add Modifier "subdivision surface" it will happen.Don't know why..

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


texts: I'm new for blender and I'm searching or any advice as solution for my question. my question is, Is there any system or any tool that we can use to transfer jpeg image file to 2d animation stroke file. currently im using images as reference and creating stroke layers on it. but when it come to create the faces my out come of drawing was terrible. so please advice how I can fix this.


texts: How Can I Save And Load Activated Addon Configuration?

texts:
I use different sets of activated addons, depending on which workflow i am doing, for instance modeling, shading, etc.
Is there a way to load a set of activated addons, so that when im modeling i can just activate several modeling addons with just one or two clicks?
Not sure if the question is clear, but all of those addon tabs when i hit "N" gets bothersome.


texts: sculpting disappears after saving & exiting

texts:
I've tested and re-tested this and i'm not sure what's happening.

I have a sorceress. She's nude. I sculpt a wrap around her breasts. It looks good. I save and make a backup save. I quit Blender.

When I come back, all my sculpted information has vanished, like it never happened, even on the backup.

I've tried exiting sculpt mode and saving in object mode as well. Everything looks fine and then I exit the program and all my sculpted information is gone. What's more confusing is, all my sculpted information up to this point is still there. Just this one area...

I can't find any information online about this happening. I'm not sure what's going on. Any help on this would be very much appreciated!


texts:
I am trying to make gravel underneath this track using a particle system and a weight map.
However the rocks all have the same rotation and are arranged in a grid-like pattern and I can't see any option to randomize these.

These are my particle settings.

I haven't been able to find any tutorials on this so some help would be greatly appreciated.


texts: How to add vertex precisely at crossing edges?

texts:
Let's forget 3D for a while and imagine it all happens in 2D.

I have two edges that are crossing each other, they are on exactly the same plane when it comes to Z axis (z-dimension is thus not important). How do I add a common vertex to those two edges precisely in the spot where they cross each other?

For example:


texts:
Receiving error when starting Blender:

C:\Program Files\Blender Foundation\Blender>blender
Warning! Legacy WGL is unable to select between OpenGL versions.found bundled py
thon: C:\Program Files\Blender Foundation\Blender\2.77\python
Fatal Python error: Py_Initialize: unable to load the file system codec
  File "C:\Python27\Lib\encodings\__init__.py", line 123
    raise CodecRegistryError,\
                        ^
SyntaxError: invalid syntax

Current thread 0x000008d4 #most recent call first

Note that I have a full version of Python 2.7.12 (32-bit) loaded at c:\python which is the default Python found when using my PC.


texts: Looking for equivalent of Fusion 360 Sweep with Path and Guiderail in Blender

texts: I am newbie to Blender and totally loving it. My focus to date has been on modeling and 3D printing.  I was using Autodesk Fusion 360 but have moved all my projects to Blender except one. I created the attached Tea Light in Fusion using a Sweep with a Path and Guiderail on a Curve.  Trying to find the equivalent inside Blender. I got close using a combination of modifiers both with and without Bezier Curves but can't quite seem to lock it in. Wondering if anyone might have a suggestion.


texts: Fluid sim problem: fluid growing in volume

texts:
I'm trying to generate a small amount of water in a clear bottle, then pour the water out of the bottle. It's all going well, except that from the moment the water collides, it starts to grow and grow until it's filling the bottle, then tapers off until it finally all pours out. I'm starting with a small fluid object less than 1/10 the volume of the bottle, but it seems like every collision causes the fluid to double! I'm not using outflow, and it's not a problem with failing to apply scale. What am I doing wrong?
I've been trying to solve this on and off for months!
Thanks!


texts:
Im using Blenrig addon. I have align the bones in edit mode and wiht ctrl+P automatic weight parent.

Download the Addon for Free

Edit Mode

Pose Mode

Any suggestion or help how to fix it and rig a smooth working hand.


texts: How do I change to Left, Right, Front, Back Ortho Perspectives?

texts:
I'm new to Blender and I am trying to model an old truck. The tutorials I have been working with all say to have it in Ortho perspective and choose the view i want it in. I changed it to Ortho and it automatically goes to Camera Ortho. If I try to adjust the view to top, back, front, etc. It changes back to camera perspective. The tutorials show that each window should be dedicated to a specific angle (top ortho, back ortho, etc.) I've read that perspectives automatically changes in the newer version when you move the camera. Is that why? I can't seem to figure it out.

Also, for some reason the background images only show if I enter them in as "all views" The tutorials tell me to enter them as "front, top, back" etc., per the view the image is. But when I tried that, it wouldn't show up. I must be doing something wrong.

I have found a few answers on the forum that are tangentially related to this, but hasn't been working for me at the moment. Thank you in advance for any advice or links you provide.


texts: How can I assign a mesh group to an armature?

texts: I have a mesh group which is not allowed to merge but has to move together.  Now I am assigning each part to the same armature which controls all the parts together. It takes insanely amount of time to connect every single peace to the armature. I really wish I can just connect a group to an armature. Is this possible? Thx in advance!


texts:
How can I have a part of an object be an emission shader and then have the emission move up the object ans start at the bottom again?
So for instance: I have a cylinder that has a normal principled shader and a ring that is an emission shader. I then want to have that emission part move up and down the cylinder. So that the glowing part moves up and down the cylinder. Or have it start at the bottom, move up and start at the bottom again.
I am assuming I could just make a separate object with an emission shader that moves up and down the cylinder. But I would love to learn how to do it in 1 shader. If possible at all.


texts: Blender in ElementaryOS installed from most recent 2.79 build

texts:
I installed most recent blender from ppa:thomas-schiex/blender to get the most recent blender version. Starting blender now results in crash. Running blender inside terminal from directory /usr/lib/blender leaves me with

Fatal Python error: Py_Initialize: Unable to get the locale encoding
ModuleNotFoundError: No module named 'encodings'

So far I found out that I need to install python sources. To find them I installed Synaptic Package manager and searched for them and couldnt find them. Therefor I also ran

apt-get source python

I still get that error when I start blender from Terminal.
Perhaps anyone knows how to resolve that?


texts: Copying and Pasting the (renamed) keyframes of the bones of the Armature A to Armature B breaks the mesh of the character

texts:
I'm trying to add (copy and paste) a little bit of keyframes from the armature A to the armature B. The first armature is on the blender session A and the second one is on the blender session B. The keyframes that are saved on the armature A have been caught detecting the movements of my right hand with the kinect v2 and the brekel pro hands tool. Below you can see the matches between the names of the fingers used by the brekel tool and the names of the same bones used by the armature B. I have renamed the fingers of the bones of the Armature B with the names of the fingers of the bones of the Armature A.

