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Armature doesn't move mesh all the way; mesh only slightly deforms
My brother made a fairly simple 3d model using Zbrush, and I've been trying to armature it for a bothersome period of time. He built an armature and I've assigned the vertex groups with weight paint. I can deform the torso quite well with minimal tearing, but when I attempt to move the arms, the mesh follows the armature slowly and nonuniformly; it ends up looking like a snake. I wasn't able to find any threads online with the same problem. I tried asking ChatGPT, but it was unable to provide me with a satisfactory answer.
I parented the mesh to the skeleton using automatic weights, but, since the automatic weight function never works for me, I then used weight paint. After painting the vertex groups, I used an armature modifier set to modify using vertex groups only.
Unlike most of the people with similar issues, I've actually been using Blender for a while, but I've only ever gotten armatures to work properly two times in my life. I've had problems like this with some of my other models as well, so any help clearing this up once and for all would be greatly appreciated.

Hello, have you checked the normal orientation? If it's still not your problem, please share your file: https://blend-exchange.com/

I'm trying to add my file to this post, but it's 35 mb, and Blend-exchange won't let me, as their maximum file size is 30 mb. does anybody know a workaround?

use workupload for example and share the link here

I checked my normals, and they all seem to be ship-shape, i.e. they're all facing outward. I'll keep trying to upload my file.

Apart from the mentioned normals problem, you might have lots of duplicate geometry which can cause armature parenting to fail. In Edit mode, select All then hit M > Merge by Distance and see if the status bar shows lots of vertices deleted.

Here is my file. The password is "banana"

All we want now is a link to it...

Oh my gosh.....I seriously forgot to link it? hahahah sorry https://workupload.com/file/yZ7RnHALCsW

The password is "banana"

Not looked at it closely, but for starters the Scale hasn't been applied to the model (Ctrl-A > Scale) and the number of bones and naming convention for each side of the armature don't match. When you try to parent it there's a long delay and you'll see a Bone heat weighting warning in the bottom status bar which is a sure sign that all isn't well!

There are some problems with your mesh (intersecting faces for example) plus it's very dense, which is not great for rigging, you should first model a low-poly version, if you don't want loose some details, just bake the normals of the high-poly. At the end, as John says, don't forget to apply the scale and rotation

thanks, I'll see what I can do.

Ok I did some tests and a low-poly version of a similar model actually works! Thanks so much; I would have never thought of that!


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Bevel corner on the z-axis
I have the following mesh that has its top edges beveled already, but from a top-down view, all the angles are at 90 degrees, as it is visible from the base of the mesh. I want to make the corner that is the closest to the camera bevelled on the z-axis while keeping the bevel on the top edges, so that when you look at it from above, you perceive the corner as "rounded", as it is indicated by the drawn red lines. The base of the mesh should also become rounded. What's the easiest way to achieve this?

Not sure that you can since that vertical edge appears to already be bevelled.

It is not actually. If you look at the bottom, you will notice a 90deg angle

Yes. I noticed that but how could those extra edges appear without a bevel? Agree about beveling that edge before all the others!

Your best bet would be to bevel that edge first, then bevel the other edges second:

If you need to remove the bevels from an existing mesh, check out the Mira Tools addon. But since it's such a simple mesh it would be simpler to just start over.
Also, it looks like your bevels are a bit stretched, this happens when you use the bevel tool without applying scale frist.

I see, thank you very much for the answer and for the extra tips, much appreciated

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


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How to keep children of children in place while exporting?
I am creating a model structure for Unity. However I cannot export anything that contains a second level of children without it's position rotation or even the hierarchy would not be messed up.
I want to create static model (so no fancy animations, or anything) which contains it's spare parts in a hierarchy. Lets say a chair, whit the sitting plane as the parent object, the legs and the back holding columns are children, and the back plane is child of the holding column.
So it is like this:
+ sitting plane
   + leg
   + leg
   + leg
   + leg
   + backPlaneHolder
      + empty1
   + backPlaneHolder
      + backPlane

When I export it to FBX, no matter how, either the position, rotation or the hierarchy will be messed up.
I really cant find a way to export my model... well... as it is, without messing it up.
What I already tried:

Exporting and reimporting it to blender, but even the imported model looks different.
I applied transform on them, so everything is in 0,0,0 rotation, 1,1,1 scale.
Also worth to mention that the hierarchy also contains two empty plain axes.
Normal Object parenting messing up the position and rotation of child's child.
Vertex parenting messing up the hierarchy, but keeps the position and rotation.

TLDR: I want to find a way to export a model which has a child which also has a child without either child's rotation/position or hierarchy would be messed up.

Maybe try clearing inverse parenting?

@TheLabCat
Didn't help. Object (Without inverse), Object (Keep Transform without inverse) position and rotation are not correct In both cases. The empty and the backplane are in wrong position and rotation. the columns are right tho. (In the one that does not keep transfrom I had to manually set it in place before export, and it didn't kept anyting on the backplane...)

Setting the origin would most likely solve the problem as everything will just be in the origin and that's it, but I can't do that, as the transform of the objects contains useful information. And it couldn't be done with the empties anyway..

I do not know why, but selecting "FBX units" solved the problem of wrong positions, Rotations however are not solved.
To me it seems that Empty axe objects are always have the wrong rotations for some reason when exported.
As a temporary workaround I solved it by rotating them 90° around the x axis, because they still get rotated -90° and in the end the rotation will be the one I wanted.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Mirror negative space to positive

Is there any way to  mirror/symmetrize curve in object A  along X axis to get the result with B.

Do you mean procedurally? There must be a reason that extruding to the right and deleting on the left isn't good enough?

yeah i can do it manually no problem , was just wondering if there is any way to do it using mirror. plus sometimes the geometry you want to project is not a simple as in this case.

Though it's hard to imagine an applicable usecase, you could do this:

The Hook modifier is linked to an empty that's been scaled by -1 along the x axis, to invert the first inversion by the mirror modifier.
You must also make vertex groups, with a .R and .L in the names, and set one of them to all the vertices of the shape you want flipped. Select the other Vertex group in the Hook modifier


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Why is the gizmo not showing up?
I was facing some issue about the arrow not appearing when choosing vertices (the dot thing on corners or edges) earlier. I thought it was the gizmo trolling me, but after checking in with an unsaved new project, turns out the arrows.
Maybe was turned off (in the gizmo setting thingy), and when I opened the model I was working on, I found out they went back to the original circle thingy at the bottom, instead of at the dot.
What happened there and how do I fix it?
The 3 colored arrows was at the normal start point, while the actual area they needed to be is up there, the small white dot at the ears

it seems like the issue is that the 3d cursor position was changed, but idk why it was changed aaaaaaaaaaaaaaa

This thingy is called a gizmo. You cropped everything from the interface so it's impossible to tell you for sure. My guess is, the Transform Pivot Point is set to 3D Cursor. Try set it to Median Point (the default value).

It seems that you Gizmo's transform pivot point is set to 3D Cursor.
You could move the 3D Cursor around using ⇧ Shift RMB drag, or the dedicated tool in the toolbar:
But most likely you want to operate the gizmo from the center of whatever you select, as it does by default. In that case, you should probably set the transform pivot point back to Median Point using the dropdown menu in the top center of the viewport, or using the pie menu with . if you enabled those in the preferences:

(aka the "middle" of a selection, that way if you select multiple things you operate from their combined center)

Nevermind, turns out I somehow set the pivot to 3D cursor sometimes earlier, if someone sees this and is also having the similiar problem, try pressing the " key, and then chose median

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One-liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.


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How to prevent balls peaking out of the slab when using a particle system to randomly distribute them?
How to prevent balls peaking out of the slab when using a particle system to randomly distribute them?
I am using emit from the volume, but I have some balls that are coming out of the volume. I tried Size Deflect, but it is not working.

Hello, you'll need to cheat and create an invisible emitter volume for the particles that will be slightly smaller than the object you want to show


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Parent to Armature the child objects have a grayed out copy inside the hierarchy instead of being inside the hierarchy
I set these 4 object's parent to an armature but for some reason they appear like this in the hierarchy.
The rig works fine in Blender but when I import the FBX file in a game engine the bone assigned to these objects doesn't affect them

I already tried clearing all their parents and re-parenting these objects to the armature but nothing changes.
Is there any way to fix this?

I just found another post similar to this in stack overflow where they just had their objects outside of the collection where the armature is located
so I just moved the objects in the correct collection and it worked
solution post: https://stackoverflow.com/questions/74463663/parenting-duplicating-and-graying-out-child-objects-in-outliner


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Why is there unneeded geometry poking out when using the bevel modifier?
I really haven't done much with the shape other than using a boolean mod and cutting a rounded rectangle out of this larger prism. I wanted to curve everything but to make it look less sharp so I decided on using the bevel modifier. However, when doing so, there are these crazy things that are poking out of the inside of this shape. How do I fix this?

maybe you shouldn't delete your boolean object and provide your blend file so we can see what you did.

@Chris How would I provide my blend file? (I've also kept my boolean object, but I've unfortunately already applied the mod)

Open https://blend-exchange.com/ and follow instructions

@Chris here is the Blend file:

Please don't post your files in the comments, edit them into your questions

The problem is, that your circle object has wrong face orientation. By that everything else does fail.
So select your circle, got to edit mode, press A, mesh -> normals -> recalculate outside and try again.
result:


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How to create an outwards bevel from an edge shared by 2 different cubes?
How to create an outwards bevel from an edge shared by 2 different cubes?
I'm stuck. Steps to reproduce:

Start off with a plane, extrude up creating my "original base"

Draw a Line (with Construction Lines add on), creating a new face on the "original base"

Extrude that new face up, creating "cube A" -- [image_1]

Draw 2 new Lines on the "original base" to create a new face

Extrude that new face up, creating "cube B" -- [image_2]

Select the edge that's shared between "cube A" and "cube B" -- [image_3]

Bevel it, but it goes the wrong way... -- [image_4]

Desired output is an outwards bevel [image_5] between these 2 faces [image_6], not a weird inwards bevel.
Expecting a solution such as "merge faces" or "reverse bevel" to achieve desired output.
Thought about drawing the lines in step 4. above from "cube A" instead of the original plane, but at the end of the day I need to Bevel all edges so I'd be stuck in the same place.
===
image_1

image_2

image_3

image_4

image_5

image_6

Hello do you have a reference image of the result you want? or a drawing?

