text:
Apply scale to armature works on rest position but breaks poses
I have an animated model (link: https://www.dropbox.com/s/v9ked8yl2opl2or/robotERS_channelcleaning.blend?dl=0) that I am trying to rescale. Right now the armature and the mesh are not parented (yet).
The armature is scaled (object mode) to 0.01 on all axes. I want this size to be the new 1.0 scale.
If I apply the scale to the armature, the rest pose looks good, but all animations are broken afterwards and I cannot find out why.
Any help is hugely appreciated!!

A script to do this.

Result of running script, idle action, note unit scale
Method
For each action select and remove the location fcurves,

via UI select all pose bones, search for "location" select and delete
Alternatively scale the location keyframes. In this case after applying scale to rig any translation fcurve would be 100x more than need be, this was the visible problem moving hips and spine apart a hundredfold  As mentioned only rotation keyframes are needed for any bone with a parent.
for all pose bones set location to 0, 0, 0 if not already  Select all pose bones, Set active pose bone location to all zero, right click copy all to selected will set all pose bones back to zero.
Then apply the scale.  CtrlA scale.
Here is a script to do this.  As with all scripts, backup first. Script rundown.

For a parent hierarchy of bones and in place animation will find location
keyframes are not required.  First part of script removes all
location keyframes.
Any residual pose bone locations are reset to zero.  All zero
location and rotation is the rest pose.
Finally the scale is applied to your rig.

Select the rig object in object mode, and run script.
import bpy
for a in bpy.data.actions:
    for fc in a.fcurves:
        if "location" in fc.data_path:
            a.fcurves.remove(fc)

ob = bpy.context.object
for pb in ob.pose.bones:
    pb.location = (0, 0, 0)

bpy.ops.object.transform_apply(scale=True)

Finally you have rotation keyframes on the rig object, which also appear unnecessary.

Works perfectly! Thank you very much!! Is there no way to do it without scripting?

so what was the problem? How would you do it without script? Thanks in advance


text:
Texture Atlas script for single mesh with multiple materials?
I am new to Blender. I mainly use it for editing simple models for my own engine.
I want to keep the number of draw calls low. So, every time In do the following:

I merge all meshes into one that has, say, 4 materials.
I create an empty 5th material.
I create a second UV map called Atlas.
I unwrap all faces using smart unwrap to that UV map.
I create an empty texture and name it Atlas.
For each material (except for the Atlas one) I create a new image texture node in shading mode, connect it to the Atlas UV map and choose my Atlas texture as source. This texture node is the only selected node.
I switch to cycles render and bake the diffuse channel.

Now, is there anyone out there who has a script for that? There must be a better or quicker way!
For 50+ models, this can become very annoying...
Cheers and thanks in advance!

Nevermind, found a good solution: https://github.com/Grim-es/material-combiner-addon

don't be afraid to answer your own question and accept the answer :)
btw. thy that was exactly wat i was searching for.

source: Stack Exchange

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

sort: votes


text:
Maya smoothing in Blender 2.8
When you press the "3" key on maya with an object selected it will smooth the object pretty much "merging" all the faces to look like one, even curving the edges. Is there an option like this in Blender I've tried Smooth Shading and Vertex smoothing and subdivisions modifiers. but nothing really gets that "single face" look. Any help would be appreciated.

Smooth Mesh Preview in Maya is the same as surface subdivision as far as I know. Subdivision modifier in Blender should give you very similar results. You can use Ctrl + 0/1/2/3/4/5 shortcuts to create a new Subdivision modifier and/or set the number of subdivisions of it.

If that's not what you are after, you will need to clarify what you mean. Edit your question and post some pictures of your expectations and different results that you get.

Yes, this is exactly what i needed thanks so much!

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


text:
After tracking data to blender 2.8 script
Where can I find a script to export camera tracking data from after effects to blender 2.8.

Not to be rude, but have you tried googling "after effects tracking data blender"?

Thanks for your reply, I have tried googling it, but with little success, I’ve found quite a few scripts and plugins that work with older version blender, but none that work with 2.8. I’ve tried a few with the older versions and then saving and opening in 2.8 but that also doesn’t work :(

AE2blend appears to support 2.8 https://blendermarket.com/products/ae2blend not sure if this does what you are looking for?


text:
Increase Photo-realism in Final render
I've been working on making some goalkeeper's gloves in blender 2.8 and I feel like I've got the shape and model pretty realistic but just can't the materials, especially the latex of the palm, to look real. I've attached some of my renders below and am hoping someone might have some tips for me. The last photo is the reference I've been using. Thanks for any and all help.

Hello :). For every problem, there is a BlenderGuru video. 1. Add more geometry, 2. Add surface imperfections, 3. Use HDRI lighting, 4. Post-process your renders

Use a better lighting, possibly with an HDRI in your scene. A part of the reason why the textures look unreal is that they are completely grey and flat.
Use image textures and include slight bump mapping for things like the fake leather and so on. What I like to do is get, for example, a leather texture that might be any colour just for the texture, then combine the colour input with a MixRGB node to what I want.


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How do I join bones and keep the animations?
I am trying to make a mechanical spider and I have make a leg with bones animation, which I have duplicated, but I need to have it joined as one object so I can export it to unity. When I try only one of the animations is kept how do I keep all animations?

Can you provide a file  and / or a screenshot or two.?  A biped rig will have bones "UpperLeg.L" and "UpperLeg.R".  What naming convention will you use for spider?  As it is now, (with one leg) let's say you have a bone named "Bone", when you join to have 8 legs, you will have "Bone.001" ... etc.  but your one leg animation only animates "Bone",  AFAIK joining doesn't also create new fcurves for the added bones with new names.  Can be done with a script.

I have changed the names of the bones and vertex groups to be different which allows me to join the bones and mesh and keep the correct vertex groups, but only one animation is kept

Related

When I try and copy paste the key-frames it looks real messed up.

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


text:
Which programming language is used in Blender?
As a guy that ALWAYS loved and still loves C++
Does Blender use C++ ?
Some people says Blender and other people says Python

Blender software source code is c++ (99% sure), Blender API use python (100% sure). https://docs.blender.org/api/current/

What programming languages can I use in Blender?, Python and C/C++ relationship

Blender is written in 3 languages: C, C++, and Python.
C - for Blender's [startup/main-loop/shutdown] and most internal functionality, tools, drawing, GUI and editors.
C++ - physics, audio, game-engine and Cycles render engine.
Python - The interface definitions, addons, most format import/export and some tools.
More information can be found here: https://wiki.blender.org/index.php/Dev:Doc/FAQ

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


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Locked Y axis rotation is also rotating on Z
I'm new to blender
How can i get a Z axis only rotation?
I'm trying to make a mug with a handle and when I lock rotation on the y axis I get slight amounts of rotation on Z also; resulting in the handle spiraling as shown below.

From the image it looks like the rotation is normal but your handle is not centered on the mug and that's causing it to look warped.

Can't any side be the center?