  Armature B     = Armature A

  fing_thumb_1_L = LeftHandThumb1

  fing_thumb_2_L = LeftHandThumb2

  fing_thumb_3_L = LeftHandThumb3

  fing_ind_1_L = LeftHandIndex1

  fing_ind_2_L = LeftHandIndex2

  fing_ind_3_L = LeftHandIndex3

  fing_mid_1_L = LeftHandMiddle1

  fing_mid_2_L = LeftHandMiddle2

  fing_mid_3_L = LeftHandMiddle3

  fing_ring_1_L = LeftHandRing1

  fing_ring_2_L = LeftHandRing2

  fing_ring_3_L = LeftHandRing3

  fing_lit_1_L = LeftHandPinky1

  fing_lit_2_L = LeftHandPinky2

  fing_lit_3_L = LeftHandPinky3

Below you can see a picture of the Armature A :

Below you can see a picture of the Armature B with the fingers bones that have been renamed :

According to this tutorial :

https://www.youtube.com/watch?v=A0wMk7x6fmQ

In Pose mode / Pose position I have copied all the keyframes of the bones of the fingers of the Armature A ; I have selected all the bones of the Armature B and I have pasted the keyframes of the finges on the timeline of the Armature B,but as soon as I have pasted them,this is what happened :

Do u know why ? I have also tried to rename the deform bones with the names of the bones of the fingers of the Armature B with the names of the fingers of the bones of the Armature A,like this :

  fing_thumb_1_def_L = LeftHandThumb1

  fing_thumb_2_def_L = LeftHandThumb2

  fing_thumb_3_def_L = LeftHandThumb3

  fing_ind_1_def_L = LeftHandIndex1

  fing_ind_2_def_L = LeftHandIndex2

  fing_ind_3_def_L = LeftHandIndex3

  fing_mid_1_def_L = LeftHandMiddle1

  fing_mid_2_def_L = LeftHandMiddle2

  fing_mid_3_def_L = LeftHandMiddle3

  fing_ring_1_def_L = LeftHandRing1

  fing_ring_2_def_L = LeftHandRing2

  fing_ring_3_def_L = LeftHandRing3

  fing_lit_1_def_L = LeftHandPinky1

  fing_lit_2_def_L = LeftHandPinky2

  fing_lit_3_def_L = LeftHandPinky3

but still does not work. can u explain why ? thanks.


texts: Single Vert: CTRL + Right-Click opens different program

texts:
I am learning how to create a series of streets with intersections in Blender, but when I press CTRL and right-click the mouse button, instead of adding vertices, it opened a different program while Blender was still on!
Any way I can fix this?


texts: BlenderAndMBDyn installation - Action tab missing

texts:
I have Blender 2.69 and MBDyn 1.6.1 installed on Ubuntu 14.04 LTS.  I would like to use the github.com/gdbaldw/BlenderAndMBDyn addon for Blender.  The addon goes ahead within Blender but I don't get the 'Actions' tab to select 'MBDyn file', 'Run MBDyn' etc..
Please give any suggestions as to where I can be going wrong.
Tim


texts:
I have used blender for some time and have never seen something like this, I tried: Changing normals; Flat/smooth shading; deleting the faces; making the faces planar, and I can't find the solution.

It also appears in the render.


texts: Where has my Mark Edge Seam button gone?

texts:
I'm using blender 2.79 and have not modified any of its code, but for some reason I have to use the space bar and search for "Mark Seam" in order to use this function. I should not that I don't see it in blender 2.8 either. Am I missing something? I thought it was always under the Edge's Menu!

Menu: Mesh ‣ Edges ‣ Mark Seam/Clear Seam is gone!

Has anyone had this problem, or know how to fix it?


texts:
I would like to know how I can make a smooth selection along a curve (like proportional editing object mode).
If i use proportional editing object mode with a spiral and a large radius of smoothness the tool will grab the turn under the one selected which i don't want.
I want to grab one end of my spiral and deform it along it own curve.
... hope I'm clear enough :D

Many thx


texts:
I would like to save the locations and rotations (in the blend files itself or anywhere else) of the rigid body simulation, because I don't want to wait every time over and over again for blender to calculate whenever I press ⎇ AltA. I know there are a few options:

Bake to keyframes (in 'rigid body tools' bar at the left toolbar in 3d view/panel)
Bake (in 'rigid body cache' section, 'scenes' tab in 'properties' panel)
Bake all dynamics (same panel as 'Bake')

Which one is recommended? And what is exactly the difference between 'Bake' and 'Bake all dynamics'? Thanks :)


texts:
I have a model (not built by me) where one of the materials is defined as shown by the image below. Occasionally I would like to flip the texture-image (sailor_right.png).
I thought I could connect a Mapping-node somewhere to do the flipping but I cant figure out how and where? So:

What type of node should I connect?
Where should I connect the node?
What values should be used in the new node?

The point is that I'm using this model and driving it with python to apply different texture-images between renderings. I could of course flip it using some other program before feeding it to blender, but I think that would be inconvenient since I could just get blender to do it for me.
Obviously I'm fairly new to blender and 3D-modeling so please be kind to me. But I might be all wrong here in my assumptions, if so then tell me that!


texts: Snapshot of object mesh as shaped by armiture

texts: I've got an object that I have animated with bones and when it gets to a certain pose I want to smash it using rigid body dynamics.  Is it possible to make a static copy of a mesh while it is deformed by bones?


texts: How to Pinch/Scale uniformly with an edge constraint (Blender 2.8)

texts:
I'm wondering if it's possible to scale or 'pinch' 2 parallel vertices uniformly with an 'edge' constraint.

It seems I can select 2 vertices, and use the 'Edge Slide' tool which definitely keeps them constrained along an edge. However, this only allows movement along a single axis, whereas I'd like to be able to use the Scale tool to pinch them towards, or away from each other.

I would do this in 3DSMax quite often as I could come back to my support edge loops at any time of the modeling process, and then quickly adjust them uniformly.

Here's a quick picture to help illustrate (I hope!)

Any help would be appreciated. Thanks!


texts: UV mapping results in stretched texture on simple mesh

texts:
I've got a very simple mesh for which I can't figure out why I am not able to get an undistorted texture (using Blender 2.80, but exporting to FBX and importing in 2.79 has the same results):

Another interesting thing is that if I adjust the UV map (e.g. make it shorter) it doesn't seem to have any effect on the texture. I have already applied the scale/rotation, prior to uv unwrapping. I've tried subdividing the long faces and unwrapping again, but that didn't appear to help. I've also tried recreating the object from scratch in a new file, and initially the uv mapping resulted in textures as I expected, after a bit of poking around in the uv mapping, it ended up stretching the same as the original.