Well, you can only create a bevel between those faces if they are connected to each other. But since image 4 shows that the rear vertical edge of the front face is not connected with the larger face behind it, there cannot be a shared bevel between those faces.

Extrude Manifold might have helped along the way.

As Allen Simpson pointed out in the comments, Extrude Manifold is the answer. In short, Extrude ADDS geometry while Extrude Manifold EXTENDS geometry -- this video illustrates well the difference between them both https://www.youtube.com/watch?v=_xnCAIhSS6g
By using Extrude Manifold you're creating suitable geometry for the bevel tool to work with.

Here is a potential solution (sorry I don't have the addon so it's just with basic tools but I'm sure it can get you where you want).

Instead of creating a face from the base and extruding it  upward, start from the vertical plane:

Then extrude in the other direction:

Then apply a bevel:

Use the knife tool (K) to cut a straight line and clean the bevel:

Finally remove the unecesssary segments (Ctrl+X) and extrude the top faces:


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Animation plays in 3fps even in low poly proxys
Animation plays really slow when animating. we are looking for the reason in the original library of assets and in the animation project. Do someone know a possible reason for this behavior?
Tanks!

How complex is your scene?

we have 3 characters rigged  wirh drivers to off the modifiers and subdivisions. The characters, scenary are in 1 linked file. And a 2nd file with the lightset. The most of the objects are turned off because we are animatig gesture and lipsync.

i'm not sure what is up, but it could be how fast the computers you are using are.  One thing I can suggest is using openGL playblasts, (if your not sure how to do those, I can show you.)

eird thing is the procy was doing well but it start to fail specially when animating a particular character. we are trying to figure out whats with this character... I other files it works good.

well, I hope you can figure it out, What is different about this character from the others?


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Strech Bone Constrain problem
I have a bone with stretch constrain, when I try to move the target bone, the stretch bone goes crazy doing things not related wuth the movement i do with the mouse.
any idea how to solve it?

Is the target bone parented to the stretched bone? I know that causes issues with certain constraints, not sure about stretch to though. Try clearing the parent of the target bone (alt p I believe).

Yes. That solved the issue! ThankYou!

This issue have been solved by cleaning the parent of the target bone, wich was the stretching bone itself. This chain of parenting is not the correct usage of armature bones and constraints.

Just to clarify why that happened, basically you created a loop, where the target bone tells the stretched bone where to be (via the constraint), and the stretched bone tells the target where to be (via the parent). Since they refer to each other, there's no way to solve where the position actually should be.

Exactly! ... Seen my other issues in rigging I start to see thats the problem in my riggs ... (and my life) So I can solve it now ;) Thanks


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Object parented to a bone moves twice faster than the armature root bone
I'm rigging a wheel and When I move the root bone of the car armature, the wheel move twice faster than the armature, The rotation is ok, but I can't find the way to make the wheel move ok.
Video showing the issue:
https://drive.google.com/open?id=1Sdm_jfSCRGp0vMJKFW31vClcU1no6Sgy
Please help! Thamkyou!

Probably the root bone also has influence on the wheel, which is wrong. You should remove it.

It's not the root bone. I find The wheel it's being affected by the bone wich makes the rotation (and position) of the wheel (parented just to that bone of the armature), AND the mesh deform modifier that makes the squash and stretch of the wheel. But I cant find the way to make it work having control of the two parameters.

Actually if I sich off the armature modifier in the mesh deform box the wheel moves properly.


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How can I animate the growth of a hair particle when using an object as a particle?
How can you do that when using a group configuration? I want to grow leaves and trees. but the END parameter disapears when using group or object.

you can control size of object/group with Hair Length or Size under the render tab in particle system.


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Creating a "filtered" UI field
I'm trying to figure out how to create a filtered field like the ones found in the modifier and constraints panels that only allow you to select from a list of Armatures in the scene. Couldn't find where this type of property is defined for the existing UI panels.

Afaik its implemented in rna_object.c with object_poll family of functions. Also of interest are rna_modifiers.c and rna_constraints.c and the object_set functions.

For anyone having the same issue, it's as simple as using prop_search() instead of prop() in the draw code.
Example:
row.prop_search(bpy.context.scene, "your_string_prop", bpy.data, "armatures")

to create a filtered field for the armatures in your current scene.

Note that you're only able to store the datablock's name in a StringProperty(). The custom property won't change along with the Armature name! Properties that reference datablocks via pointers can't be created with Python.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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Morphing 3D objects with Coordinates using Python/Geometric Nodes
I really need your help. I am looking at morphing, say a cube into a sphere. I wish to do this by scaling/transforming specific points of the cube to new points (with coordinates) in order to form a sphere. I apologise for the lack of clarity. In a nutshell im looking to perform mesh transformation with coordinate values for each point of one object to form another object, after which I will animate.
If this can be performed with Python or geometry nodes or any other way, please let me know. This is for a personal project. Feel free to share any methods similar to what I am describing.

Cast modifier? Are your objects only cubes and spheres or others?

Thats like a base model example. Im looking at doing complex shapes

If your objects have the same amount of vertices, you can use shape keys to do that. But the aspect of the result will depend a lot on the vertex orders.

alright thanks. Do shape keys work if i want to displace them with specific coordinates for  specific points?

with shape keys, in theory yes (either manually or using python), but choosing the vertex mapping between the two objets is complex. If this mapping is random you'll have things like that: https://i.sstatic.net/qbTFY.gif

Ref: https://blender.stackexchange.com/questions/262094/how-can-i-transform-my-coffee-cup-into-a-torus-as-seen-on-wikipidea/262174#262174

Thanks for your answer. Allow me to be even more specific. I have the STL files for a pair of 3d lungs. One is the STL file of the 3D lung during expiration and the other inspiration. I am trying to animate breathing either by morphing between these models with the use of coordinates of vertices on the stl file mesh. I also wish to use python although my knowledge is limited, but I wish to learn. I hope this is clearer.

Alternative to using shape keys, vertex coordinates are directly keyframable. If v is a vertex of a mesh, you can use v.keyframe_insert('co', frame = some_num). Looping through the vertices of a mesh and keyframing each one's initial and final coordinates is a way to morph the mesh.
Take a cube, go into edit mode, select all its faces at once, and then do a few subdivisions. Next, try the following script:
import bpy

cube = bpy.data.objects['Cube']

verts = cube.data.vertices

for v in verts:

    v.keyframe_insert('co', frame = 1)

    # setting a v.co or vector equal to itself divided by its magnitude gives
    # the vector a length of 1 whilst having the same direction. I then scaled
    # the normalized vector by 2.
    v.co = 2 * v.co / v.co.magnitude

    v.keyframe_insert('co', frame = 120)

Thanks for your answer. Allow me to be even more specific. I have the STL files for a pair of 3d lungs. One is the STL file of the 3D lung during expiration and the other inspiration. I am trying to animate breathing either by morphing between these models with the use of coordinates of vertices on the stl file mesh. I also wish to use python although my knowledge is limited, but I wish to learn. I hope this is clearer.


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Linear speed for animation still slows down
I'm following an online tutorial for creating a looping animation and I was instructed to set animation to Linear under Default Interpolation so the speed will be constant, but although I did as I was told, my animation still slows down at the end before the loop resumes. I tried using Constant Interpolation, but that also had no effect.
I'm sure I'm doing something wrong somewhere, but is there a chance that there's another setting somewhere I need to adjust? I'm using version 3.4.

Where did you change the setting? It sounds as if you may have only changed one keyframe rather than all of them. I usually select all of them with A in the Timeline then right-click and choose Interpolation Mode > Linear.

The changing of the default interpolation in the user preferences of course has to be done before you set any keyframes. If you have inserted keyframes before changing the default, they will stay as they were. Only keyframes inserted after changing the default will automatically have linear interpolation. Apart from that, as @JohnEason said, make sure to select all, then press T and choose Linear. And if it still seems there is something wrong, just go to the Graph Editor. If you see something that doesn't look linear, then it's most likely not set to Linear.

Mr. Eason, that worked PERFECTLY! Thank you very much! Mr. Brinkmann, thank you for your explanation- that made things clearer.   :)

Good! As @GordonBrinkmann says, you can also press 'T' to bring up just the Interpolation menu, but I tend to use right-click for almost anything.


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How can I make all objects use a toon shader?
So I'm trying to make a background for a webtoon. But I want to render it with outlines and a cel-shaded look. So I looked up toon shader for blender and found one. But there are many objects. Do I have to add all the nodes for every object in the scene? Is there a way to just apply the same shader to every object? Also, what if the object has a plaid texture? The toon shader makes everything the same two colors.

I don't think you can to a "batch toon shader" conversion, or anything of the sort - your best bet is to copy (Ctrl+C) the "Toon Shadow" setup, and paste (Ctrl+V) it in your other materials individually, multiplying the shadows over whatever color (or texture) that is already there and bypassing the Shader (BSDF) to the output. Below is an example of toon shadows over a "plaid" pattern:

I see, thanks. I will try that.


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Cloth sim not working in asset
I have a scene with a cloth awning.  See the pic below.  I baked this sim and then applied the modifier, deleted all the physics.  So now I have this static canopy mesh in the scene.  Exactly what I want.

So I've marked the whole scene as an asset in my asset library, and when I import the asset into a bigger scene the canopy comes in as a flat plane, not the mesh at all.  Any ideas what's going on?

Instead of applying the Cloth simulation, Convert the object to Mesh
Select the object, go to Object > Convert > Mesh


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Assets saved to asset browser are at a strange angle
I've recently returned to blender and I'm starting to use the asset browser.  But I'm finding that some models I've marked as assets show up in the asset browser at a strange angle

In the original blend file the asset is at the right angle

But if you drag them into a new blend file they aren't correctly aligned

Hello, is the transform orientation of the gizmo set to local or global coordinates ?