Yup that was it. The face wasn't centered on the Y axis that I was rotating on. Thanks!


text:
Blender as a level designer
If I use blender as a world builder for an external game engine with GLTF2.0 as an exchange media I suppose I need to find a way to put lots of interactive elements to my worlds such as switches, turnable lights, openable doors and so on. What is the most convenient method to do so? I suspect, I have to make collection of stock elements with animations. After that, when editing a level, I have to put some special non-visual elements on my level with lots of parameters. Then, I have to alter GLTF2.0 exporting script to translate these non visual items to GLTF2.0 extension items. Later on, level loading routine in my game engine should replace these extensions with corresponding stock objects such as doors, switches and so on. Is my vision correct or am I reinventing the wheel or something?

You almost certainly don't have to do this. Just export the objects, then you can animate them in your game code. As for animations, I'm not sure whether those can be exported in glTF, but there should be a way to export them somehow.

Yes, I can export objects, I can even export objects with working animations in GLTF2. But how can I design a whole level in blender with, say, triggers? I can only think or non-visual objects with parameters, but I'm not sure how to define them in Blender terms.

Triggers? That's probably something you'll have to do in your game code, unless you want to use Blender itself as a game engine (the BGE).

And how do I position trigger (say, pushable button) in my level? Game code should know coordinates of a button within a level plus its initial state, I suppose.

Uh ... however you would position any object in the game. I don't really know how to help you with that.

I think I need some invisible placeholder objects, so export script could distinguish them. Of course, I can use cubes with special macro names, but i'm not sure if there could be anything more convenient.

Can't you just use the object names?

I could. But I'm making a framework for other less technically savvy people, so I'm trying to make it more user friendly.

Let us continue this discussion in chat.


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Simple materials created using node view not rendered
I'm trying to create a material. I was unable to use more complex mixing - it just didn't show up - but even simpler nodes aren't being applied to the mesh. I am in cycles render and the Viewport finder only provides solid colors, not the complex color I wanted. Even when I click "Render image" or assign it doesn't show up. It's just grey. Tutorials aren't helping.

Which "Render Image" did you click? The one at the bottom of the 3D view?

Can you post your blend file? Questions like this can be hard to answer without being able to see how your scene is set up.

Looks like you're trying to change viewport colors of the object's material (which is written above the option in the first screenshot). Nodes don't and shouldn't have any effect on them, they define color of materials which will be rendered and these are shown only in Rendered shading mode (and approximation of that in Material mode)

@seaturtle: I clicked the one at the top of the 3d view.

@Brenticus: I'm not sure how. I'll try to figure that out...

Well, if it wasn't in a menu, you clicked the wrong one. That one just renders a "screenshot" of the 3D View. For an actual render, you can hit F12 or use the Render menu, or to see what your material looks like, hit Shift+Z.


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Leg rig doesn't work
I finished the rig of my character and parented it to the mesh. After that I tried to move the leg bone but the leg just stretches (I got an ik bone and a pole target):

At first I thought its because I didn't weight paint so I went into weight paint mode but everything seems okay.
[]                      2[]3
I think it has something to do with the ik bone, because the end of the leg always centers to the beginning of the ik bone.
Could someone help me solving this problem?

Just to be certain, you said you parented the rig to the mesh - you need to parent the mesh to the rig. Or otherwise, give the mesh an armature modifier.

Also, make sure that the vertex groups are the same names as the bone.

@Vectorius they have the same names

@dixiepig gave the mesh an armature modifier but nothing changed at all

It works! https://blender.stackexchange.com/a/53704/48634


text:
Is there an easy way to turn parrent child objects into rigged objects
I'm having technical drawings, with a lot of mechanical parts. (think of robotic arms)
Initially, I have it set up as parent-child objects,  chains of parent-childs.
Sometimes chains as deep as 8 objects, since the base drawing wasn't blender, I had to do a lot of modification to fix all axes for all involved objects.
As I'm already a bit behind my schedule, I know animation with bones would go faster, (the other option is without bones, but making use of all relative rotations between parent & childs.
I just wonder if there is a quick way to turn hard objects into a rigged system based upon origins and the rotations in the parent-child chains. (ea I know quite good how to rig people with rigify, and in general I've used bone systems a lot, but those robotic rigs are a bit of a returning headache in my workflow especially when the drawing wasn't originally started in blender.
(note i cannot share this file).

Maybe this is useful. If you need more help you could upload a simplified version of the project, showing better the issue. https://blender.stackexchange.com/questions/163497/can-i-align-a-bone-to-face-normals/163562#163562

i know that trick, and i use it actually quite often, also in mesh editing :)
i will need to make something new for it then, but where to upload ?.

A script to create an armature, create and place each bone at the objects and child objects positions. Then it makes each object parented to the respective bones (bone parenting).

Note that the script will loose the previous parenting hierarchy as an object can only have one parent.
From that if you want rigged objects, not just bone parents, simply select them all and parent to the armature.
Script principles:

Create an armature at the parent object location with same transformations
Parse the object hierarchy and create an edit bone for each object, recursively
Parse again in object mode to make the parenting to each object

Nearly each line is commented below. But if questions, please ask.
import bpy
from mathutils import Vector, Matrix

#Create the armature
def create_armature(object, collection):
    armature_data = bpy.data.armatures.new(object.name)
    armature = bpy.data.objects.new(object.name, armature_data)
    armature.matrix_basis = object.matrix_basis
    collection.objects.link(armature)
    return armature

#Create the bones
def bone_from_hierarchy(object, armature, parent_bone = None):
    #Create a bone parented and disconnect to its parent
    bone = armature.data.edit_bones.new(object.name)
    bone.parent = parent_bone
    bone.use_connect = False

    #Get its transformation matrix inside the armature from the object matrix
    matrix = armature.matrix_world.inverted() @ object.matrix_world

    #Place head and tail
    bone.head = matrix @ Vector()
    bone.tail = matrix @ Vector((0.0, 0.0, 1.0))

    #Recurse through the children objects
    for child in object.children:
        bone_from_hierarchy(child, armature, bone)

#Parent the objects to the armarture
def parent_from_hierarchy(object, armature):

    name = object.name

    #Get the pose bone
    bone = armature.pose.bones[name]

    #Keep the object position
    matrix_world = object.matrix_world.copy()

    #Parent it
    object.parent = armature
    object.parent_type = 'BONE'
    object.parent_bone = name

    #Make so we can unparent and keep object's position
    bone_matrix = Matrix.Translation(bone.tail - bone.head) @ bone.matrix
    object.matrix_parent_inverse = (armature.matrix_world @ bone_matrix).inverted()

    #Assigns its position
    object.matrix_world = matrix_world

    #Recurse through the children
    for child in object.children:
        parent_from_hierarchy(child, armature)

def make_bone_hierarchy(object):
    if object:
        armature = create_armature(object, object.users_collection[0])
        #Enter edit mode for the armature in order to create edit bones
        bpy.context.view_layer.objects.active = armature
        bpy.ops.object.mode_set(mode='EDIT')
        bone_from_hierarchy(object, armature)
        #Back to object mode
        bpy.ops.object.mode_set(mode='OBJECT')
        #bpy.context.view_layer.objects.active = object
        #Parent the objects to the armature
        parent_from_hierarchy(object, armature)

root = bpy.context.view_layer.objects.active
make_bone_hierarchy(root)

wow thats cool !!! will use it in my next project


text:
geometry nodes finger pillow push alike effect
would it be possible with geometry nodes to make a shrinkwrap alike effect
In such that farther away of the object the effect of impressing becomes increasingly less.
In the simple analogy, I mean the effect of pushing a finger into a pillow.
There is nothing that needs to be fixed for a problem.
I'm just very curious about if this now possible.
And if so how would that look like in nodes ?
I think such an example would make me better understand this topic.
And if this becomes possible several boolean alike effects might be very interesting to workout in nodes.