The maddening thing is the geometry is so simple I'm pretty sure I could calculate the uv coordinates manually.

Any suggestions what might be wrong? Blend file


texts: I can't apply any modifier to my animation channel

texts:
This is blender 2.9.
I'm trying to loop an animation using the cycles modifier but I can't add it to all axis, as you can see on the images below.
It only worked for the z-axis, and it didn't work in the x-axis. In the modifier tab it shows that it is greyed out. I tried adding another cycles modifier but it says "modifier could not be added(see console for details)" as shown in the third image.


texts: What are the formulas governing blender's exponential easing for animation fcurves?

texts:
I was trying to animate something that was scaling exponentially, so I created an fcurve with two keyframes and configured it for exponential easing.  It did not behave as I expected.

Consider two keyframes (frame,value): (1,1) and (11,32).

I would expect that to be interpolated as (3,2) (5,4) (7,8) (9,16) , doubling every two frames.

Instead I see (3,1.121) (5,1.484) (7,2.938) (9,8.75) .

What are the equations governing blender's exponential interpolation mode?


texts: Mesh created with connected vertices don't create correct mesh

texts:
I started with a simple plane mesh and then continued working with by creating new vertices by selecting the edges and then subdivide them. Then I connected two vertices with F button to create a new mesh and continued working like this, but it seems there are problems in model, because all visibile meshes are not real meshes and I can't select them! The normals show those who are correct.

I searched for info about this and found that a manifold thing could be the problem, but I'm not sure how to make this model correct again?

To create meshes with new vertices on edges and also create them with CTRL button and a mouse click and then connect them with another edge or vertex, is this not a recomended way of working or how can I avoid getting this problem in the future?

Preciate some help to be able to continue with my model.


texts: Render view does not match final render (Cycles Render)

texts:
I have a shot put together with a model that is textured to my standards and lit to match my scene and I like the way it looks in the render view.

My issue is that this does not match what shows up in the render.

(The positioning is a little different, but you get the idea).

Anyhow, I've been tinkering around in the settings and can't get it to look right. I'm pretty new to this program and was wondering if I may just have some of my settings messed up or if it's an issue with my laptop rendering. Any thoughts?

Thanks, Joel

Here's my node setup for the material.


texts: How do I rotate and scale edges in Edit Mode?

texts:
This tutorial mentions that it's possible to rotate and scale a selection while in Edge Select mode in the Properties panel. However, I can only find the option to transform the selection's median. There is no rotation or scale option in the panel.

How can I rotate and scale by entering a value in the panel in Edit Mode?


texts: As far as I know, Blender includes proprietary codecs. That's why I have some doubts about its legal usage at work and making animation for my company. Can anyone explain me clearly whether this would be completely legal? Thanks alot in advance. Please don't give just "yes-no" answer.


texts: How does fac differ with manual control versus node control?

texts:
If I mix two shaders together, like the diffuse and glossy shaders, I understand that I can change the factor slider between 0 - 1.

and that having 0.5 factor will show a 50% mix of blue diffuse and green glossy.

What isn't clear to me is what is going on when something else is plugged into the fac input, if I plug in a checker texture for example, with white and black as its two color values.

This now clearly seperates the two shaders based on the checker texture, I understand its doing that but how does it get away with not just supplying 0 - 1?

If I am only allowed to supply 0 - 1 using the slider, what is the checker doing to the factor that I can't do with my slider? Can you explain what can be plugged in to the fac input and how it differs from the user control slider.


texts:
I'm rendering an animated scene in cycles and I noticed that every frame it was being rendered my hdri was being loaded. This doesn't make much sense to me the hdri is static, isn't it a waste of resources to constantly update something static?
It might be a totally stupid question. I have no idea how Blender works on the inside but it seems a waste of resources and time so I was just wondering whether this is a thing that can be "fixed" or is it simply a blender thing that simply needs to exist.


texts: How to create a prefixed list of transform data for objects?

texts:
I'm trying to create a message of transform data for all objects with a prefix, that blender will send to external application and I need it to be in a following format:

values = { 'msgInstruction=' : 'MOVE_OBJ', 'pref.OBJ1=' : values, 'pref.OBJ2=' : values, 'pref.OBJ3=' : values, .... }


texts: I just saw this river Basin map in Twitter and thought to replicate the work in another catchment I am having. I have all the associated files such as dem, drainage with me but I don't know the steps in blender.


texts: OBJ file imported renders without texture

texts:
I posted this question:
Imported 3D scan displays texture in editor, but renders without texture
and wasn't able to figure out my issue with the answers I was given and cannot find anyone else asking anything similar, so I imagine it's something quite simple that I'm just missing.

The issue I am having is that I am trying to use blender to reduce the filesize of a 3D model in obj mtl format to export it to three.js in json format, however whenever I export or render it, it exports and renders without the texture and I have narrowed it down to the fact that I have not assigned the model a material and texture within blender.  I do not have the texture, as importing the obj mtl files constructs the texture from a separate format, so from my understanding the texture is entirely encapsulated within blender and is displayed perfectly well in the editor, but during the render it is not there, presumably because I can't give it a material and texture.

Am I missing something obvious here?  Is there a way to construct a texture file from what I currently have?  Sorry if posting two questions is not appropriate etiquette, but I feel as though I understand the issue more now and the nature of the question has changed.

EDIT:  I will try editing here to fully explain what I believe the problem is with the answer I was given.  When I was given the scan, I was given 3 files.  I have a .obj file, a .mtl file and a .png file that contains the texture.  However, the mapping of the texture in the .png file relies entirely on the obj and mtl files to construct it.  If I map the png file directly onto the mesh, this is what happens:

However, the texture is correctly constructed within the blender environment.  I need to find a way to attach the texture as it is displayed in the editor to the mesh so that it is displayed in the render using the texture that was constructed by blender when I imported it.

It is not simply an issue of not applying the texture to the material, but rather that I don't have a texture to apply to the material, but blender does.


texts: How to change number of vertices in add object in 2.8?

texts:
I'm very new to Blender and following tutorials with the old Blender UI is tricky in 2.8 to say the least. I am trying to find how to perform this function in 2.8
Prior to 2.8, Shift + A > Mesh > Cylinder created a new cylinder and had this menu available in the toolbox to edit the number of vertices in the object

I cant find this menu in 2.8 and I am unable to change the vertices of the starting object. Please help! Thank you!


texts: Baking from high poly gives unexpected results

texts: When I tried to bake my high poly to my low poly I followed every step of the tutorial online. But the image just doesn't appear like it should. I've also tried shuffling with the ray distance from 0.0 to 0.001 to 0.5 and even 12....


texts: Why is a 100% mix node not acting as the identity?

texts:
If I Gaussian Blur white, I get white. No surprise.