I thought they were, both items were added to a blend file opened with default settings.  But I'll check again.


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How do you stop particle objects from a collection intersecting with each other?
I'm trying to create a scene with a bunch of flying cars.  I have 5 different car models in a collection and I've set up a rectangular emitter and a path for the traffic to follow.  That all works fine , but is there any way to stop the cars from intersecting each other, short of trial and error with lifetime and number of objects?

short answer: you can't


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Controling compositor by python
I've been looking at the python code loging of Blender.
But in there things get loged as mouse clicks.
What i like to do is combine a few images into a larger one using compositor, but i need control over compositor by python script. The problem seams to me that it is a bit hard to "spawn" a few nodes, set their values and connect them.
I need an micture of:  image, scale, source image location, mix nodes, output nodes
I have no Code samples other then the log of blender python which in this case is of no big help.

A simple code example:
# switch on nodes and get reference
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree

# clear default nodes
for node in tree.nodes:
    tree.nodes.remove(node)

# create input image node
image_node = tree.nodes.new(type='CompositorNodeImage')
image_node.image = bpy.data.images['YOUR_IMAGE_NAME']
image_node.location = 0,0

# create output node
comp_node = tree.nodes.new('CompositorNodeComposite')
comp_node.location = 400,0

# link nodes
links = tree.links
link = links.new(image_node.outputs[0], comp_node.inputs[0])

Here are node types you can create:
Nodes subclasses API
If you need anything more let me know.

the code fails me, could you post an example that works ?
i itry to correct it myself but not sure what to type

This example works for me, what error message do you get?

Python script fail, look in the console for now. But the console doesnt show anything so i'm puzzled.

Its the System console: MainMenuBar > Window > ToggleSystemConsole

Aha it wants to load an image, from the location of the blend file; but it needs to use a fixed set path D:\BlenderTemp\myimage.jpg

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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What's the suggested workflow for setting up multiple scenes for further rendering?
Context:
I have modeled all the objects I need. It's a mechanical product, which has different parts that attach together.
Now, I want to render different "scenes" such as:

Each object separate (for catalog)
Objects floating (marketing material)
Objects attached together (for showing intended use)

I wanted first to organize all the different positions and camera angles that I need, then after everything is set up, I'd press "Render" ONCE and it will render all the different "scenes" I created.
Question:
Is there any efficient way of doing this? Is there any optimal workflow for rendering different "scenes"?
What came to my mind:

Step 1: Setup a scene
Step 2: Save a .blender file
(repeat for each intended scene)
Step 3: Open each .blender file
Step 4: Render one by one.

Problems encountered in this method: If I later need to change one composition parameter, I would have to open each .blender file to do so. And also I would have to actively go to my computer, open each file and press "render".

Hi :). I usually do it exactly like this, it offers the most flexibility. Which composition parameters do you need editable? Objects? Materials? Light setup? Compositor?

Hey @JachymMichal I will have to render everything once with white background, blue background and transparent. Changing that in each .blender file seems like a hurdle. That's my thought.

I understand :). The color changes could be linked through a compositor nodegroup. Blender can also save your render with all 3 backgrounds at once, using File Output nodes :)). You still have to manually open each scene though and hit "Render" though.


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How to make two curves fit next to each other for use as both directions on a road?
I want to use a bezier curve that I have drawn around rocks, and animate cars along it. Then using geometry nodes, duplicate the curve and offset it so that it appears like both lanes of a road.
However, when I offset the new curve in either X or Y direction, the new curve ends up crossing over the original curve at some points as shown.
The original curve is Red and the new curve is Blue

Maybe related/interesting: https://blender.stackexchange.com/questions/245856/

Since the curve is bending and changing the X and Y directions along its path, you cannot simply move in X and Y to keep the second curve offset from the first.
Like a two lane road, where it bends the inner lane has to be shorter and the outer lane longer. You can achieve this by offsetting one curve from the other in the curve's normal direction.
In my example I used a curve and to visualize it I instanced cubes along their path. I made two cube lanes, one offset to one side of the curve, the other to the opposite side:

To achieve this by scaling (with a positive value for red and negative for blue) the Normal of the curve and used this as Offset for the Set Position nodes for both curves. The cube instances I aligned with the curve tangent.

Thank you for the quick response and detailed explanation, AND for the example file! I had been struggling with this problem for several months.

The part that I could never come up with is Scaling the Normal by positive and negative values. But hey it works


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Geometry Nodes: Is it possible to change light power?
Is it possible to drive the power of an instanced light through geometry nodes?
Use Case:
In the scene there are a couple of instance lights driven by geometry nodes in a point cloud. The lights are dimmed with increasing distance to a specified object and removed from the selection when illumination reaches zero to manage large point clouds. At the moment only the size is driven by the distance to the object, which does not affect emission strength. The lights therefore just suddenly appear and disappear and do not dim. As a solution the strength setting of the individual instances could be decreased before removing a light from the selection.
Is it possible to access this value for single instances of a light?

If not, you could check use nodes on the light itself and do a distance comparison from the desired object.

I can´t manage to get geometry nodes working on the light as it is not a "mesh object". I can get the position of the light into the shader nodes, but there it is not possible to get the position of the moving object. Also I wonder if this would work on the instances, as I think the position obtained could be just the one of the original light object.


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How to make a very large heightmap with high resolution
I am trying to make a heightmap with a very large image with high resolution. it is around 15000 pixels by 15000 pixels.
I'll use the heightmap to export it into .dem or .obj files so that I can use it in gazebo simulator.
I have tried to subdivide a plane into 15000 vertices by 15000 vertices but my computer will stop at around 2500 vertices.
Currently, I am dividing the original heightmap into 36 pieces so that It could all add up to one large plane when brought into gazebo.
Is dividing the heightmap file and making parts the only way to make this heightmap? or is there another way to make Very large heightmaps?


text:
Blender python math operations on vertex
I can print a vertex in Blender, but how do i do basic math operation;
Like add multiply or divide them with other 3d coordinates ?
As here the last line doesnt work :
      for face in current_obj.data.polygons:
           verts_in_face = face.vertices[:]
           print("face index", face.index)
           print("normal", face.normal)
      for vert in verts_in_face:
           local_point = current_obj.data.vertices[vert].co
           total_points = total_points + local_point  # <<< error here

How are total_points and current_obj defined?  And should the second for loop be indented further?

When you initialize total_points outside the loop it should work
import mathutils
..
..
total_points = mathutils.Vector((0,0,0))

for vert in verts_in_face:
    local_point = current_obj.data.vertices[vert].co
    total_points = total_points + local_point

For all available vector operations you can lookup the mathutils docs


text:
How can I connect a texture node to a material with Python?
The Setup:
I was trying to create a material and a texture, and then attach the texture to the material's Displacement slot, but I couldn't find the texture node's outputs through the Python api.
Here's my test scene:
import os, bpy

bpy.context.scene.render.engine = 'CYCLES'

# new texture
texture=bpy.data.textures.new('tex', 'IMAGE')
texture.use_nodes = True
texnodes = texture.node_tree.nodes

# new material
mat = bpy.data.materials.new('mat')
mat.use_nodes = True
matnodes = mat.node_tree.nodes

# assign texture to material's displacement
disp = matnodes['Material Output'].inputs['Displacement']
mat.node_tree.links.new(disp, texnodes["Output"].color)

That last line threw the error:

TypeError: NodeLinks.new(): error with argument 2, "output" -  Function.output expected a NodeSocket type, not Color

I've seen this method used elsewhere:
mat.node_tree.links.new(disp, texture.outputs[0])

But if I try it in this situation, it throws this error:

AttributeError: 'ImageTexture' object has no attribute 'outputs'

???
The Plot Twist:
Then I discovered that if I create the texture directly on the material, like so:
texture=matnodes.new("ShaderNodeTexImage")

...the texture.outputs[0] method works, although then the texture node claims it doesn't have a node_tree property.
Questions:
What's the difference between these two textures? Is there a way to make my first try work like the second? What's the best way to do this?

The cool thing about Blender is you can try stuff in the Python Console and see exactly what's happening!
The first way is NOT creating a node that can be used in a shader.  It's simply creating a texture that Blender can use for various things.

You don't want to say use_nodes=True because it doesn't make this texture into a node that can be used in a shader anyway, it just makes the Image inaccessible via the UI (if you care about that):

Anyway, this is NOT a node for a shader graph, it's JUST a texture.  Therefore, even with the use_nodes=True, the "color" output gives you simply the RGB values of the color, and you can't connect that to a node socket (and that's why you get the error message).
>>> print (texnodes["Output"].color)
<Color (r=0.6080, g=0.6080, b=0.6080)>

The second way is actually creating a node for a shader network.  It does have outputs that are socket connections, so that's why you can connect it.
When you run this:
>>> mat = bpy.data.materials.new('mat')
>>> mat.use_nodes = True

Then in your Node Editor you can actually see it:

And you run this:
>>> texture=matnodes.new("ShaderNodeTexImage")

The node pops up:

...and in the console:
>>> print (texture.outputs.keys())
['Color', 'Alpha']

you can see that the outputs look like what you see in the node, and the type is a nice socket connection type instead of an RGB value:
>>> print (texture.outputs["Color"])
<bpy_struct, NodeSocketColor("Color")>

BUT, if you notice in our node, there actually is no image.  THAT'S how we can tie this to the first method.  So supposing we had created a texture via the first method added an image to it, then:
>>> print (firstway.image)
<bpy_struct, Image("01.PNG")>

...the .image property holds the image file from the texture.  To use that in our texture node, you simply set the node .image equal to this one:
>>> texture.image = firstway.image

...and you can see in the UI that it's now set in the node:

The nice thing is that you can re-use the texture in other shaders or nodes if you want to.
I hope this helps to understand the difference.  TL;DR is that a Texture NODE contains a Texture, but a Texture cannot be used as a node itself.