Physics is better.  But if you want, it's possible to do something like this now, with repeat zones:

I'm starting with a subdivided grid, but it doesn't matter what you start with.

I capture the baseline face area on each face-corner.

I do something to deform the mesh-- here, I'm moving a marked vertex around.

I iterate across the mesh, trying to minimize the difference in face area by moving each vertex toward or away from its faces' centers.  Except for the vertices that I've marked as "pin."

These three different steps can be represented by different modifiers.  You might first write the baseline face area, then deform with something like a shrinkwrap, then assign to a pinning group with vertex weight proximity, and finally iterate to minimize the difference in face areas, with GN.  The first modifier could even be applied if desired.
An alternative thing to do here would be to try to control for the lengths of edges instead of face area.  That's what soft body physics do.
A fully realistic model would instead try to control for the volume (obviously, a plane doesn't have any volume, and this mesh would be a poor test of that.)  But volume testing would be difficult, at best.

So, this is quite easy but you might want to be patient with this one as we have cloth sims and they are hectic. Sorry but geometry nodes won't work. So to make the pillow as you want. Add a plane, scale it down to the size of the pillow, go to edit mode, and subdivide it 10 times. Now, slightly extrude up the upper part, but very slightly. Then, go to select on top, select sharp edges, and on the top right enable merge, the option near the XYZ and butterfly thingy. Then press S to scale, press Z, and then press 0 to smash the thing.
Now, it has become one edge. Now, for the part which will torture your computer, er... I mean fun stuff. Go to the physics panel and click on cloth. There, enable pressure and set the pressure to 5. Then, if the cushion is landing on anything, enable collisions on the object it will land on. If you run the sim, you will see the cushion is low res. SO add a subdivision modifier and set it above the cloth modifier. Not doing so will change your life for the worse. There, set the viewport amount to 2.
Now in physics properties, go to physical properties and set it to 0.01. You can decrease it more if you want it to be fluffier or increase it to be less fluffy, your choice. Now, to remove that huge gap, go to object collisions in the cloth settings of the cushion and set it to 0.001. Then go to soft body and cloth and set Thickness Outer to 0.001. Then go to the quality of the collisions and set it to 10 for a higher quality collision. If you want to slow down the speed of the falling, you can always increase the pressure. Now, set the cloth simulation quality to 10 if you see some issues. Then, first, apply the subsurface and then the cloth modifier. Do it in this order or you will have a bad time. Now, again add a subsurface modifier after applying the previous 2. Then, right-click on the pillow and shade smooth to give it a beautiful look.
BTW here's the video link if you want:
https://www.youtube.com/watch?v=7O0AFgZtAJs
As for the finger effect, like the pressing thingy, you can always use force fields for that.

Sorry i didnt mean it that literally, my question isnt related to sculpting. I want a mesh to be pushable by another object and deform by it.

Can you share a video or something. Then I will be able to write a better answer.

Well i don't have it yet, maybe push a finger on your belly its just that kinda push effect without wrinkles.

Well I have changed the answer, hope it works and helps.

sorry but your missing the point i am not asking for a cloth sim, i know how to use the cloth sim. i'm looking for a deformation using geometrie nodes

Well, that isn't technically possible, not yet at least, I have given you the next closest thing. But geometry nodes won't do that job. We will have to wait for future versions to make that happen. The thing is geometry nodes are made more for terrain generation and not for pillow-like effects. For now, this is the only solution available, but feel free to experiment with the geometry nodes.

wel thanks for your efforts, i dont like that people put negative rating when trying to be helpfull and so i rate it up, cannot realy mark as answer, some future day when this becomes possible an answare might come. The way i understood it that they're there for mesh modifications so lets see what time will bring.

I really appreciate it. I had actually found this question quite interesting and I did a lot of research on geometry nodes for this. Problem was, the only thing geometry nodes are good for is to be a more customizable alternative to particle systems. Yes, it is useful as a particle system with more customizability rather than geometry itself. We must wait for more features. I really appreciate the upvote. I hope you can find your answer somewhere else.

meshes affecting other messhes is now something now possible in nodes,... though i dont have the hang on it. to me nodes are a bit abacadabra

@Peter you found a solution?

Well i strongly believe this is now possible using geometry nodes, since distance between objects can be used now. its been a long while though that i raised this question, and in my case i solved it by a shape key (which isnt perfect answer to my question).
Some of the geometry node youtubes i've seen seam to use functions that would allow this for example https://www.youtube.com/watch?v=qgY5J2x9WLQ comes close

@PeterI'm glad you could find the answer. I really haven't been keeping up with the latest updates, so sorry!


text:
strange face colors in edit mode
I'm repairing a 3d scan of a cat, to 3d print it eventually.
But since cats don't sit still there is a lot of repair work to do on the mesh.
While in edit mode I get these strange colors in the face, those faces are flat and the normals of the faces are OK so what causes this?
I don't want it, cause it confuses me during my mesh edits.

Hello maybe a problem of shading? Try Data > Geometry Data > Clear Custom Split Normals Data? Or please share your file

It was indeed clear custom split normal data... how on earth got that in the model ??
i have no idea, don't even know what it us used for.

I do now know what it is, but its unclear to me why my 3d scanner seams to set those
its just an obj import.

The split normals (the normals that determine the shading) are messed up (it can happen with imported FBX but I don't know the precise reason), to fix that go into the Data panel > Geometry Data > and click on Clear Custom Split Normals Data.


text:
geometry nodes increase diameter per instance
I'd like to generate a 3d printer tests
To have a seperates series of cylinders and with 1 cm towards 1.1 cm
And do a 10 steps increment of width 1.00 1.01 1.02 etc
The same for a hole and cubes.
Essentially i'm trying to find the ideal widths for a lock and fit and a fit that still allows for rotation.
To find the margins for future 3d printed technical designs with blender, and my printer.
I tried starting with a nurbs line but i dont understand the system well enough.

You could solve it like this:
Create a line with the node Mesh Line.
Then instantiate a cube with the dimensions 1x1.
Multiply the index of each point by $0.01$ and add $1$. This gives you incremental values from $1.0$ to $1.1$ for a number of 11 points.
Finally use these values as scaling in the node Instance on Points.


text:
Select vertices/edges while using the move gizmo
I am moving to blender from 3ds max, is it possible to select vertices/edges while using the move gizmo without having to deselect the vertices and select again using the box (B shortcut)?
I want to be able to drag a box without deselecting the current selection and not having to to deselect by clicking somewhere, press b to select a new vertex and move.
This is very frustrating and slow.