If I then pipe this through a Mix node with any other color—say, yellow—the output is black.

I'm baffled. Why does this happen?

This is with the default scene settings, just switched to Cycles.

It also happens if I pass the blur through Separate RGBA and Combine RGBA first, but I've verified that each of the channels is at 1.000 (by sending them directly to the Composite node's image, which appears white).
It doesn't work if I swap out the Blur node for an RGB node with pure white.

It does not happen if I check the "include alpha of second input" box on the mix node; in that case, the base color is used and the blur input is ignored.

Reproduced on Mac 10.10.3 and Linux Mint 17.2.

Bug?


texts: How to Define custom bones for rigify blender?

texts:
Can we define custom bones for rigify addon blender?

How do we assign "2" rig to "1"


texts: Inset does not work correctly. How to fix it?

texts:
So I've got this thing and want to inset it

But if I inset, i get these artifacts:

So how do I fix this?


texts: Are Blender 2.79 and Python 3.7.X Compatible?

texts:
Blender 2.79 Reports its Python version as 3.5.3

Is the mix of Python 3.7.X and Blender 2.79 compatible? What steps should be taken? What is the estimated time for these steps?

I am not seeking to compile Blender.

I have seen this

Python system version vs python Blender internal version

If someone can confirm the above link is valid and accurate as of Date 2019-03 that would be an answer as well.


texts: I want to save performance in a scene which contains a lot of objects with constantly working logic bricks. How to turn it off while the player is not nearby?


texts: Bad reflections on some faces in blender, good on substance painter

texts:
I've baked the high poly into low poly in substance, everything is right, and I can see perfectly the shading when it comes to the material I use in substance painter. But when I export those maps and textures to blender and use it in a material, I get this weird artifacts, like a bunch of faces are doing their own reflection... I don't exactly know what is happening.
In blender:

In Substance painter:

(The substance one shows a little bit more than the blender one, just to be clear)
EDIT:
Here is the blend file, with the textures and all set. Also, as asked in the comments, I already tried to recalculate normal withtout luck, and the normal map I baked was with OpenGL, just to be sure. In the .blend file you can see there is a weird shading even in solid.
Also, Metallic, Roughness and Normal are all set as non-color space in the material.
.blend with error


texts: Object is invisible/transparent to the renderer

texts:
I have an object that is for some reason transparent to the renderer. I have tried flipping normals, recalculating them, everything I could think of to make it work, but in the end it doesn't show up in Blender Render, and it only shows up in Cycles, but them Freestyle shows through it.

Blend File: Google Drive to my blend file


texts: Bones Deforming Mesh that it's attached to

texts: I'm very new to modeling, and have no backround on it either! I am having some trouble with bones and meshes. Basically, I have the bones to be the parent of the mesh, however when I attempt to move them in Pose mode, they deform and scale in weird ways. I'm just trying to make some robot legs.


texts: Linking the mesh and location of objects with different materials in different scenes

texts:
Is it is possible to keep the mesh and location linked between the spheres in the example shown below, but have different materials on the spheres?

I have tried several related examples here on Stack Exchange, although the mesh is the same and the material can be different, the position of the spheres are lost, and they can be moved independently of each other.

Does anyone know if it is possible to keep the mesh and location linked, but with different materials on the spheres? That is, any movement of the sphere in scene A should be mirrored in scene B.

The .blend file for this example is available at
pasteall.org

The material is linked as object


texts: Restore thumbnails in Windows File Explorer?

texts:
I remember Blender use to produce thumbnails in file explorer. I'm not sure what happened, but I've recently reformatted windows and installed 2.76b, and it still doesn't show them. I assume this isn't something on my end, and I found this thread which makes it seem as if there is something wrong with the installer:

https://developer.blender.org/T45389

My question is: is there anyway to manually fix it?


texts:
Making an wraping dodecahedron animation. All the pentagon's movements are related with parent vertex.
It's ok on the final stage - all connects correct, but while the animation the pentagons are moving with unwanted offset one from each over:


texts: I recently started dabbling into 3d printing. I extracted a model from a old game, but I noticed that the faces of the model are not 'glued' to each other, they are basically standalone faces near other faces to make the model, how can I make the model a solid or how to join 2 faces to do it to the whole model manually?


texts:
How to remove vertex from vertex group in edit mode with python?

I know I can use Bmesh to assign weight to vertex to vertex group in edit mode, but to remove it I have no idea.

Or do I really have to make the scene go object mode and come back to edit mode?


texts: Is there a best way to build a mesh if a bevel is to be applied

texts:
I have been attempting to create a bracket and when I apply a bevel to the object, the corners produce a weird pinched distorted effect. After spending a lot of time trying to alter settings and such I thought perhaps it is actually the construction itself which is causing a problem and that it.So my question is what is the best design/construction method of what is an extremely simple mesh in order for the bevel to work and reduce the possibility of errors. I constructed the bracket by extruding one edge of a plane up 90 degrees and then again 90. I then extruded that object and obtained corners like those shown below which when beveled, produce a distorted finish (also shown below).

I have actually constructed this mesh three different ways and all have some problem or other with the bevel especially where edges intersect or the mesh bends 90 degree.


texts: How to scale a group of objects the right way?

texts:
I have made a car out of different objects and I want it to stay that way but when I scale the car this happens :(

How to make the car bigger or smaller without combining all the objects into one mesh?


texts: So I'm modeling a house, and the issue is, I have a garage coming out of it, but the roof wont blend correctly. I was wondering if anyone knows how I might do this.


texts: Manuel Bastioni lab and soft body simulation

texts:
I'm trying to apply soft body sim to a Manuel Bastioni lab human and all I can get as a result is a collapse of the body like cloth or explosion of everything.

How can I simulate the output human as it is a balloon filled with gel/water?


texts: any way to texture hair particles mid strand? like have brown hair with white frosted tips or a pink star in the middle?


texts: How to rotate bone perpendicular to plane with parent bone

texts:
If I have two bones, with one parented and connected to the other, How would I rotate the second bone around the axis perpendicular to the plane with it and the parent?

For instance, in the following image the desired axis of rotation would be the global Y-axis.