Great answer.  Small thing, given you listed the keys, could use texture.outputs["Color"] , which IMHO makes it more readable than texture.outputs[0]

Doh!  I totally meant to do that...good catch; I made that edit!

The bpy.data.textures is used when the engine is set to Blender Render not Cycles Render. For Blender Render a material can have a number of textures assigned to it, these are all accumulated in bpy.data.textures. While not used very often, these textures can use nodes.
When using Cycles, the one material node tree is used, it can contain image texture nodes and these are not related to the above textures. There is no way to link the old textures to a cycles material.
To adjust your code to work, create an image texture node, then link that to the displacement of the material output.
import bpy

bpy.context.scene.render.engine = 'CYCLES'

# new material
mat = bpy.data.materials.new('mat')
mat.use_nodes = True
matnodes = mat.node_tree.nodes

#new texture
tex = matnodes.new('ShaderNodeTexImage')
tex.image = bpy.data.images['MyTexture']

# connect texture to material's displacement
disp = matnodes['Material Output'].inputs['Displacement']
mat.node_tree.links.new(disp, tex.outputs['Color'])

The first one is just a texture, could be used for anything I guess, like brushes, displacement modifier, etc. The second is a texture node, specific to cycles materials. To do what your trying to achieve, your code would look something like this:
import os, bpy

bpy.context.scene.render.engine = 'CYCLES'

# new material
mat = bpy.data.materials.new('mat')
matnodes = mat.node_tree.nodes

#new texture
tex = matnodes.new('ShaderNodeTexImage')

# assign texture to material's displacement
disp = matnodes['Material Output'].inputs[2]
mat.node_tree.links.new(disp, tex.outputs[0])


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How to animate object with data file
I have a csv file and an object, which i would like to animate using the data from the file. The file consists of x- y- and z data and time data.
how can i with python code access the objects location and set it to the given coordinates at the given time.
Do i need to iterate throuh all the frames? can it even be done with a csv file?

I am not aware of a direct csv importer. But of course you could write a python script for your special case. If your csv contains just object locations on a timeline, then it would be rather easy:
then you would iterate over the timeline something like this:
import bpy
context = bpy.context
obj     = context.object
scene   = context.scene

start   = scene.frame_start
end     = scene.frame_end

for frame in range(start, end+1):

    # Set object location to whatever you get from the cvs
    # here i just move the object along the x axis:
    obj.location.x=frame
    obj.keyframe_insert("location",frame=frame)

This is not a very efficient way to do an animation. The above example would be done much more efficient by just adding 2 keyframes (one at the start and one at the end) and let blender calculate the movement in between.
Also you might want to create the animation curves (fcurves) directly instead of keyframing every timeframe. But it really depends on what your csv data contains.
However, maybe the above script can help to start your journey :)

I highly discourage the use of bpy.ops.anim.keyframe_insert_menu(), which is inefficient and not supposed to be used like this (operators are user actions). See http://blender.stackexchange.com/questions/7358/python-performance-with-blender-operators

Thanks! I changed the example script above according to your recommendation.

Here is another example to take frames per second into account. For every sample in your file you will only insert one keyframe (assuming you want to interpolate linear between them).
import bpy

... # read x,y,z and t from a file, assuming seconds for t

# and do something like this in a loop for all keys:
f = bpy.data.scenes["Scene"].render.fps * t + 1 # stub
obj = bpy.data.objects["Cube"] # stub
obj.location = [x,y,z]
obj.keyframe_insert(data_path="location", frame=f)

# make interpolation between keyframes linear
for fc in obj.animation_data.action.fcurves: # stub
    for kp in fc.keyframe_points:
        kp.handle_left_type = 'VECTOR'
        kp.handle_right_type = 'VECTOR'
    fc.update()

If you need a higher resolution you could increase the Frame Rate in render settings or come up with a more sophisticated mapping of frames/seconds.
Edit: Assuming you have a file like this:
...
3.0,1.0,3.0,2.666666
1.0,4.0,1.0,5.335345
...

You could use pythons csv module to parse it in Blender like this:
import bpy
import csv

csvf = open('/path/to/values.csv')
rd = csv.reader(csvf, delimiter=',')
for r in rd:
    l = [float(x) for x in r]
    xyz = l[:3] # location
    t = l[3] # time


text:
Camera rotates around object at awkward angle
I am using Blender's game engine to make a racing game. To have the camera follow the car, I parented the camera to the car. The camera tracks it fine on straightaways, but not so much on turns. Around the turns, the camera rotates at such an angle that the car goes to the side of the view.

As you can see, the camera does sort of an ovular rotation. How do I stop the camera from doing this?

are you rotating the camera ? (or the camera has nothing except the parenting

The camera is just parented to the car, it is not set to rotate on its own.

I can't think of something so maybe the file could help

I fixed this by using a camera actuator that is always going instead of parenting the camera to the object.

great! you can write and accept your answer ( don't make it one sentence )

To fix this, I applied a camera actuator to the camera instead of parenting the camera to the car. The camera actuator allows the camera to track an object and choose how precisely it tracks it using damping (e.g. if the car goes over a pothole it won't shake the camera, but if it goes over a big hill, the camera will follow it). Here is a picture of the actuator settings:

You can learn more about camera actuators here.


text:
excavator arm rigging issue - help needed
I'm about to loose my mind seeking for a solution...
I already did the basic rigging for an excavator arm and the pistons. Now I want to do an additional more complex one for the shovel. I tried several ways but the second point at the shovel just won't fit / keeps on moving...
May be someone has a simple solution to get my brain back on track?
Pls see attached file for details + to play around.

https://blend-exchange.com/b/96Q0v6M3/

maybe this helps? https://www.youtube.com/watch?v=rwUBd3HX3Xw

sometimes it really is that easy!
Thank you so much @Chris !
I wonder why this did not pop up in my search... maybe my brain was just to exhausted yesterday ♂
I'll check it out and post the final blender file later on...

you linked 2 times the same video... ;)

I would suggest to first checkout this tutorial:
https://www.youtube.com/watch?v=vZaNZhAoMts
Then follow up starting at 30min in this tutorial:
https://www.youtube.com/watch?v=rwUBd3HX3Xw
What a smart idea to create an additional bone at the connections in the second tutorial! This one was of bad quality and hard to follow but at least did the job and gave the solution. Many thanks to Amit!

https://blend-exchange.com/b/Erz10w4G/


text:
Align & Rotate a plane automatically to a complex shape, "Grounding" a mesh when moving, (auto-rotate to floor?)
I have a complex, irregular mesh (a shoe) that I need grounded on it's side, on a plane.  If I use DropIt or other add-ons to ground it, it only hits at the lowest point and the mesh seems to float at other points.

I want the plane (or the complex mesh) to rotate slightly, automatically.  I do not need an animation, although if that let me ground it in one or two frames I would be happy with that.

I have the ability to use python if that helps, but I'm fairly basic to Blender so any clear help would be very appreciated.
I've tried Rigid bodies but the shoe bounces all over the place.  It's almost like I need a bounding box Tight to the shoe, that the plane can snap to on multiple vertices- but it needs to be able to rotate on it's own and I don't want to select any points manually.
Adobe stager does what I want- acts as the floor is the ground, mesh reacts when moving it to "lay" properly.  For a bunch of reasons I don't want to use Stager, but I can't figure this out in Blender! I need to do this across a variety of meshes so not doing anything manual is key here.
Thank you

Rigid Body should work fine for this. A few things to take into account:

Do this for both abjects: select the object > right click > Set Origin > Origin to Geometry.
Same as before: Select and Crt+A (Rotation and Scale)
In Scene propierties > Rigid Body, you can increase the substeps and iterations for more accuracy
In Rigid Body > Sensitivity, you can set the margin to a low value, like 0.001 or less (it will help)
In RG > collisions use convex hulk or mesh


text:
Normal Map incorrect
I don't understand why when I bake the nornal map for a body i cannot see the colors anymore on the normal map.

Hello could you please share the object? https://blend-exchange.com/

Hello, sorry i couldn't answear, i solved the problem just by making a new file and copying everything there and it worked.


text:
How to generate bodies with different widths but have the same distance between them?
I try to make a procedurally generated bookshelf, using geometry nodes and I made the books have different heights, lengths, and widths given by random nodes, but now I want to make those books have the same distance between them, basically, I want a book to start right from the edge of the previous one. I tried using a bounding box node but I did not succeed.

This is how the books are being generated right now, I need them to have no gap between them no matter the width of the book.

This is what I tried so far.

There's also a nice video made by Cartesian Caramel, how to stack objects.
https://youtu.be/QCtbQ5GcdcU


text:
User preferences lags Blender
Whenever I open up the user preferences tab, it always makes blender glitch, and I have to re-open blender. This might be because I have an old computer (windows vista) or it might be something else that I am not aware of. Is there any way to fix this?

Related: http://blender.stackexchange.com/q/283/599. What are your machine's specs?

Here is a link to my computer specs:http://www.pcworld.com/product/31104/dell-inspiron-1525.html

This usually happens on lower end machines. One fix is to open the preferences view in an already open window (such as the 3d view or timeline) instead of creating one via the File menu.


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Game Engine: Cube won't move on negative x
In the Blender Game Engine, I used servo control to move a cube along the x axis when "W" was pressed. That worked fine, but when I used the exact same settings (except for direction, of course) to make it move on the negative x axis when "S" was pressed, it wouldn't move. I even tried changing the direction to the positive x, and that worked fine. But when I switched it back, it didn't work again. And I don't think that it is because of directional friction, because this same thing happens when it is on a different platform, or even in midair. Also, it works fine when I don't give it an x limit, but even if I give it a limit of 10000 it wont budge. And I really need that limit on it. Does anybody know why this is happening? Thanks!

you also has to set the limit force min to -10000 (the force will be negative for backward movement)

@Chebhou Add as answer so we get this off the kill list :D

My phrase... :D

Since you are moving the Object in the negative direction ( -X ) you need to set the minimum limit instead of the maximum and it should be negative as the force applied on the object will be negative :


text:
Why won't textures work?
For some reason, when I try to put a texture (picture) on any object, it doesn't work. Here are the steps I took to put a grass texture on a plane:
1: I made a new texture for the plane
2: I set the type to image or movie
3: I opened my Jpeg file
4: I even tried rendering, it won't show up!
Here is a screenshot of when the texture won't load:

Some other texture-related things that won't work for me (even when I follow the exact steps on a video tutorial):

Texture painting
Cube textures
Skydomes (spherical maps)

Any ideas on why this isn't working? Thanks!