Use the selection tool and then G to move. Shift to add to the selection and Ctrl to remove from the selection.

You will always move all selected verts. If you are moving one at a time, a single click will select a new vert and deselect the old one. You can enable proportional editing if you want to select one vert and also move others surrounding it.


text:
DWG/DFX plans snapping and modeling
I have been using 3ds max as my main program for archviz. Due to a change in workplace I no longer have access to a licence and have been looking for a free alternative and found blender.
My usual workflow in 3ds max was to import plans in either DWG/DFX format, I would then trace the walls using 2d snapping with splines and extrude the splines to create the walls.
Is this workflow possible in blender or would I have to use boxes and move the vertices in edit mode to fit the plans?

A variation of that should be possible, certainly.
DXF import was a bit sketchy last time I tried. You may need to export in DXF R14 format or something relatively old like that. FBX is more reliable.
You can certainly snap to vertices of the imported file. You'll probably add a dummy mesh (e.g. a plane), enter edit mode, then repeatedly press 'e' to extrude vertices along the background (imported) mesh/lines.
Alternatively you can just select vertices from the import mesh and extrude them. Might want to separate them from the original mesh to suit your workflow. Just press 'p' when you've selected a bunch of vertices that you want to turn into a new object.
Personally I prefer place walls as a single line along the wall centrelines and extrude vertically. Then you can adjust wall thickness easily using a Solidify modifier and you have fewer vertices to contend with, which makes cutting holes for doors and windows easier.


text:
Astronomical scale
Does anyone know a work around for the issue of astronomical scale? I'm trying to animate a spaceship around a planet but the center coordinate is too far and the ship looses precision due to the floating point. It seems that you can't move a model too far at all before this problem occurs.

What about the good old "if you can't make it, fake it"? Make the planet(s) first in a manageable scale, render it out and use it as backdrop for your spaceship?


text:
Add-on list not showing up
I really have no idea what is going on with this. I’ve been using Blender since 2013 so I am pretty well used to the interface. Please give helpful answers if you have any. Basically I opened the Preferences window and went to the Add-on tab and I got this. As you can see there is no list of standard add-ons

Can you check if there are any error written to the console/terminal? Does it help when you start Blender from the command line using the --factory-startup flag?

There are no errors anywhere. I’ve never done the command line thing. I’ll give it a shot.

I'm not sure how to do this on a MAC.

Open a terminal and write the full path to blender in case you don't have an alias set (https://blender.stackexchange.com/questions/102860/how-to-open-system-console-to-get-output-from-blender-on-mac-os-10) then behind the path put the flag from my last comment and press enter.


text:
Blender 2.97b add ons not showing in add on window
Blender 2.97b add ons not showing in add on window
This has been going on for a while and I can't understand what happened. The Add on window is completely blank. I have uninstalled Blender several times and still nothing. My MACBOOK Pro doesn't have the problem nor does my PC. The MAC Pro tower which I have been using for Blender since 2013 is the one with the issue. I opened the package contents of the Blender App and all of the folders seem to be in the right place. Still I have absolutely NO ADD ONS in the screen. I have been using add ons for years but I haven't really had to lately because I have everything I need. Here is a shot of the add ons tab.


text:
Backface culling has weird glitch (Squares wont show up from culling)
So I like to use backface culling when I make my cars to showcase the topology. When I turn backface culling on though, it doesn't show any squares in on the backfaces. Instead they just disappear. On the first picture is how it looks currently. On the second picture it explains how the squares would look with a drawing. Thank you for your time!
.


text:
height map brings weird result
I have a height map (grayscale mode).

It looks nice but it gives very bad result when i plug in it in displacement either bump node.

Actually i can zoom out and i won't see this but i need to bake normals with this displacement...
Any suggestions?

I tried to recreate the problem with your provided image. works fine for me (you'll always get some artifacts with an 8 Bit Jpeg though). May be you could upload your .blend so we can have a look what wrong?

I don't know how to attach anything in comment.... Also i don't understand how to attach .blend file in discussion.

This occurs because of two things:

Your image is a highly compressed JPG, creating banding issues and artifacts which get amplified by using it as a bump map.
I would suggest using a PNG with a higher bitrate.
You set the bump strength to 3, which makes the color data clip. 0-1 is the safe margin if you have 100% black in your image (which you do). I suggest working with the distance value instead if you want to have a more pronounced depth effect.

I guess the problem is in image. If we zoom attached image we can see these "layers" of pixels that aren't smooted. Maybe its because of compression but i don't have another image.
Also i have to set bump strength more than 1 to get the desired result.
I solved this problem by recreating new bump map with this one. (i used it as displacement map on plane in zbrush, then smooth it, then bake again. Then it began to work properly.


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how to add constraints driver without driver modifier via python
If i add a driver to constraints (head_tail) via python it generates automatically a driver modifier(generator) instead of keyframes.
import bpy

rig = bpy.data.objects['Armature']
dr = rig.driver_add('pose.bones["drb"].constraints["Copy Transforms"].head_tail').driver
dr.type = 'SCRIPTED'
dr.expression = 'x'

var = dr.variables.new()
var.name = 'x'
var.type = 'SINGLE_PROP'

tar = var.targets[0]
tar.id = rig
tar.data_path = 'pose.bones["ctrl"].location[1]'

It seems to be the default behaviour.
I tried also to find the driver modifier to remove it but where is this modifier located?

You can have either keyframes or a driver "driving" a property. How do you envision having both?

sorry to be so unprecise. I was talking about the interpolation curve in the driver editor (graph editor).If i would add a driver manuelly a interpolation curve (Fcurve) with two keyframes appears but if i add a driver via python a Fcurve modifier (generator) appears instead of keyframes.

Have you solved this problem???


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Combine blender with other free programs to make films
I'm a 13 year old who aspires to be a filmmaker, but I don't have money to spend on software. Luckily, Blender is free, and so is HitFilm Express 2017. I know Express doesn't support 3d models, so is there a way I could still use both programs?

Well, you could use Blender for the bigger VFX stuff and HitFilm for the small stuff. For example, if you wanted to have someone shooting a gun you could use blender for the gun itself, and once you successfully rendered that into the footage you could go into HitFilm and add in muzzle fire. I don't know a lot about HitFilm, but I can see that being a good use for it.