Obviously in this situation I could just hit R > Y, but how would I do this in a situation where the bones are not nicely lined up with the world axes?

Edit:

Here is something I have noticed, when I rotate a bone or selection of bones, it seems to only rotate the heads/tales of the bones around the pivot point, it doesn't actually rotate the bones themselves.  Here is an image describing what I mean.  I took 2 bones, duplicated them, and rotated each one a different amount.  Notice how in each case, the second bone has not rotated, it's sides are still parallel to the x and y axes.  It seems that if the bone actually rotated then rotating on the local coordinates of the bone would do what I want.


texts:
I manually deleted an object from outliner but my python code still finds that object. Is this because we need to somehow "update" or "synch" the blender's display component with its actual data base?

Thanks!

My python code use bpy.data.curves[0].splines[0] to find the object (a bezier curve). I deleted the first BezierCurve from outliner then added a new BezierCurve object. Then I ran the code through the built-in scripting window. That is when I noticed the operation occurred on the originally deleted BezierCurve.

    import mathutils
    import bpy

    # by zeffi
    # https://github.com/zeffii/rawr/blob/master/blender/scripts/addons_contrib/curve_normalize_spline.py
    def get_points(spline, clean=True):

        knots = spline.bezier_points

        if len(knots) < 2:
            return

        # verts per segment
        r = spline.resolution_u + 1

        # segments in spline
        segments = len(knots)
        print("segments = %d"%segments)
        if not spline.use_cyclic_u:
            segments -= 1

        master_point_list = []
        for i in range(segments):
            inext = (i + 1) % len(knots)

            knot1 = knots[i].co
            handle1 = knots[i].handle_right
            handle2 = knots[inext].handle_left
            knot2 = knots[inext].co

            bezier = knot1, handle1, handle2, knot2, r
            points = mathutils.geometry.interpolate_bezier(*bezier)
            master_point_list.extend(points)

        # some clean up to remove consecutive doubles, this could be smarter...
        if clean:
            old = master_point_list
            good = [v for i, v in enumerate(old[:-1]) if not old[i] == old[i+1]]
            good.append(old[-1])
            return good

        return master_point_list

    spline = bpy.data.curves[0].splines[0]
    points = get_points(spline)

    for i in points:
        bpy.ops.mesh.primitive_uv_sphere_add(size=0.05,location=i)


texts: Why is area lighting creating a grainy render?

texts:
I started to use Blender last week, so I'm kinda new here. I was wondering if someone could check the lighting in my house model? I believe that is what is causing all of my grainy and low quality renders. I have tried many solutions such as increasing the resolution to 100%, enabling Multiple Importance Sampling, using regular Path Tracing with square samples instead of Branched Path Tracing, and messing around with the Render Tab settings. I'm still trying to figure out why my animation is taking more than 8 hours to render a simple three second video and why it is so blurry. My windows laptop has an NVIDIA GT 520M, 8GB of ram, and a 64-bit operating system. This is for an important school project and it weight 98% of my grade. I hope someone can help:)

My Blender file:

The final render is too grainy and poor quality.


texts: Is it possible to add a dialog box which can change or open font for text?

texts:
I want to make a text button in my add-on panel. When I press on it, it needs to show a dialog box which I can change or open font in computer
Not only changing extrude, scale of text, like an example of Darkfall, I want to add a choose font button in this dialog box.


texts: Blender materials and animating problems

texts:
I'm new here but I'll jump right into it.

I am trying to animate a character in blender, I use nodes for materials. The model ends up completely black. Then sometimes when I switch between textures and materials or close and open blender the materials fix themselves. Also when I animate it would just crash and close. Another thing that happened is, it would only render 1 character in a scene instead of 2. All items in the render layers were visible. Is my computer just not able to handle blender? I have a Nvidia GTX graphics card.


texts:
I have pressed CTRL + R to create a loop cut which is interrupted at the left side of the front wall. I am not sure why my loop cut stops instead of going all the way round.

I have uploaded a ~.blend file here:
http://www.pasteall.org/blend/36809

Thank you!


texts: Is there a way to rotate the origin without rotating the geometry?

texts:
Is there a way to rotate only the origin, without rotating the geometry?
All I can think of is rotating the whole object in object mode. Once the local axis points in the direction I need, then I go in edit mode and rotate the geometry back in the opposite direction, to its original position. I can live with that, but is there another (faster) way to do this?


texts: problem with sharp transitions between rotation keyframes

texts:
Maybe this question was asked in some other post, and if so feel free to direct me to it. But, help please :( .

For TLDR, skip to the 2nd to the last paragraph.

I have an animation project consisting of an object which is orbited (in a curvaceous way) by a first camera on a track. the track goes all around the object, as seen below (though it looks like a closed loop, it's actually a bezier curve that has a tiny opening). The first camera has a damped track constraint to an empty in the object. It also has a locked track constraint to an empty on another, nearly identical track above this track. The empty on the above track has almost the exact same movement and speed as the first camera. It is meant to keep the first camera pointing...I guess, up. (If the two tracks are identically aligned, it can be problematic at a couple points in the animation, triggering the camera to "snap rotate", but I'll treat this as another matter.)

Another camera copies the transforms of the first camera on the first track, and this "copy camera" is used by a Python script to insert VisualLocRot keyframes for the duration of the animation.

The script that uses the copy camera, before it finishes inserting each keyframe, does a "camera to view selected" on the subject being orbited, which fits the entire object to the vertical or horizontal edges of the camera view.

Problem is, I'm getting what I call "rotation artifacts", pictured below, in the F-curves. Just by looking at the selected keyframes, I can kind of tell what's happening, but I don't understand why Blender is doing it that way. (Why can't the curves keep going up or down, without breaking like that?) I don't know how to fix.

I hope to soon grasp all the algebra and trig I need to understand this problem better. Are quaternions my magical unicorn solution? Please let me know if I've done a bad job of explaining this, or if you need more info.


texts: Trying to create an all quad mesh and I keep getting these spirals in my topology.  Any good tips on getting rid of spirals like this?


texts: How to animate object hanging from a string?

texts:
I'd like to animate this model so it acts like its attached to a car mirror, with proper physics of course (swinging, and rotating enough to see both sides). I'd also like the top of the string to stay in place. The string is a bezier circle and the object is a svg mesh. I've been researching for a while and haven't found many good results.

What is the best way to go about animating this? I am fairly new to blender and haven't done much animation in the program yet.