You're almost there, you need to unwrap your model see: http://blender.stackexchange.com/questions/5915/texture-appears-in-render-but-not-in-game-engine/5916#5916 (ignore the game engine stuff).

It looks like you added the texture while the camera was active, so the texture isn't actually applied to the plane. Try selecting the plane, then adding the texture.

Actually, I added the camera to the scene after applying the texture.

You have to unwrap the object and give it a material with the texture for it to show up.
First you have to tell blender how to put a 2D texture on a 3D object by unwrapping it, which means selecting edges where the mesh will be cut to flatten it.  This is done by going into edit mode, selecting the edges, hit Ctrl.+E > mark seam, then U > unwrap.

Then you have to give it a material with the texture.
If you are using the cycles render engine this is done by first going to the materials panel of the properties view and clicking New.

Then switch to the node editor and add an image texture node by hitting Shift+A > texture > image texture.  Then add a diffuse shader Shift+A > shader > Diffuse BSDF, plug the color output of the image texture into the color input of the diffuse and the BSDF of the diffuse into the BSDF of the material output.

He's using blender render not Cycles

@BlendingJake I know, I just know practically nothing about BI, so if you want to add an answer for BI that would be great!

@HenryV you still have to give it a material using the texture paint data.

When I switch to cycles render, it won't let me add the nodes in the node editor. The options are all grayed out.

@HenryV you may have to click use nodes in the material panel, also make sure you click the new material button.

THANK YOU SO MUCH! It's the first time I've gotten textures to work!!!

@HenryV You might be interested in this link as well.


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Run blender Still rendering from command line with external Python script
first of all, thanks for the help you have provided me indirectly through this forum.
I am trying to generate still pictures using blender. I have the python script and the model which are both functioning well but i would like to take the script out of the blender file to be able to generate it with an external macro.
I can currently generate the picture by running the python script from the GUI. I am also able to generate the picture from the command line if I call the script saved within the blender file (Internal_Script.py is inside the blender file).:
"C:\Program Files\Blender Foundation\Blender\blender.exe" --background model.blend --python Internal_Script.py  -f 1
however, if I take the content of this script and copy it in a file alongside the blend file, it doesn't work any more (External_Script.py is a separate file now).
"C:\Program Files\Blender Foundation\Blender\blender.exe" --background model.blend --python External_Script.py  -f 1
the python script is definitely being read as i get an error if I misspell the filename.
Error: Cannot render, no camera

This is quite strange as there is definitely a camera and the script works just fine if it's saved in the blender file.
Would you have any idea about what's going on?

Check that bpy.context.scene.camera is set to your newly added camera. That property determines which camera is used for rendering, and if it's still None it won't work.

hi, thanks for your response, I believe that I'm already doing this but using -f rather than the full --render-frame syntax. The reason I need the script is because I am generating the whole model/mesh with python. The blend file contains the materials I an using.

Doh! Of course.
Have you tried removing the --background option, so that you can see what's going on?

if I remove background, the blender window starts but I get the same error.

I ran it with --debug-all to get more info and the issue seems to be related to the fact that the code deletes the existing camera and creates a new one.   I do this as I clear the whole model before I start creating the new mesh. What is strange is that the camera seems to be created, but blender then says that there is no camera...

Then why remove & recreate the same camera? Why not set its properties such that it's correct, and always use the same camera object?
Alternatively, check that bpy.context.scene.camera is set to your newly added camera. That property determines which camera is used for rendering, and if it's still None it won't work.

yes, that was it, I was missing bpy.context.scene.camera = bpy.context.object

Great! I've updated my answer, please upvote & mark as "answer".

I can't upvote because I haven't got 15 "reputations" yet but I support your response!

I've upvoted your question, hopefully that'll give you some more rep ;-)

@hyg53 still waiting for that upvote :)


text:
I'm trying to symmetrize an armature but its working weirdly

(Ignore the weird bones connected to the head) I'm following this https://youtu.be/XkiWBSSuxLw tutorial and I need to symmetrize the armature but it's symmetrizing on the same side the armatures are already on. I have the .L thing done and I've tried rotating my armature but it won't work.

Hello, you probably need to apply the Rotation of your armature in Object mode in order to have the X symmetry work correctly

I've been trying rotating it in object mode and edit mode and it always ends up on the same side as already existing bones

don't rotate it in Object mode, just apply the rotation (Ctrl A), or please share your file: https://blend-exchange.com/


text:
Weight painting gets randomly mirrored to the wrong bone?
I have a model I rigged to rigify with auto weights. Every now and the when I work, especially working with my mesh in edit mode, I once ive changed a few vertices, or added a few, my weights gets all messed up. The left thigh bone would have weights on both the left and right side of the mesh. And the Right thigh bone would have no weights. Then I have to manually clean up every bone! Any idea why this might happen? Using Blender 3.6. I'm using a smooth corrective modifier too.

The problem that I faced here was simple. At one point, some vertices of my model did disappear. (No idea how, honestly) After filling in the faces, I hit "symmetrize". This is where I messed up. Based on the axis I selected, I'd lose half of my weight painting, and the other half would be mirrored. It was too late when I realized this, and I couldn't undo. Just leaving this answer here just in case someone else might find it useful. Don't use "symmetrize" when you have a weight painted model. Snap to symmetry might be safe, but I can't test it right now, because I have to fix my weight all over again. If there are other workarounds, feel free to add them to this. Hope this helps someone!


text:
Rigify Eye rotating out of socket!
when I turn the eye using the eye widget, my eyes seem to rotate out of their sockets. The eyes are big, but perfectly spherical. If I rotate both of them in object mode using individual origins as the pivot point in Z axis they rotate properly, but when rotating using rigify widget they get get out of the socket. I used Tiny eye for blender for my eyes.

This happened to me due to improper pivot point placement. First make sure that the eyes are spherical. If not they might bulge as they rotate, and I don't knw yet how to help you fix that. Tiny eye (Completely free very high quality eyes) is perfectly spherical in object mode, but it has the cornea bulge in edit mode. I selected the top-most and bottom-most vertices and set the 3D cursor to be between them. That was the eye's pivot point. Then go into the metarig, and just set the eye bone to that pivot point, then regenerate rig.
If you need a video to follow along, I recorded my process here: https://youtu.be/vkHRXL4I0qY
I posted the video and this question because I had nearly pulled my own hair out trying to figure this out. Googling didn't offer a solution. In hindsight it's a simple thing to solve, but this still might help out someone.


text:
Control my hair cards with bones
I'm trying to make animals with feathers, hair and other features for videogames, I'm using hair cards to put the hair, but the hair of these animals must be able to stand up, or straighten, so that they help me express emotions.
regardless of the complexity involved in putting card by card, I want to put a bone on each card, to manipulate it, but the problem is that these bones follow their father in a very rigid way, while the base mesh deforms, the difference between the bones of the cards, and the base mesh ends up becoming evident and unpleasant.
Is there a way to make these bones in my cards "warp with the mesh", instead of just following their parent bone?

Could the Wiggle Bone add-on help with this?

Is there any tutorial on this add-on?


text:
Automating Quad Remesher Process in Python Failing!
Hi,
I am really stuck with the development of my workflow I am trying to create and need some support to get this working :)
Objective: To have a bunch of meshes inside a single blender file, then run quad remesher over each mesh one at a time and save out the new retopol of the mesh. Or to load in a mesh one at a time and run the quad remesher and save it out
The Issue: I have tried creating this process using several variations in thinking and i know if I create 3 separate scripts and run then one at a time to load a file/files in, do the remesh and finally save out then doing this process one at a time manually works. What I really want to do is either run these scripts in sequence via the command line or in sequence in blender.
However whenever I try to do this it appears that quad remesher is creating problems as the new retopol of the mesh never gets saved out, i have a suspicious this is due to the context in the scene not being updated until all scripts have been executed and thus when exporting there is no new retopol in the scene yet to export.
I could really use some expert help here, this is my latest attempt to get it working but I am currently on iteration 18 or 19 and this is getting annoying:
Step 1: I run a Windows Powershell command in the Blender directory to invoke a Blender background job to run 3 scripts in sequence.
Step 2: Script to load in the mesh file:
import bpy
import os

# Deselect all objects in the scene
bpy.ops.object.select_all(action='DESELECT')

# Delete all meshes in the scene
for mesh in bpy.data.meshes:
    bpy.data.meshes.remove(mesh)

# Delete all objects in the scene
for obj in bpy.data.objects:
    bpy.data.objects.remove(obj)

# Path to the directory containing the FBX file
fbx_dir = "[DIRECTORY PATH]"

# Name of the FBX file to import
fbx_file = "[FILENAME].fbx"

# Join the directory and file names to create the full path
fbx_path = os.path.join(fbx_dir, fbx_file)

# Import the FBX file
bpy.ops.import_scene.fbx(filepath=fbx_path)

Step 3: Script to run the remesher:
import bpy

# Get the active object
obj = bpy.context.active_object

# Set the context override
override = {
    "active_object": obj,
    "selected_editable_objects": [obj],
}

# Set the desired props
qremesher_properties = {
    "target_face_count": 1000,
    "adaptivity": 0.7,
    "use_smooth_normals": True,
    "preserve_volume": True,
    "timeout": 120,  # increase the timeout value to 120 seconds
}

# Call the operator using the context override
with bpy.context.temp_override(override=override):
    bpy.ops.qremesher.remesh(qremesher_properties)

Step 4: The script to save out the new file:
import bpy
import time

time.sleep(20)

first_mesh = next((ob for ob in bpy.context.scene.objects if ob.type == 'MESH'), None)
if first_mesh is not None:
    filename = first_mesh.name + ".fbx"

# Define the filepath of the exported FBX file
export_filepath = "[DIRECTORY PATH]{}".format(filename)

# Export the selected objects as FBX file
bpy.ops.export_scene.fbx(filepath=export_filepath, use_visible=True)

I even added some wait functions in to see if it required some time to process the remesh but it still doesnt work and the output file does get created, but I only see the original mesh in that file and the retopol is missing :(
Thanks!