The answer is yes. This is how most film workflows work, nobody really does 3D stuff directly in editing or compositing software unless its absolutely necessary or convenient for some reason.
Personally what i find useful is to watch tutorials from other more common software like After Effects or Maya and then try to recreate in Blender with the toolset that you have. Most of common techniques still work, they are just named differently in the different programs.
Another thing to consider is that Blender does by itself have an editor and compositor integrated (but they are hit and miss)

The answer depends a little of what you want to do, but your workflow will usually be to generate video sequences in blender and the export them to the video format you need to edit them in hitfilm. You dont need to support 3D model in HitFilm since blender can export video sequences.
For an animation movie, you just render your sequence and use it as such in hitfilm.
For special effect, blender has a lot of tools that allows to integrate 3D objects in a video,camera tracking, green screen masking, ...
You will import a video in blender (a movie sequence) and add 3D item in the scene, using camera tracking to keep the orientation of the blender camera consistent with the "real life "camera used to make this sequence.
You will use masking to keep a part of your real life object to integrate it in a 3D scene.
You will use object tracking to identify the position of a real life element to attach a 3D object, like a gun to a hand.
Blender can do all of this so the choice of HitFilm won't restrict you for the 3D parts. Only for the editing/compositing part.

I'd recommend rendering to an image sequence, using png files can keep the alpha to help compositing in hitfilm that you will loose with video files.


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Problems with exporting model to Godot
I'm trying to import a model I made on Blender onto a project on Godot, but the gun is always way off position wise.
This is how it's supposed to be:

This is how it's turning out:

I have other gun models in the file connected to the same armature, but those turn out absolutely fine.
What do I do?

I don't know abour Godot but it must be linked to the export in blender. I would suggest you to compare if your guns have transform or not when exporting. Depending of the format you use for export you should have the possibility to export the transform or not. You can also apply the transform by hand before export.

How do I check if my guns have transform?

You have a transform tab in the panel on the right side of the 3D view (maybe press N to show the pannel if it is hidden) or go to the object tab propreties. The transform is the location/rotation/scale of the object.

Doesn't every object have a transform?

Sure, by no transform I mean that the transform is the default one, 0 for rotation and location and 1 for scale.


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Setting a Different axis for child and parent objects

I have several meshes I have set up with primitive rigging, however one of them is designed to slide at an angle. When I set the angled meshes Axis correctly it also changes the parents Axis, which makes the other rigging not work as intended.
Is there a way to have each on a different axis without changing the others?

U mean other than global, normal local and gimbal, view u need other transform orientation is that so

@atek I've only been using Blender about a week, so correct me if I'm wrong: Global axis is the one you can see on the 'background'. Local is the one associated with that mesh; above it is rotated about 30 degrees from the global. I want the Don't Panic portion to slide out, but the only way I've found to do that correctly (Ctrl-space) also causes the other meshes axis' to change, which messes up their transforms


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How to create shape keys from posing armature?
I have one character with his face rigged and I want create shape keys from posing bones of his face, I'm trying to do this with the armature modifier but when I make clic in Apply as shape key, this create the shape key but my armature unlink of my mesh, so I copied the modifier before apply as shape key, but the pose doesnt back to original pose. Is there another method to do this or what I'm doing wrong?

Set the pose you want
In the armature modifier save as shape key (previous versions of Blender require apply followed by recreation of the modifier).
Go to the object data tab and rename the new shape key (it will be named after your armature).

In this way you will have the mesh controlled by the armature and a shape key which will reflect the pose you set in point 1)

@Ben Jackson Formatting is a fine edit, but I think your answer is significantly different from the one here and deserves to be its own answer to the question, and so I have to reject your edit.


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I modeled a dragon character. when i import it to unity its mesh is inverted.Can any one tell me why?

look out an object and its mesh is inverted. Can anyone told me how to fix this please?

Rotations not applied in Blender before exporting? Or Z forward -Y up options not set when exporting?

As lemon suggest:
Rotations not applied in Blender before exporting? Or Z forward -Y up options not set when exporting
Explanation:
Unity uses a left-handed coordinate system. Blender, right-handed. But why?
It's just tradition. Neither system is objectively better than the other, so you just have to get used to using both and switching between them from time to time!
Right-handed coordinates are traditional for modelling where one imagines the XY-plane to be horizontal, and the Z-axis to be vertical.
Left-handed coordinates are traditional for cameras where one imagines the XY-plane to be vertical (corresponding to screen coordinates if the camera is upright), and the Z-axis is into the screen (corresponding to the Z in the Z-buffer).
So modelling applications like Blender often use right-handed coordinates and game development toolkits like Unity often use left-handed coordinates. But some systems go the other way: RenderMan is left-handed, and OpenGL is right-handed (or at least early versions were, it's fairly agnostic now).
Another reason why handedness can differ is because of different conventions about the direction of the Y axis in two dimensions. Back in those far-off days when computer displays used cathode ray tubes, the display was scanned from top to bottom and left to right by the electron beam. So it was convenient to have the Y axis running down the screen, with the coordinate origin in the top left. On the other hand, it's conventional in mathematics for the Y axis to point upwards, with the coordinate origin in the bottom left. When you add a Z axis, these conventions give rise to three-dimensional coordinate systems of different handedness.
Source: left-hand-and-right-hand-coordinate-systems


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Import pymesh issue
I want to use the pymesh library inside Blender because I think it could be fun to play with the functions of pymesh and model in blender in the same time. But I am having some problem...
I managed to run the simple script : import pymesh
To do this, I copied and paste my pymesh directory into the blender/scripts/module one.
But then, pymesh doesn't recognize any functions :
import pymesh
pymesh.test()
Error is : AttributeError: module 'pymesh' has no attribute 'test'
Any idea ?

So now I have installed pymesh in my /usr/share/blender/scripts/modules/PyMesh directory. I added the /usr/share/blender/scripts/ directory to my user preferences in the scripts case. The problem remains the same, I can import pymesh but I can't use any of the functions.

Is it possible that pymesh cannot be installed in python 3.7 ?

I have managed to install pymesh with python 3.7 using a wheel file accessible here https://github.com/PyMesh/PyMesh/issues/133

If i change blender-2.80rc2-linux-glibc217-x86_64/2.80/python to ..../_python, the executable doesn't work anymore so I can't run blender...

You probably don't want to use the system python with blender. The version of python that comes packaged with Blender has the python bindings for that version of blender (bpy) already installed. If you suddenly use the system python, blender is probably going to break if you want to install a different version, and definitely won't work if you want to use it with two different versions of blender (e.g. the stable release and the current beta release).
Instead, just take advantage of the fact that blender comes with its own Python distribution: it has its own version of pip. It's also a good thing, because it isolates the python installation between different versions of blender. Here's what I usually do to install modules into Blender's python. From Blender's scripting tab:
import sys, subprocess
subprocess.call([sys.executable, '-m', 'pip', 'install', 'pymesh'])

What this does is call the pip associated with the current installation of Blender, and tells it to install pymesh.
You might need to run blender with elevated privileges (e.g. run as administrator in windows) for this to work. You also might want to delete the install of pymesh that you've already placed in your blender python folder.

Blender doesn't come with PIP installed by default. You'll need to install that first before running the code.

As of version 2.81, Blender comes with pip already installed. See the developer discussion at https://developer.blender.org/T71856

I was not aware of this. Thanks for explaining.