Any feedback helps! Thanks!!


texts: Why there is no edge inside red circle and why the edges seems to be raised inside blue circle though i didn't extrude those edges? And i didn't use any modifier. It's just in edit mode.


texts: Modeling a circular shape with round extrusions along the edge

texts: I'm making this pocket watch and am wondering how to make this design where there are a lot of round extrusions. Thanks!


texts: I am a little new to Blender's controls, but I learned the basics of 3D Modeling in Maya. My gizmo suddenly stopped automatically moving to the faces I was selecting while I was in the middle of modeling, and the gizmo was just stuck in one place. I believe I may have accidentally unchecked some option when messing with the grid visibility options or any of the tabs in the same area of the screen. Can anyone help me with this problem? I am using Blender 2.8 through Steam.


texts:
How to UV unwrap a blanket I made with the cloth modifier applied?
The mesh has loads of subdivisions and I want to export it into substance painter.


texts: Blender Eevee render is fine. Cycles messes up my mesh!

texts:
This is what its supposed to look like (Eevee)

Huge Lighting improvement. that's what I like. But now The floor has bloated up! (Cycles)
I Think the it might be the material screwing with things or maybe my UV placement.
i import my textures from CC0 using lily surface scraper.
its weird because the pillars are fine just the floor doesn't want to accept the texture
IDK
It Seems no one else is having this problem
Please help
I Will include the BLEND file!


texts:
Trying to render a scene with a UFO with god rays coming out the bottom.
Working in Blender 2.9
In my viewport it has light
But in my render it doesn't
To get the god rays, I added a hole at the bottom of the UFO, and added a spotlight inside the UFO.
I then added a cube to surround that area, and gave it a volume scatter node like so:

My settings are:

Light Paths > Max Bounces > Volume 5 (Tried 0 and 5, nothing happened)
Increasing cube Density in the Volume Scatter node from .09 -> .15 (nothing happened)
Toggled on and off Physical Atmosphere addon (nothing happened)
Spotlight intensity: 100000 W
Spotlight radius: 1.29 M (tried reducing to 0, nothing happened)

I also tried making the surrounding cube smaller, nothing happened
My render settings are:

Cycles

My view layer settings look like this:


texts: Is there a way to group or organise keyframes for a complex animation?

texts:
How do you do complicated animation sequences in Blender?
I'm only just starting out with Blender. I can do simple animations, no problem. It's easy, right? Move an object, keyframe it, change frame, move the object again, keyframe it. Done. However, once an animation starts to get longer and more things are happening... it just gets harder and harder to keep everything organised. Like, "oh, hey, that shot was a bit too fast, let's make it last a bit longer". Great. Well now I have to find every single keyframe in the entire animation and manually move them all. Not fun!
People have done some insanely amazing things with Blender, so I must be using it wrong. It should not be this excruciatingly hard just to do some basic camera moves and make it all synch up properly. I feel like I'm missing something really basic... like, there should be some way to group or organise animation steps so you don't have to manually memorise millions of keyframes. Does Blender have anything like that?


texts:
When I'm painting in the Texture Paint mode, I can see both the blender pointer (showing the size of the selected tool) and also the system mouse pointer (which is an arrow), as shown in the attached screenshot. For me, this is very confusing.

Is there any way to hide that arrow on this mode?


texts:
I've got problems with Blender Normal bake.
I'm Trying to bake a set of High res (sculpted) Teeth to a low poly model of the teeth.

In the normal map I see some spots that stay purple, the normal map doesn't bake to this piece of the map.
I think it has something to do with the bake settings, but I need some help, how to control them.

And I get some strange colors like green and orange.

When I apply the normal map, as you can see it's really ugly.

Here is a link to the Blend file: teeth.blend


texts: Can I mock the bpy module in a unit test?

texts:
I'd like to write unit tests for my addon. I do professional development in C# and I'm used to using the Moq package for mocking classes and functions. Is there a similar library in Python? I'd like to mock the bpy so that I can verify that the correct bpy functions were called with the correct parameters.
For example, something that looks or feels like this:

# (this is not real python code)
def Test_Create_And_Rename_Object():
    # arrange
    mockBpy = mock<bpy>()
    mockBpy.Setup(b => b.ops.someFunction())
    testObject = TestClass(mockBpy.object)

    # act
    renamedObject = testObject.createAndRename("new name")

    # assert
    mockBpy.Verify(b => b.ops.someFunction(), Times.Once)
    Assert.AreEqual("new name", renamedObject.Name)

(Sorry if this feels like C#. I've never written unit tests in Python before)

Is this possible? Specifically, can I mock the bpy module?


texts: Cannot save object renderability in a scene?

texts:
As a beginner in Blender, I think my outliner is telling me I have two scenes.

First I only modified renderability in comp, but I realized I need to change renderability in 5.2 too. So I made all Butterfly* objects (not sure if it's the right word) not to be rendered. Then I saved my Blender file.
However, when I reopened the file, the renderability options have switched back. Why can't I save my renderability settings in scence 5.2?


texts: Weird blown out colours in renders eevee

texts:
I have a weird problem with blown out colors when I render with atmosphere and bloom.
It's weird because I'm rendering a video with 300 frames, and the glitch shows up at about 30 random frames.
I can solve it by manually re-rendering all 30 glitched frames, but that is very inconvenient and it should be much easier.
this is how the glitch look like, The red blown out dot shouldn't be there.

This is how the frame should be

Here can you see a couple of glitch frames

I have this problem on multiple projects
Can somebody help me how I can fix this problem?


texts: Baking normals from high poly model to low poly issue

texts:
I'm trying to bake normals from high poly model to low poly and here is the result

as you can see it bakes only the normals of low poly model

I selected my high poly first then the low poly and checked selected to active and the low poly model have smooth shading on it.I think there is something wrong but i don't know what is it
Note:when i baked normals the two objects were in the same place.


texts: What tool/tools was this person using in the video?

texts:
I'm trying to create a baymax funko pop in blender for a project, and the way I'm doing it seems really inefficent and unsatisfacotory (approximating the shapes with the sculpting tool). When I looked up tutorials on how to get better at blender, I found this video where it shows him deforming a sphere but extruding(?) the top vertex, but whenever I try to replicate this it only deforms the vertex I selected rather than the entire sphere like in the video.

Video for reference: https://youtu.be/LwqeZq35ojk?t=21

Also side question what tools is this person using to deform his sphere in the shape of baymax's head
https://www.youtube.com/watch?v=gf53u4iuDtw


texts: How to split a Box or a Mesh with a Plane and keep both sides?

texts:
I understand there are a couple of options we can do in Blender in term of slicing a mesh (in my case I want to slice a box) :

Bisect Tool
Knife Tool (this one is too artistic for my purpose, hard to be precise)
Boolean > Difference
But none of them provide a "Keep both" sides of the slices.