Python 101 : don't modify a list while iterating over it. You can add this prompt to Chat GPT, I think it will understand. :) Also you don't want to use time.sleep, use application timers instead

Thanks @Gorgious for the foundational advice, much appreciated :) Not solved the problem, any ideas on how to fix the problem and get the outcome I want?

@Anixan Did you have any luck with it? I have the same problem

I’m looking at automating this again. Searching around. I don’t know if the fact that quad remember is an external program and the addon is just a go between


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Need advice on turning a 2D image into a 3D model
As promised post #2 for today, all about a particular piece of furniture that i am struggling with.
as you can see from the following picture there is a sign in on the back wall of the club that reads "Fatal Addictions"

At present that is just a flat image texture on a plane.
What I am TRYING (and failing) to create is the blood spatter in 3D.  not terribly prominent, but the idea is that the blood is a molded plastic relief which is maybe 6 inches deep in the real world with a backing box behind it, which would contain a light which would illuminate the blood spatter from behind (the blood being made of a plastic or glass type material).
I want it to look exactly like the original logo which I made in Photoshop for the original second life version, just all swanky and 3D and pretty
I have images of all the components  (The lettering and syringe are going to be modeled separately and the whole thing put together in layers)
here is the .png file of the blood spatter behind it.  I am sure there must be a way to turn something 2D into something 3D in blender, but I have yet to either find a video tutorial, or stumble across how to do it myself and it is getting quite frustrating.

Anyone with ideas or offers of help please get in touch. it would be greatly appreciated.

why dont you use normal map or displacement map

You can do using modifier, such as displace, decimate etc, but it would still require a LOT of geometry to get acceptable results. As I understand, you want to use the model in second life?

No, the image wasa originaly made for second life.  I wanted the 3D version for a project i am working on in blender as part of my "set" for animations

I started off by adding the image you posted as a material texture on a plane that was UV un-wrapped using the default option that shows up at the top of the list which is called Unwrap.
Then I unchecked the Color channel for this texture and used the Normal Channel instead.  Sometimes when adding a color or greyscale texture as a bump map will cause the effect to look inverted so if this happens then you can use a value of -1.0 instead of 1.0
The image at the left is the Tangent map I baked that captures the bump map as surface normals.

There was some noise in the baked image so I saved it and opened it with GIMP and blurred the tangent map using Gaussian Blur set to 10 pixels.  Now I reloaded this tangent map into Blender and replaced the image that you posted and changed the Mapping Type to Normal Map-> Tangent.  I also changed the -1.0 to +1.0 for the Normal value.
Here is now what it looks like after the blur.

For simple planes like this, it's fine to blur the normal map but for complex objects this will not work well since the seams will become immediately obvious even for a very subtle blur.
One thing I forgot to mention is that normal maps that are saved as .png are in sRGB format and if you plan to use Cycles then they should be set to non-color format.  It doesn't seem to matter for Blender Internal View-port drawing.

Here's a quick video with an animated light.  http://youtu.be/SX9YHoSkDDg


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Problems with particle hair in 2.72 (cycles)
So I made some hair in blender using cycles and as soon as i hit animate (the play button in the time line) it strongly resembles her standing in a pool of water with a live overhead powerline in it.
Obviously I am missing a setting here some place.
(video included.)
https://www.youtube.com/watch?v=L3fG4QBpNTE&feature=youtu.be

I've tried playing with all sorts of settings. and also set up a hair on another model using the same settings and it all behaves as it should.  I'm lost! this is going to be one of my main characters so I would really like to get this fixed.

I struggled with the same problem. Here is my example:

In my case I set up the hair settings, and then realized that the mesh isn't perfect. Then I tried to remove doubles, and change the geometry.
Every time you change geometry (actions like: deleting, separating, ripping vertices) with the hair settings set up, you may see this problem appear.
My advice is to (before setting up the hair):

Apply rotation, location and scale. Ctrl A
Remove doubles.
Apply mirror modifier.
Recalculate normals. Ctrl N
Check the mesh using "mesh lint addon" and make sure the mesh is 'clear' (has no ngons and interior faces).

After applying all the things mentioned above my problem was solved.


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Saving a character so it can be opened in a seperate blender project
This is very probably a noob question, but.  I have made a couple of characters on Make human, then imported them to blender where i had to re-assign all of the textures etc.  Once i got the character looking right again, I saved it as a .blend file, as well as a collada and an Obj file thinking one of them was bound to work right.
Well, long story short, when i imported my character into my scene, all my materials and textures were back to default and in need of resetting.
I'm not sure if i am doing something wrong in my saves, if I'm saving to the wrong format, or if it is something i have yet to even think of. I'm using cycles as my render engine)
Anyone wanna help me out and give me the idiots guide to how to save your textured character so that when you import it it is all ready to go?
seems that what i have found thus far is very time consuming each time you want a new character in your scene.

You have mentioned import and save.  There are menus called import and save on the blender program.  Do you mean using those menus?  I am trying to understand more clearly. You saved your reassigned/fixed textures and saved to a .blend file.  Next is written "i imported my character to my scene".  Do you again mean the menu import of Blender?  Do you mean you blender file link or blender file append?  Do you just open the newly created blender file?  I am trying to be clear on your latter use of the word [import]... Once you fix the textures do you want to remain in blender only? Or Switch?

OK some clarification.  I built my scene and saved it to one blend file. I built my character and textured it in a seperate instance of blender and hen saved that character as .blend, .collada and .obj files.
When I go back to my other .blend file which contains my "set" (i.e. an interior in which i wish to film) I cannot find a way to bring my character in to it without it losing all of it's materials and textures again and them having to be reassigned.

So you would be satisfied to use Blender format only?

Is your question answered?

I havent tried it yet, but it does seem to make sense.

File/Link or File/Append will be useful.
Save your character as a .blend file.  From the "set" file use the menu option File/Append or File/Link. You will get the best results when when Append or Link from one .blend file to another .blend file.  File/Append ... File/Append is a great way to reuse and asset and animation across files.  Linked Libraries.  Link below.
The blender terminology for this is File/Append or File/Link.  Import is probably not what you want.
When you File/Append ... Choose the object or Mesh or Armature or Group.  You will travel through a hierarchy  to find what you need. Blender will also link/append related items.  You can design Groups to be linked/appended.
See this link.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Linked_Libraries


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Importing blender rig into Cinema 4D Lite
I'm new here, so please forgive me if I break a rule. I am a cinema and animation student creating an animated film that combines 2D and CGI animation. For compositing and other reasons, I would like to take CGI characters that I have already modeled and rigged in blender and import them into After Effect's Cinema 4D Lite, where I will animate and render them.
I tried converting a rigged model to a .OBJ file and importing it into Cinema 4D Lite (within After Effects). I was able to get the model in, but the rig does not seem to have followed. I can't see it in the viewer window or in the list of imported objects. Is there something I need to do on blender or Cinema 4D's side to make this work? Is this even possible in my version of C4D? Any and all advice is greatly appreciated. (Except for animating in blender and then just exporting the animation to C4D- that's a last resort I'd like to avoid if possible.)
I will be cross-posting this question to other blender and Cinema 4D forums; if this is disallowed, please let me know.

I don't think obj supports rigs. Try fbx.

The obj specification does not support skeletal animations. You could try to export as fbx or collada. See http://www.maxon.net/.. for supported imports.


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White outlines around characters from sun lighting
So, I'm trying to make a minecraft scene and every time I put a sun in the scene it puts a white outline on the characters.

Welcome to the Blender Stack Exchange!  It would be helpful if you could upload your .blend file to a site like http://pasteall.org/blend/ so we can look at it and find out what is causing the problem.  Thanks!

Consider changing the alpha representation for a texture with transparency.
Try both choices
Straight or Premultiplied
Located in the texture settings image panel.

I seem to remember having this issue a while back too. If the above answer doesn't help, try enabling or even just switching to Z-transparency in your material settings for the character (in Blender Internal). I don't understand why, but this worked for me.


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Filling in faces quickly
I was watching a video from hokiroya and noticed he filled faces extremely quickly without actually selecting the vertices. It almost appeared like he was scrolling up with filling faces. I was wondering how to do this myself.
Video in question 55-57 at .25 speed.

I guess he's using the F2 add-on. Activate it in User Preferences. Anytime you hit F with an edge/two vertices selected it fills the holes.

Related - http://blender.stackexchange.com/questions/45430/how-to-grid-fill-a-spiral

To do this you can select the edges or vertexes you want and then press 'F' while in edit mode.
Which actually fills up the selected entities with a single face.
Be careful with ending up with N-gons though with this technique.

So it turns out this question is due to my lack of experimentation and general knowledge.
I found that pressing F repeatedly will fill all of the edges in a row.


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Artifacts in render, but not in preview?
I have spent hours figuring out how to do this piece of my object. Starting over with a new mesh a number of times.  I punched the holes manually, after learning the evil that is boolean modifiers.  But I just can't seem to shake my bad luck with this piece!
Many artifacts show in render, but in render preview it looks nearly flawless.  I don't have the option to leave out smoothing..it looks too poly without it.  I have no idea how to fix this. Here is the rendered version:
1
Also notice how the metallic piece to the right (up against the glass) renders just fine, despite the fact that it is made with the same material.
Here is how it looks in render preview:

The mesh in edit mode:

Here is a link to my blender file for you to go nuts with:
https://www.dropbox.com/s/9lh6z9hyeqwneqn/sonicpublic.blend?dl=0

You have a duplicate of the cylinder with holes object called Circle.002 which is hidden in the viewport, but not in the render. If you enable it in the viewport, the effect becomes obvious:

Also I'm pretty sure you don't need so much subsurf. Usually I don't use more than two subdivisions, sometimes three.
With all objects set to one level of subsurf, your scene renders in about 2:48 for me.