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Rigify - How to adjust the super spine?
I've been trying to create rigify rig, by using the sample types.
For example the sample the spines.super_spine.
Now I found out that we can adjust the amount of segments. (in the manual, https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Rigging/Rigify/#Advanced_Usage)
When in pose mode, in the bone tab, I went over to rigify type. But whenever I change one of the settings, the spine chain doesn't update or I'm missing a step. This is what i'm doing:

Can someone explain to me what I'm doing wrong or better how to properly adjust the spine, and still keep the metarig fully functioning?

iv' been losing my mind orver this, the supper spine don't have enough bones to perform proper deformation on the mesh, mostly between chest and hip/neck, and also lack a proper configuration panel. i ''solved'' by simply dividing the bone which were too stiff.
Riggify auto adds a control to it when generated and didn't seamed to cause any problem so far. hope this helps.

Yeah that could work. Thanks !

The final rig is created when you press Generate Rig (in Armature tab). Changing the options has no obvious effect until you generate the rig. Also I am not sure which version of blender you're using but it seems like you're using the legacy super spine. There is a newer one that separates head/spine/tail in different rig types.

Generating the mesh is the first thing I tried. But that didn't work.
I double checked and I'm not using rigify in legacy mode. I'm using blender 2.80, do you use a newer versie of blender, rigify comes with blender now right?

Try getting the newest version of Blender (2.82a as I write this).
But I looked at your gif carefully. These settings are not supposed to update the bones themselves. They just define where the neck starts and where the tails starts. If you want more or less bones in the spine chain you have to add some manually (just extrude them). But definitely look at the updated spine. I find it easier to work with.

Thanks, that clears somethings up. I was postponing the update, cause I'm in the middle of a few projects. But soon enough I'll update. Thank you again.


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Why does my model duplicate itself in pose mode
Both legs are duplicated when I try to move them in pose mode why?
There's no duplication, in edit mode.

check your weight painting.

I had the same problem with deformations producing duplicates. I figured it was related to the fact that I had added additional bones to the armature post the Ctrl + P > Set Parent > Armature Deform action and the new bones were interfering with the deformation since the weights had not been assigned (@David's comment was the clue for me).
To solve this issue you need to go to Object Mode, select the Mesh, then select the armature and redo the Ctrl + P > Set Parent > Armature Deform action. I used the Automatic Weights option as before and Bam!
The deformations in pose mode are back to normal.


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How can a body transition between soft and rigid during animation?
I would like to animate an object so that it transitions from being rigid to soft and back to rigid again. How can I achieve this?

You can control Soft Body stiffness during the animation, but I don't think that it's possible to change object physic 'on the fly'.

Stiffness would work, how do I do that?

As LukeD's comment suggested, you can animate the soft body stiffness.
I you want to key the rigid part yourself, use the soft body goal and animate its stiffness value.

Resulting in a transition between manually keyed animation and soft body simulation.

You can also animate the push and pull for the Soft Body Edges. Here, I animated them from low values (0.2, 0.4) to 0.999.

As you can see, in them second example, the object's origin stays motionless as it has no animation.


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Why are frames skipped on render? Orange line while viewing in 3d view
I am making an animation.
When I render my animation, there are a couple of empty frames in the exported video.
These don't seem to be a render error, however.
When I view the animation in 3d view, the frames in question don't show my object, but a vertical orange line instead. For example, frame 39 shows my object in its frame 39 state, and frame 41 shows my object in its frame 41 state. And frame 40 shows me this:

No object, just this orange line, which is otherwise not visible.
Why is this? What does the line represent? How can I fix my animation to not have this error?

Please, share .Blend file via https://blend-exchange.giantcowfilms.com/

Unfortunately I cannot share the file itself as it is part of a confidential work project.

Well, can you post screenshots of modifier stack, constraints or anything that contributes in actual animation of this object?

I'm using keyframes to rotate, scale and mirror the object, which has soft body physics applied. That is all that constitutes the animation. I'm quite new to Blender so unfortunately I don't know where to screenshot the exact parameters. Would that help though?

This orange line is outliner for your object and it looks like line, because object is scaled to zero on every axis except Z. It is hard to tell, what is going on without knowing what this object was doing on previous frames or how does it interact with others. Also you don't need to share whole scene, just this object, even without materials.


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How can I render something like a lattice around my object?
I am using a lattice to animate an object with shape keys.
Ideally, I would like to have the lattice be visible in the render. I am aware that this is impossible.
However, how can I achieve the same/a similar effect? I.e. have a visible grid of vertices that follows the movement of my object.

You can hook lattice vertices and also hook a mesh equivalent (which is renderable). So you replace your lattice shape keys by hook objects (empties) movements.

As the lattice can not be rendered, you can use a mesh object with the same geometry and hook both with empties.

In the example above, the lattice is the default cubic lattice which is associated via hooks to a simple cube. The cube itself has a wireframe modifier.
The recipe:

Create the lattice and the cube so that they have the same initial geometry
Add a wireframe modifier to the cube
Now create the hooks for the cube :
Enter edit mode, select a vertex
Use CtrlH to make the hook menu appear and choose "hook to new object"
Do that for all the vertices of the cube
Once done come back to object mode
Now the lattice part:
Select the lattice and enter to edit mode
Select a vertex
Use CtrlH and choose "assign to hook" and choose the corresponding previously created empty
Do that for all the vertices of the lattice

Note: if you have many (say more than 8) vertices to manipulate, it can be difficult to remember which empty correspond to which vertex. So you can also do the following:

In object mode, select the empty the shift select the lattice
Enter edit mode
Select the corresponding vertex
Use CtrlH but now choose "hook to selected object"
Come back in object mode and do the same for the other empties/vertices

If you can see it in the OpenGL view, you can render it via OpenGL.
Make sure you have a valid camera and render settings as usual, then go to the Render menu item in the Info Editor.. (usually on the top left of the Blender screen).
You can then use OpenGL render image or animation. This will render the OpenGL view including the cursor and any highlighted selected objects.
If you MUST have the lattice as part of a Cycles render, this can be done by combining the passes of OpenGL and Cycles render. This can be tricky if the lattice is in front or behind the object. But I think a depth mask will allow you to combine them.


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How can I make a material that looks like the 3D view?
I would like to make a material that has different shades but only employs spot colours. I want different faces to be different shades based on how much light they get, but no gradients. Like in the 3D view:

How can I achieve this?

That is a plain diffuse grey, there is nothing remarkable about it. Gradients are created by lighting and the render engine used, which you never mention. If you are using Cycles no amount of tweaking will yield that result and it is a waste of resources, just screen capture the viewport instead


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How to only texture paint one side of mesh?
I created a model of a mask by modifying a cube. (So it is not a plane.)
It's basically half of an ellipsoid. I did some texture painting. The texture shows up on the front of the mask as well as the back. I do not want it to show up on the back. How do I remove it?

this is a go around that I just found.
For that you need to modify your material so it applies one different shader on each side of your faces.
So here is the mesh, the top half show back of the faces and the bottom half show the front of the faces.

And here is the material I used.

The trick is done by the geometry node setting the Backfacing attribute as factor for the two shaders.

So I hope it helps.