I know I can duplicate an the object first. Then slice both objects while keeping the opposite section.
This is quite tedious as I need to perform this so many time.
Is there a way to just simply keep both?
I'm on Blender 2.9.


texts: Align an array of vertices to vectors with python

texts:
I have an array filled with points that should be aligned to a random coordinate system. The direction vectors of the coordinate system are known, as well as the direction vectors that form the points together.

My approach was to calculate the respective angle, from each point to the appropriate direction vector and then to rotate each point by this angle. The  centre of rotation is the origin of all vertices together.

vert_array = [vert_1, vert_2, ..., vert_x]

def dotproduct(v1, v2):
    return sum((a*b) for a, b in zip(v1, v2))

def length(v):
    return math.sqrt(dotproduct(v, v))

def angle(v1, v2):
    return math.acos(dotproduct(v1, v2) / (length(v1) * length(v2)))

angle_x = angle(x_axis_vec_coordinatesys, direction_vec_x_array)

for vert in vert_array:
     mat_rot = mathutils.Matrix.Rotation(angle, 4, direction_vec_x_array)

     new_point= mat_rot * (vert - origin) + origin

     vert_array_new.append(new_point)

#And so on for all axis.....

Unfortunately, that doesn't really work. If I had the vertices in an object, I would know how to adjust the object using DirectionVector.to_track_quat('X', 'Z'). However, it is not possible for me to save the points in an object here. These must remain independent of each other in an array.

I know i have somehow to use the rotation matrix and translation matrix, but i don't know how.

Edit:
I've added a blend file for a better understanding. My current code is included there. The emptys in this file should simulate the coordinate axes. I've also added the translation of the new coordinate system, not like before.

My new coordinate system and the incorrectly placed points:

Edit: My desired result

Blenderfile

Advice, suggestions, questions, or assistance are all welcome.


texts: Alt+M to merge vertices is not working anymore

texts:
I'm trying to merge vertices using the Alt+M keyboard shortcut, but instead I get an option to split. I never saw this menu before
Please help.


texts: Please help. I am following the ICE text tutorial and I have my text selected and I'm trying to use 'fluid' in the 'physics' section. The tutorial says the fluid button should be there but it isn't. When I select my plane the fluid button appears but not when the text is selected.


texts: Is it possible to apply textures of different color to a surface on each side? blender 2.9

texts:
As stated I was wondering if it was possible to put a texture of a different colour on the the other side of a surface.  If one side is the external surface, and the other the internal, can this be done without extra geometry.  It seems as if it should be. Blender 2.9.
I tried adding these nodes together as mentioned in the comments but I am obviously doing something wrong.


texts: Blender on OS X Sierra 10.12.4 - Menus not working correctly

texts:
When I try to use the file menu is sorta, works but not well.  I cannot click on anything if it appears at all.  Sometimes I get Python: INFO_MT_file instead of the file.

I have deleted ~/Library/Application Support/Blender to make sure there is no cruft. I have tried blender versions 2.69, 2.77 and 2.78c - all have the same poor behavior.

Has anybody see this before?  Googling "Blender INFO_MT_file" gives me nada.

A bad version of a python module on my system or something?

Thanks


texts: Why does auto weight paint do a poor job?

texts:
I am having an issue where the auto generated weight paint does not match the bones of the model. I have looked up why this may be the case and tried a few things such as applying transformations, scales, and fixing the origin; however, none of this has helped create a good weight paint generation. I know that I will have to go though and manually fix some of the oddities, but the current auto generated paint is just so far off I fell that I have done something wrong.
I have a link to the project below. Any advice or help is greatly appreciated!
https://drive.google.com/file/d/1Q7zNqLW9FtHhBSher1wjErQTZP7kQvf4/view?usp=sharing


texts:
I am really confused with the different uses of the terms "Layers" and "Passes" in Blender.
Can someone please explain how they work in Blender. I know about Render Passes like AO, Diffuse and so on, but there seems to be a confusion with layers.
Also, how do the layer buttons work in the properties panel like in the image shown? I get it that you can assign objects onto certain layers, but whats the difference between "Scene" and "Layer" buttons in the image?
How do they refer to rendering?
How can you see what layer a certain object is on?


texts:
There is no cursor_location property anymore now in Blender 2.8

So I tried

bpy.context.scene.location = [0,0,0]

But I again get an error that location is not defined for the scene. Any ideas how to get / set the cursor location in the lastest version?


texts:
Here's an illustration of what needs to be done:

A texture has to be projected from a point in space to a mirror (1 in the image) which will bounce the projection to a surface (2).

Here is the texture that is going to be projected although a real video file is going to be used.

The tricky thing is the mirror (the surface marked as 1 in the illustration) is not flat but curved as illustrated below:

The point is to see how the projected image or video will appear on the final surface (2) given a projection angle (fov) and a curved bounce mirror.
This is for a video for a project where I need to illustrate how a curved mirror deforms a projection from a video projector, laser projector and such and in the animation the shape of the mirror gradually changes (via shapekeys) which in turn changes the size and deformation of the projected image/video.

If Blender can do this somewhat accurately I can use it for simulations as well which is a plus because of the superior render quality compared to specialized CAD programs.

Also if this is possible with Blender and we have an answer then it makes Blender a powerful tool for people working with video projectors.


texts: UV unwrapping, texture only appears on 5 sides of cube

texts:
So I'm trying to learn how to use blender to create models and UV textures for use with some openGL stuff I'm learning.

After reading a bunch of tutorials and working stuff out, I can take the basic cube, mark edges as seems, UV unwrap it. Show a UV test grid (color grid). Display the texture on the cube in the other window.

At first it only appears on two sides of the cube, due to normals pointing the wrong way. So I select each face that isn't showing the texture (either one at a time, or all of them) and use CtrlShiftN to switch the normals to actually point out (despite the shortcut being to get them to point in). This works on every face except one, no matter what I do, I can't make anything show on this face.

Version: 2.7.6
Windows 7 64 bit.


texts:
I'm having a problem with some of my animations. My main character is an ape climbing a building. On frame 1 of the animation, the left leg gets distorted (see image). Not sure why this is happening, I did not design it this way. As an easy fix, in the Timeline, when I click the button "jump to first frame in frame range," it always fixes the problem and the leg returns to the correct position as I designed it. However, when I export the model and armature as FBX and import into Unity, this glitch appears in Unity on the first frame of the animation.