With the original subsurf settings, it renders in 3:50.

The visual difference seems pretty negligible, but there is change some of the lighting/camera angle in between tests because I stupidly did the 1 subd test first, then had to reload the scene to get the original subserf levels..

There are also quite a few ngons (faces made up of more than 4 vertices). These usually don't play well with subsurf, and cause some distortion. Here is an example screenshot of some ngons (subsurf is disabled in the screenshot):

I also noticed that you are getting a lot of noise from the environment texture. Enabling Multiple importance sampling in the world settings should help reduce that:

Oh my god.  You sir, are a blender render bender.

unfortunately I am aware of those multiple vertices, but they do have some effect on the way the mesh is shaped since they pull inwards at differing amounts.  I have attempted to dissolve them but it didn't turn out well...


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How to add lines to the object like the image shown
Does anyone know how to add lines to my object like this image?

My object I'm trying to add lines to:

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

Try a shader like this. The "ridges" are created by a wave texture. I used a Noise texture before the Vector Math (Add) going into the Wave texture to make the ridges not perfectly straight (combined with the small amount of distortion on the Wave texture Node itself.) The Magic texture is used just to give that "machine embroidered pattern". This used as simply a bump map goes a long way:

If you want to go one farther, you can use true displacement as well (Cycles only). Make sure you have a heavily subdivided model, and connect like this. You can also manipulate the Magic Texture with some ColorRamps to make that "glittery" look by connecting them to the metallic and roughness inputs:

You can create curves, array them and place on them on the object like this:
Then use boolean modifier on the bag selecting the curves as boolean object. Then apply and you got this:

If it doesn't create booleans after applying try switching from exact to fast in boolean settings. For curves to follow the surface of the object you can either manually bend them or play with shrinkwrap modifier first.


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Cycles alpha background, noise on edges
I am new to blender and i want to render some images with transparent background.
This image is rendered with cycles and the shadows are generated on a plane with Shadow catcher.
The problem is that the edges of the objects come out with noise. I tried different lighting methods, higher number of samples but nothing helped.
If i render with background then it looks fine, there is no noise.
I want to keep using Cycled to have it looking as realistic as possible.
In the belwo image the white background is added in Gimp.

I guess you compose some passes or view layers. Could you show screenshots of that?

I did noting in the composer. In the meantime i figured out what to do, i increased the number of samples up to 100 and not it looks good. I will delete this post.


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Video Editor: Set render output size to match source
I have imported a movie file into the video editor with an unconventional aspect. How can I set the output render size to match the source?

Just open tab like shown in picture and type your resolution

That didn't fix it, unfortunately. Is there a way to tell the source to fit to rendered output? Because the source and the render output appear to have the same aspect but different resolutions.

@jettam By typing resolution in that two boxes you telling it "to fit to rendered output" Can you open Movie Clip Editor hit "N" and it right upper corner you have "Footafge Settings" and can you show whats resolution and fps you have there, like so https://i.sstatic.net/lHC52.png

Add a move or image strip to the VSE, select it so it gets a white outline and become the active strip. Movie strip options becomes avalible in the Strip menu. Select "Set Render Size":


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Hinged door by Copy Rotation: what if wall rotates?
I want to do wardrobe in Blender with hinged door. The simplest way to do it is by Copy Rotation constraint. On picture below, I have blue thing (wall) and red thing (door).

Door has an origin at edge adjacent to wall and Copy Location constraint. Then I apply Copy Rotation constraint for X and Z axises, but not Y.
All as here: How do I create a hinged door? .
And my door rotates along Y axis - when wall does not rotate.
But if I rotate wall along X axis - I have a problem:

Door and wall intersects with each other!
How can I fix this?
File can be downloaded here

for rotations that are not aligned with the global axis the best is to parent your doors to empties, tilt the empties the way you want and rotate the doors the way you want

Sorry, I have no idea what this setup should be. Why are wall and door lying down? And when you say "all as here" you link to a question where neither in the question nor in the answer is made use of Copy Location or Copy Rotation constraints - so in your example nothing is as it is there. Apart from that, you could simply parent the door to the wall (if it should be necessary because you are planning to arbitrary move and rotate the wall around a lot).
Anyway, to make this setup work as I guess you want it to, you simply have to enable all three axes for rotation and set the Mix to Before Original instead of the default Replace. After you change this, the door will follow the wall around no matter where you move or how you rotate it - and the wall's individual Y rotation can be used for "opening" or "closing" the door.

Thank you for your attention! Maybe I am not very well in explanations, but "Before Original" in "Mix" is really solution.

@АндрейГиль Yes, but selecting all axes is important, too - otherwise the door cannot follow the wall if you rotate it more freely.


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Copy Scale constraint: scale Y of cube A equal to scale Z of cube C
I have two cubes: red one (cube A) and grey one (cube C).
Cube A has scale X and Z equal to 1 and scale Y equal to 2 or more. So it is more bar then cube.
I want to make cube C the same bar, but for Z axis, not Y. I want to rotate freely both bodies. How can I do this, using Copy Scale constraint?

I can do following:

add cube B;
add cube B Copy Scale Constraint with target Cube A and axis Y active;
make cube B rotation X 90 degrees;
add cube C Copy Scale Constraint with target Cube B, axis Z active;
assign Custom Space to Owner in this Copy Scale constraint.
I will get this:

So size Y of cube A will be equal to size Z of cube C - if cube C not rotated.
But if I rotate cube C - it will change it's height:

What can I do to make size Z not changing?

File with cubes A, B, C

Drivers
A straightfoward way to achieve the result, would be to use a simple driver for the Z scale of the cube C that pick the value of the Y scale of the cube A like this:

Constraint
If you want to use constraints, you should not use the Copy Scale constraint, but rather the Transform constraint which has the capability of transfering the scale from one axis to the other.
The setup should look something like this:

Make sure to enable "Extrapolate", select Scale tab, set the minimum range to 0 and change the Z axis to map to from Z to Y.

Thank you for your answer! Driver is the simplest way and it works. Transform constraint I'll try later, sure it also will be useful.


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How can I create a shiny metallic plastic-looking material?
My first post here.  I apologize in advance for my ignorance.  I'm looking to create a material (and lighting to make it look right) that will look like the one below.. maybe a bit more metallic.  I am a complete noob when it comes to materials and light so I don't even know where to begin.  Help???
I'm using cycles render mode.

Materials and Light were mentioned.
It probably more acceptable to bring up the topics separately for more focused help.
Consider searching this site for Cycles Metal.
Consider searching this site for Cycles Lights.

Just use a white glossy shader with a bit of roughness, and an HDRI image for the lightning.

Blender file: http://www.pasteall.org/blend/31926

Your file seems to have disappeared! Could you reupload it here, where it won't be deleted? http://blend-exchange.giantcowfilms.com/

Here a metallic plastic looking material which is a plastic painted with metallic paint.  Is in fact a gloss mixed with diffuse and on top of that you use a reflection layer. Reflection layer is a colorless gloss with Fresnel. If you want to make it more metallic, slide the mix shader to the right. You can unplug the RGB node and give the first two nodes the same color or your choice.

This is a better answer to your dilemma.
There is a tutorial on the "Blender Guru" Andrew Price's website on how to make a node group for PBR Dielectrics such as plastic,fabric and/or brick and a node group for PBR Metal.
I can give you the link:https://www.blenderguru.com/tutorials/pbr-shader-tutorial-pt1/


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UV coordinates scale with changes in object scale?
Right now, scaling a textured object like this one:

By a factor of 3 on the X axis, results in the following:

I would like the same scaling operation to produce these results:

In other words: I want the UV coordinates, not the texture mapping in existing UVs, to scale with the change in object scale. I tried the UVproject modifier, but has it to be applied manually. I want the UV rescaling be done in a fully automatic way.
Is there a way to do that in blender?

Are UV coordinates a requirement? If not, try using generated coordinates. They should work fine for a simple plane.

Are you using Cycles or Internal render?

@gandalf3 Yes, they must be UV coordinates. Also, the object in question could potentially be more complex (in the images I posted, it's a cube).

@MaxKielland Neither. I just want the UV coordinates to scale with the change in object scale, so I can get the desired result in the viewport.

Well, there is a quite big difference between Cycles and Blender Internal. The parameters for textures and UV mapping are located at different locations and Cycles don't support all features in Blender Internal 100% yet.

You can try to use Vertex Slide instead of scaling.
Select the vertices / edge you want to transform and hit 2 x G or Shift+V to Vertex Slide. Move it to desired location and make sure you have Correct UVs checked in the options (left T panel).
You can use keyboard to set the exact value while sliding (I set -3 in the video).
If you need to extend the vertices outside, start sliding and keep Alt pressed.

One fast solution can be: duplicate the object and hide the copy, add to the first object an UV warp modifier targeting from second to first.
Then scaling the object will not scale the textures.


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Copy faces from an object to the same object but in another file
:) I have several files with objects where I need to have some faces very similar. It would be much easier and faster if I could copy the 64 faces I need equal from the first one into the others (different files), instead of creating them from sratch in each of them.
Is there a way to copy faces from an object in one file to an object in another file?
Thank you!

Off the top of my head, select the faces in Edit mode, duplicate them with Shift-D then seperate them into a new object with 'P' > Selection. Then name the new object so that you can find it easily, save the file, and in the destination file use File > Append..., select the source file then Object >  to import it. You'll then have to work out how to use those faces in your file, maybe by placing them where you want them and Ctrl-J to join the two objects.