In texture painting mode you have the mask button. Also consider some options on the Options tab.


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Add inner density to translucent material
I'm trying to create this underwater pond scene. Here is the reference:

As you can see, because the plants are a little translucent, the light shines through and we can see their cores.
How can I achieve this? I don't even know what to call it. Right now my plants don't have any core to it, they look weird.
Appreciate any help, thank you!

that render do you use?

imho you should learn about "subsurface scattering" (aka SSS). It' slike when you set a lamp behinf human ears... you see that light "translucency". See either https://docs.blender.org/manual/en/dev/render/blender_render/materials/properties/subsurface_scattering.html or https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/sss.html to get the basics


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How to use spring constraint on a moving object?
I’m trying to animate a bike that will be going over rough terrain, and I want the rider’s body to react with physics. I’m trying to use the “generic spring” rigid body constraint, but whenever I use it, the object hanging from the spring only moves in one spot. If I want an object to react to the motion of the bike (jiggling up and down as it goes over bumps and hills) I need it to be a movable system, and to be able to react to that motion. Is there another way to accomplish this, or am I not using the constraints right?

Cube is base object that is moving in room (either with keyframes or physics works).
Sphere is 'hanging' from cube via an empty with generic spring (first object sphere, second object cube).
The empty has is parent set to the cube (so it follows it around).
Result, the ball hangs as if on spring bouncing up and down following the cube and empty.


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Speed of physics simulation
Can I slow down the speed at which things happen, without lowering the frame rate?
I want to make this happen slowly without decreasing the fps.

You can set the speed of the physics simulation by simply changing the Speed setting in the Rigid Body World settings in the Scene tab :

Smaller values will reduce the speed (ie, 0.5 will slow it down to half-speed).

And to add to that, essentially if your animation is 24 frames per second. At half speed, your simulation will run at 48 frames per second.

@LetTheWritersWrite yup that's just logic, but when I will make the animation, I'll decrease the fps while rendering the video to get the desired fps.


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blender 2.78c lagging too much in window 10
when I working on my first project (more than basic use) it was got working nice and smooth but when start to use it little bit for advance use its got slow and star to lag and seem not responding to any action then i have have to restart my laptop to put thihgs right
my laptop spec are as follow

OS-window 10 64 bit
RAM-4096 MB
HARD DISK-290 GB  processor-Intel(R)Core(TM) i5-2520M CPU @ 2.50GHz (4 CPUs), ~2.5GHz
display- intel(R)HD Graphics 3000 (1664mb of memory)

what do you mean with more advance, like particle hair, over 100 000 vertices etc.

Intel graphics cards are known to cause problems with Blender, they also provide low performance, so if your scene is too complex your computer won't be able to keep up.

yes you are right nils, I do problem on particles hair when set over 2500


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Mesh auto smoothing and vertex subdivision causing triangle artifacting
I am trying to model a plane in blender, but am seeing these strange triangular artifacts around the cockpit:

I believe this is happening because of the auto smoothing and this vertex subdivision:

I have tried many things to fix: marking the edges sharp, ripping the vertices apart, deleting all the vertices and letting blender triangulate the polygons itself, etc. No matter what I do it doesn't seem to help. How can I fix this?

The ngons are causing these artefacts, maybe use less vertices, begin with a 16 vertex cylinder:

Cut the half, give it a Mirror modifier, draw the shape of the cockpit with the knife tool:

Extrude up:

Give it a Subdivision Surface modifier, shade smooth, correct the topology:

Thank you so much @moonbots :-) This helped a lot. I really appreciate it, thanks so much!


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Cycles getting black shaded areas of emission / transparent shaded faces
I have a terrain mesh that I have shaded using a combination of emission shader and transparent shader. The issues is when I view the model from any angle where there would overlap from itself, for example both sides of a mountain are visible due to the transparency. The back sides appear to be black. I have disabled shadow rays for the object but it does not help. Attached is a pic of the issue and shader I am using.

Thanks! That did the trick.


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Is there an option for ghosting in armature in blender 2.8?
There is no ghost settings in armature properties in blender 2.8. Is there any other way to access it?

https://docs.blender.org/manual/en/2.79/rigging/armatures/properties/ghost.html#:~:text=The%20ghosts%20settings%20are%20found%20in%20the%20Armature%20tab.&text=This%20will%20display%20a%20given,at%20the%20most%20distant%20frames.

I have found (but not yet tested) this Add-on for Blender 2.80 which claims to do onion skinning (a.k.a. ghosting) on any mesh objects: https://blendermarket.com/products/onion-skin-tools


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Cant render black sphere, it always appears to be grey
I created a sphere around my environment as you can see in the attached image. It shall be pure black and in preview it looks like it but when I render it out, it appears to be plain grey.
I also tried to create a cube made off planes, but it also does not work.
Do you have advice?

This is how the finalised render output looks:

do the normals of your surronding object point inwards?

I found a workaround. In the properties tab, I changed World Color to 000000 from 404040. That helped, now its all black. That is still not a solution to the original problem though. I dont know, how can I find that out, J.Doe?

For previewing 3D scans i like to use a emission shader and view them against absolute black background.

Select your world background sphere. Goto: Mesh > Normals > Flip
mor about Normals


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I created a nice looking ocean but I cant get it to move... Can you help?
I followed the instructions of this tutorial, to create a nice looking ocean for my project:
https://www.youtube.com/watch?v=NqsOH-qToHs
I am done now, it looks fantastic but when I render it out as a video it does not move. I then rewatched the video to make sure I did everything as stated. But I cant find a clue.
Can you help, do you have advice?

Set your start and end frame

Select render as animation

This will generate an image sequence which you can then convert to video by following this tutorial


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How do I import my character from Mixamo into Blender with animation included?
Oh boy. I cant get it to work.
Is there a good tutorial on this topic?

Download the fbx with skin from mixamo.com, then import it in the file>import>fbx menu.

Got it. Had issues downloading it but now for no reason it works...


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Animation Nodes - Extract single object from group to perform independent translations
I have a simple setup that uses "Objects from Group" to then do some falloff translations on the group.  I need to isolate a specific object in that group to perform an independent translation on it after the falloff translations.
I'm not an expert with AN but after fiddling around with "Loop Through Objects" functionality from the "Objects from Group" node, I have been unable to isolate the object I need from the group using varios "list" and "get" nodes.
Any help would be greatly appreciated.

I've solved this by using "Get List Element fed into "Object Transforms Output" in my setup.  However this only started working as soon as I added a viewer node (debug) to the Get List Element node to ensure the data was there.  I don't have an explanation as to why the setup would kick in to action once a view node was invoked.  Strange but I suspect it's some kind of coding glitch.

This is definitely a bug.  Unable to get any consistent behavior on this in 2.79 with AN 2.0.4 (latest production release). It works sometimes then not others.  Very unstable.  : /

Can you show us the node tree? Maybe provide the blend file?

I can't share this particular one since it's a client project but I will build another file to demonstrate.