Any advice on how to fix this would be greatly appreciated.


texts: Using Transparent Background with Volume Scatter

texts:
everyone. I need your help with. I'm trying to use the Volume Scatter feature with a transparent background in Blender Cycles. I have transparency turned on if that's what you are wondering,but every time,the background isn't transparent like I want it to be. Please help!

I hope that this isn't a duplicate question.


texts: How to use procedural light cookies (Blender Internal)

texts:
I am trying to implement some of the tips in this lookdev article, and the first thing I tried is "noising up" my spotlights with a cookie.

I have figured out that all you really have to do is add a texture to a light.  But what I don't understand is how to noise it up without altering the light color.  What is the normal setting for light cookies that add slight intensity variation to a light?  Am I supposed to just set the color to grey?  Or is color supposed to be off and RGB-to-intensity chosen?  That only seems to work with colored noise.  Lastly, I assume it is like Ambient Occlusion where you want to darken with the multiply mode but I can't find tutorials either way.  Any help is appreciated!


texts:
When in vertex paint mode - the object being painted is displayed as shadeless.
This makes painting on a complex model difficult - as you cannot really see what you are doing.
You can use dirty vertex paint to make the geometry visible - but this is not ideal.

This is improved in the Blender render textured view using multitexture shading which gives you a shaded view.

In cycles the object remains shadeless in both shaded and textured mode.

Can this be shaded so it is not shadeless when using cycles?


texts: How can I get the viewport in rendered shading mode to update in real time during vertex painting in cycles?

texts:
I try to use vertex painting in cycles as a factor to mix two different materials, which works perfectly fine. However, while I paint the object in the viewport in rendered shading mode, the viewport window only updates when I change the viewport shading mode or the object interaction mode (I resorted to pressing tab twice after a brush stroke as a "solution").

On the other hand, when I use a texture as a mix factor in texture paint mode, the viewport window in rendered shading mode updates immediately after I release the mouse button.

In this video (at ca. 1:39) which shows the same node setup as mine, you can see that the viewport updates without the user having to change the shading mode or the interaction mode.

Which settings or addons do I have to use to get the viewport to update in real time?

EDIT:

I checked the following Blender versions for Windows and the problem appears in the Windows versions 2.65(64bit), 2.68(64bit), 2.72b(32bit/64bit) and 2.73(32bit/64bit).

It doesn't appear in the Windows versions 2.63(32bit/64bit) (the same version as in the linked video), 2.64(64bit) and 2.64a(64bit).


texts: How can I import models from Anim8or into Blender?

texts:
I am using Blender since I never liked the camera angle in Anim8or. I recently picked up Blender and would like to use the wireframe model I had previously made.

I have searched for a way to move models from Anim8or to Blender but nothing so far. Is there a workflow for this or something that I am missing?


texts:
Is it possible to generate mesh at runtime in blender game engine? That is, is it possible for blender to generate meshes using python code when the game runs?

I really would like to know if this is possible, as my final year project requires use of this.


texts: Which effect to use so my texture doesn't look so flat? (Cigar)

texts: I am trying to make a realistic cigar texture, but my texture just doesn't seem right. What am I missing, what to do so the texture doesn't look this flat? Any bumps or something? Thank you, btw this my first project so I hope the solution isn't super complicated or something.


texts: Python script for adding images always puts in the first file in the folder. How do I fix this?

texts:
I have some code (with elements from here) that should work but gives me a weird error.
I import images in strips inside a while loop. The images imported are defined via the frame_range_ parameters. The frame_range_forw_start and the frame_range_back_start work, as the sequence is progressing but they also import the first file in the folder, which is not intended.

 import os

from bpy import context
scene = context.scene

path = "C:/Users/Admin/Documents/Projects/VIDEO/atabilized/timelapse"

files = os.listdir(path)
files.sort()

amp = 20 #Min 1
end = 250
i = 0

    # create the sequencer data

while i <= end - amp + 1:

    starta = amp * i * 2 # start of forward motion
    startb = (amp * i * 2) + amp # start of backward motion

    frame_range_forw_start = (1 + i * 2) # first imported image of forward motion
    frame_range_forw_end = (1 + i * 2 + amp) # last imported image of forward motion
    frame_range_back_start = (2 + i * 2) # first imported image of backward motion (strip will be reversed)
    frame_range_back_end = (2 + i * 2 + amp) # last imported image of backward motion (strip will be reversed)

    scene.sequence_editor_create()

    seq = scene.sequence_editor.sequences.new_image(
                name="MyStrip",
                filepath=os.path.join(path, files[0]),
                channel=1, frame_start=starta)

    # add the rest of the images.
    for f in files[frame_range_forw_start:frame_range_forw_end]:
            seq.elements.append(f)

    seq = scene.sequence_editor.sequences.new_image(
                name="MyStrip",
                filepath=os.path.join(path, files[0]),
                channel=2, frame_start=startb)

    # add the rest of the images.
    for f in files[frame_range_back_start:frame_range_back_end]:
            seq.elements.append(f)

    # reverse if you want
    seq.use_reverse_frames = True
    #bpy.ops.sequencer.gap_remove(all=False)
    i += 1

The first imported image in every strip (from frame_range_forw_start AND frame_range_back_start) is ALWAYS the first file in the folder. The frames after are correct.

this is the right frame

this is the first image in the folder

What have I done wrong?

I also tried it with other equations:

frame_range_forw_start = (i)
frame_range_forw_end = (i + amp)
frame_range_back_start = (2 + i)
frame_range_back_end = (2 + i + amp)

But the problem persists.


texts: How to import a DXF to blender 2.8 correctly?

texts:
I want to build a indoor map in web, and what I have is only a Autocad dwg file .
My proposal is as follows :
1 in AutoCAD , I explode all objects ,Save dwg file as dxf file
2 Import dxf file in blender
3 convert all curve to mesh
4 export the mesh as glb file
5 import the glb file and render in threejs

here is my questions ,any suggestions is appreciate.
1. my dxf is
after import dxf in blender 2.8,it looks as follows

why so many unnecessary line/curves ?
how to remove those ?

it seems lots of lines is in one curve ,
when I select on line ,the blender  hilight  many lines/curves .
how to split it one to one ? (I explode all objects in AutoCAD)


texts: Video Editing: I'm unable to trim speed control strip's duration

texts:
I'm using the Video Editing mode, and trying to apply a speed control effect between two markers; For that purpose, I've managed to change the strip's 'trim duration (soft)' properties through setting the start value as the first marker time value, and the end value as the second one -- Yet, unfortunately, these values doesn't change, whenever I try, and gets always reset to 0.

Why I'm getting such behavior?