That actually works great for what I need! You've just saved me a lot of time! Thank you very much! :D

Excellent! I didn't add it as a full answer as I was just writing down my thoughts and wasn't sure it would be suitable. Don't forget to delete the duplicate object from your old file or you might wonder what the odd object is if you try to render it in future! :^)

Sure!! Thanks for the advice! :) I am new to blender and still have to learn a lot! :D This was absolutely useful today to make my work much faster! Thanks again! Cheers!!^^


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Blender Character modelling - Issue with insert "I"
I am having issue with a character modelling tutorial... This tutorial time stamp: 22:25 Link: https://www.youtube.com/watch?v=kWh113galYo&list=PL442b4igUDI87pKEVQDNUewNbga5Mcv4w&index=1&t=1346s
After pressing "I" the area is divided into two parts in my project instead of 1. Image from tutorial.
I can provide more information if needed.
I have tried to disable the mirror modifier and subsurface modifier but the same happens and I have no idea why. I checked that there are no extra lines in the mesh or anything that would seem to cause the issue and I am so confused how to try fix this.
What happens when I try to follow tutorial:

Press I to Inset, then B to turn off the Boundary option. It's displayed on the top of the window. You use a Mirror modifier and only the base mesh, one half of your mesh, is editable. In the center the base mesh is open, that's the boundary and it affects the inset operation.

I will try this tomorrow. Thanks for the reply, I will update if I managed to fix it.

Ah it was so simple lol, it is fine now, thank you so much!

I have not seen the tutorial, but as someone commented, I suspect you either need to disable the boundary option for the inset operation, or apply the mirror modifier. Modifiers work on top of all regular edits, so you are performing an inset operation on a half model, and then it’s getting mirrored. The boundary option will make the inset operation go right up to the edge of the half model, or you can apply the modifier and be working with all real mesh.

Someone Blunder commented :)

Thanks I will try check this tomorrow!


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How to get decent ocean meeting horizon for camera in motion at z+3000m?
working on making an animation involving a (steampunk-ish) airship in flight over the ocean, and wondering if anyone has tips for a water plane at sea-level that doesn't obviously truncate before the horizon / leave a big visible gap of gray where the "bottom" of the sky texture is visible? The ship will be flying at about 3000m, and the camera will be moving about so forced perspective tricks aren't likely to be helpful.

What object is your "sky texture" on? Can't you put it on a vertical plane which ends below the z position of the ocean object?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

@JohnEason - Good point of clarification. I currently have setup the environment texture using a Sky Texture Node synced with a realistic Sun Position.

@elfprince13 I think we'd need an image of what you have currently in that case. The Sky environment texture shouldn't show any "big visible gap of gray". Have you tried playing with the Altitude setting? - It's described under the Input Properties in the Blender manual.

@JohnEason - Yeah, I have the sky texture altitude set to 3000m, the foreground objects at 0m (± a few meters on either side), and the ocean at -3000m. A screenshot of the render preview in current configuration is here: https://imgur.com/a/zjaBxlg
I got rid of the big visible gap by adjusting the clipping distance for the camera, but my ocean plane currently has to be 100000m in size, which feels kind of crazy (assuming replacing it with a circle will get rid of that one visible corner).

You should edit your question and directly add that comment into your question along with your image. It will then be resubmitted and maybe someone else will be able to give you an answer.


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Settings or manual for temporal denoiser
I am looking for a manual or documentation or a way to change settings for the temporal denoiser for animation as described in this question:
How to denoise animations using Blender's Temporal Denoiser?
While this denoising method is working nicely, I still would like to make adjustments if possible.
Thank you very much for your help.

Hello :). The temporal denoiser is using the Open Image Denoiser. It's the same one as used in the Denoise Node  There are no settings to tweak, unlike other denoisers.

It's partly because the Temporal denoiser isn't yet officially implemented - it was added to Blender to denoise the Spring Open movie, but doesn't even have any GUI interface :)

I understand. Thank you very much for claryfying!


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how to bend a lattice around a sphere so that they are concentric?
I am trying to use the bend modifier on a lattice at a 360 degree angle using the sphere as the Origin. I would like the lattice to become circular around the sphere so that lattice and sphere are concentric. However, I just cant figure out how to do that.
I have attached an image illustrating my problem.
Thank you,
Hidari


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2.93 Lineart Modifier: How to render lineart only?
I am looking for the way to render the lineart only when using Blender 2.93 LTS Lineart modifier. Is this possible?
Thank you!


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VR Convergence Plain Distance
How is the Convergence Plain Distance set in Video-Games?
In Playstation VR or Oculus Go, everything looks great. But when I'm exporting Videos in Blender, I have to set something in to focus with the Convergence Plain Distance. Sadly, everything else is looking terrible. (If there is a great distance between Objects: lets say a Spaceship in Focus and the earth in background for example)  It makes you feel sick, and the eyes hurt.
What do they do in Video Games to make it all looking "normal" like in the real world?

Could you clarify please: You exported a stereoscopic video, view it with a VR headset and everything which is not on the convergence plane is 'looking terrible'? (1) Did I understand correctly? (2) Did you make sure that you are using an appropriate focal length? (3) Did you decrease the Interocular Distance to as low as possible?

If you habe a VR-Headset: My Problem is very good visible in this video:
https://www.youtube.com/watch?v=sVCba6BFIwY
1: Yes, you understood correctly
2: There is no focal length in equirectangular mode. But the sensor width may has some influence. It's set to the default 36mm for now.
3: The Interocular Distance is set to the default 65mm - that's the average eye-distance, I guess, that should do well.

Thank you for your help. But I'm honestly searching for some help with a lot of Experience. I'm working since about 3 Years with VR and experimented many times. Still not able to see what I should change here...  "Spherical Stereo" is allways the needed one when working in Equirectangular mode. "Parallel" is setting the cameras looking straight - got no idea for what that can be used. But it's not giving good results in VR.


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subdivide curve with python
Is there an accurate way to subdivide a Curve without using a lot of math?
I would like to subdivide the spline and then make it noisy.
import bpy
from mathutils import Euler, Matrix, Quaternion, Vector
import random

 # Make collection
if 'NOISE_CURVE' not in bpy.context.collection.children:

    print('hät ä keini, odr.')
    col = bpy.data.collections.new('NOISE_CURVE')
    bpy.context.collection.children.link(col)

def CoordPoints_random(First_Point, coords):

    # Last Point
    X_last_point = random.uniform(-8.000, 8.000)
    Y_last_point = random.uniform(-8.000, 8.000)
    Z_last_point = random.uniform(-8.000, -20.0)

    # Start-Point
    coords.append(First_Point)

    # random points for subdivision
    Vector_count = random.randint(5, 30)

    # Try to subdivide the start and end-point Coordinates  <----------The Question is here
    X_subdiv = (First_Point[0] + X_last_point) / Vector_count
    Y_subdiv = (First_Point[1] + Y_last_point) / Vector_count
    Z_subdiv = (First_Point[2] + Z_last_point) / Vector_count

    # X,Y,Z erschaffen
    X = X_subdiv
    Y = Y_subdiv
    Z = Z_subdiv

    # Random Points between Start- and End-Point
    for VecPoint in range(Vector_count):
        random.seed()

        # Make noise
        X += X_subdiv + random.uniform(0.500, -0.500)
        Y += Y_subdiv + random.uniform(0.500, -0.500)
        Z += Z_subdiv + random.uniform(0.500, -0.500)

        coords.append((X,Y,Z))
    coords.append((X_last_point, Y_last_point,Z_last_point))

    ### Test
    print("First_Point ", First_Point)
    print("Last_Point ", X_last_point, Y_last_point, Z_last_point)
    for i in coords:
        print(i)
    return coords

def create_lightning_Curve():

    ### Create a curve-container
    lightning_curve = bpy.data.curves.new('lightning','CURVE')
    # make some settings to the container
    lightning_curve.dimensions = '3D'
    lightning_curve.resolution_u = 1
    lightning_curve.use_fill_caps = True
    lightning_curve.fill_mode = 'FULL'
    lightning_curve.bevel_depth = 0.1
    lightning_curve.bevel_resolution = 0

    ### create splines (or multiple curves (= splines) in the curve-container)
    coords = [] ##### Point coordinates
    First_Point = bpy.context.scene.cursor.location #3D-Cursor als Start-Punkt
    CoordPoints_random(First_Point, coords) # Make Coordinates

    Bezline = lightning_curve.splines.new('BEZIER') #Create a spline (with one Point already)
    Bezline.bezier_points.add(len(coords)-1) # add Points without Coordinates (-1 to not close the curve)
    for number, coord in enumerate(coords): # give the Points the Coordinates
        x,y,z = coord
        Bezline.bezier_points[number].co = (x, y, z)

    #Create object
    obj = bpy.data.objects.new('NoiseCurve', lightning_curve)
    # Link object
    bpy.context.collection.children['NOISE_CURVE'].objects.link(obj)
    return obj

create_lightning_Curve()

May find this of use https://blender.stackexchange.com/questions/180148/create-curve-from-numpy-array-using-python

This would probably work, but there is so much math going on... I'm looking for a simpler solution. Something like the subdivide-function from the curve-edit-mode, but with access to it from the blender API to avoid context-problems.


text:
How to save default settings when saving an Image Texture
After baking a texture and before I save the texture from the "Image->Save As" interface, I check the "Save as Render" box, set the Color Management setting to "Override," and the Display Device to "None" (see pic below). My problem is when I attempt to save another baked texture, Blender resets the default settings, so I have to change the settings manually every time I save a texture. Is it possible to save the Image Texture settings (in Windows 10) to avoid manually setting them every time I save a texture?

The default settings for saving an image from Image Editor are taken from Output settings set in the Properties Editor:

So if you change those, when you press Shift+Alt+S or go to Image->Save As in the Image Editor those will be default in the dialog that pops up.
Unfortunately for some reason this does not work with Color Management Override, so if you have to save a lot of images, you might want to temporarily change your Color Management settings for the scene in the Render tab, in Properties Editor.

Is there a "Save As Render" setting in the Output settings?

I believe you should set your display device to sRGB. If you need the texture to not go through color management(like normal maps), you need to set Color Space to Non-Color in the texture node when baking. Then you don't need to check "Save as Render". Save as Render forces to use scene's color management settings. I don't think switching display device to none in that case is a good idea in pretty much any situation... Am I missing something? Why do you want to do this?

You answered two of my questions with one comment. See this.