Here's a sample file with a mockup showing the intended process.  The flow should be fairly straightforward.  I've included viewer nodes along the way to show validation that the objects are being fed through until the end.
The intended outcome is to be able to independently control the translation of each object in a group before it then gets processed by the next stage of timeline based falloff translations.
File:
https://www.dropbox.com/s/oc6ddd7on54q0c4/AN_XF_Override_Bugs.blend?dl=0

How do you want to "independently control the translation"?

As an amendment to the translations that occur in the procedural falloff translations.  Eg, all objects are already being driven to translate in from whatever vectors as shown in the file but the user has the ability to tweak any specific object translation vector they wish via index selection from the group.
This is a common real world example where you have 20 objects in motion and an art director says, "Hey grab object #12 and rotate it another 45 degrees within this existing animation."

Let us first simply your node tree into something that is more efficient. Since you are not using matrices and setting the rotation and locations independently, we can use a vectorized Object Transforms Output node to do both. Moreover, since you are only offsetting the location component of the matrices, we can use a vectorized Offset Vector instead. So our node tree reduces to:

If you want to edit the translation of each object independently, you can input the custom translation vectors into the offset input, for instance, we can translate the first and thrid objects in the opposite direction as follows:

What if you want to animate the rotation? Simply offset zero vectors, convert them to eulers and set them to the objects:

Want to implement a non animated offset? Add the offset vectors after the time based falloff offset:

This did the trick.  Great thing about AN is that you never run short on learning about nodes hiding under the hood lol.  Thank you for your help!

@VFXTobias Please accept the answer if it answers your question.


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Mapping Node not working?
So I have been working on a sword and hit a roadblock once I started texturing it. I applied the texture and linked it to a Mapping Node but the Scale, Rotation and Location sliders do NOTHING. The only thing that actually changes the texture is scaling the UV beyond the UV grid but I discovered that this causes horrific problems when texture painting. I doesn't work in any mode.
Here is an image:

And here is the .blend file if you want to inspect it closer. If you want, you can also check for other problems.
https://drive.google.com/open?id=1DVJO3BG2rUkSLw8ObOJpYmLimxi_5t5b


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What is the best solution for this UV problem?
I am following tutorial for an AKM and I am having trouble straightening these faces. The reason I am asking this is because the modeling and UV parts are done in 3DS MAX and I use Blender. So far, I have been able to follow along but this part is giving me some trouble. I want to straighten them because I want the texture to follow the shape of the magazine but I don't know how to do that.
I am still learning how to use TexTools and UV Squares and the Rectify option does not work, as you can see in the first image.
What is the best solution for this problem? Thank you!

My proposed solution:

Map the item as it is. The UV-map is bent.
In the UV-editor, manually straighten the outer edges. Using SX0 or SY0 for instance.
Select the outer edges and pin them. Toggle pinning with P.
Go back to the 3D editor and do the UV-mapping again.

The pinned vertices should stay as they were and the inside should be remapped to follow.

When you pin a vertex in the UV-editor, it is marked with a red border.

I guess there are 3 solutions:

You build a straight (not curvy) magazine, you UV map it, then you bend its mesh in Edit mode... the map will follow the shape.
You use the UVSquares addon as explained here: How do I straighten UV maps?
the addon is available here: https://github.com/Radivarig/UvSquares
You could also select each edge and align its vertices with SX0 or SY0, depending on the axis, but it's a little bit tedious if you have a lot of edges.

You say that you've tried the UVSquares addon, but the top and bottom of your mesh are very messy, the addon can't find out how to straighten that, so I don't think you can conclude anything about this method:

Thank you for your answer. I have tried those solutions but they are not satisfactory. I am not making another magazine because I have to learn how to do this. You can see the results of UVSquares in the first image. As for the third solution, there are indeed a lot of edges so it is not viable. There has to be a better way.

yes, the result is bad because the top and bottom of your mesh are very messy!

How is it very messy? I followed the Ultimate Weapon tutorial for 3DS Max to the letter. https://www.youtube.com/watch?v=9MYGCdf9VHs

look at the detail I've posted, how can the addon guess how to make straight lines and perpendicular ones when it comes to these edges?

I don't know. I am still learning. I did what the instructor did. Anyway, I think I have found a solution but it involves a lot of manual work. Basically, I only took the faces in the middle and used UV Square. I then repositioned and rescaled the other parts of the x axis and now I have to do some manual work to straighten and stitch them back together. What do you think? https://imgur.com/MdexLvU

I think you should try to improve the topology, I'm not sure what he's done is the best one, and a good topology would precisely prevent all these kind of problems. Perhaps try to work more on modeling, and when you'll be familiar with it, then learn materials + UV mapping, etc...


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Project turned grey, Cant Undo?
Yo, I was trying to roughly model a character in blender, when i click on something and everything went grey. its all mushy when i move the camera around, and i cant seem to Undo it. help?
i really have no idea what went wrong, im pretty new to blender.

Try pressing Z, this should bring you into wireframe mode, then Z again. Does that help?

what the.. that fixed it xD. what did i do??

You changed the viewport shading mode.

@Leander, you should post an answer!


text:
strange viewport fog unwanted
What causes this slight circle mist in blender ?
On the left i'm zoomed out a lot so the cube isnt visible anymore you'll see it better.
i'd like to remove it/disable it
its slightly cropped but when you click on the image you should be able to see it.

If you go to *World" properties is there some "Use Nodes" that you can change or disable?

Using the Viewport Shading dropdown, try changing the Background.

Go to:
Blender Preferences > Themes > 3D Viewport > Theme Space > Gradient Colors > Background Type
Set to Single Color

ahaa its a theme thing i looked at viewport


text:
Cast circle onto cilinder and solidify (geometry nodes)
I'd like to start with a curve circle, as if it was projected on a tube.
Then make it a solid ribon with an even width thicknes, of some hight.
In below i used cast modifier, a circle and some geometry nodes to get it but its not OK.
As I want to endup with a solid mes and start with a curve circle.
So it then the end it be like a frame for glass on a airplane, or rocket. (that kind of shape)
I'd like to add bolts onto it following the shape from the front (y axis).
Its something that will egt 3d printed, for an artistic idea, but i cannot get the basic shape right. (I dont want a half solution like i made below, because eventually this gets high resolution printed, and then the 'casting effect as i have in below' can be removed by seting a high faces value for a cylindric geometry mesh just before i print it).
But how to create such a shape purely by geomotry nodes, so that the eventually printed part be of good solid geometry and perfectly fit an existing tube. (notice the bolts are a high requirement for me, i probaply figure it out once i understand how to make this shape), but for now whatever i try i always got those U bands and not solids, or shapes with wrong internals for printing, so anyone have an idea on how to do this ?.

Is it absolutely necessary to create it in Geometry Nodes?

Yes it is, i can do it without geometry nodes but then i aply 'a super resoltion thats no problem what i want here is understand how to do it in geometry nodes so i can work in low versions, and just before printing alter some atributes and create a high res STL.
Also for some other things i'll add later i depend on the nodes

You can create the desired shape by lining up the nodes Extrude Mesh and Flip Faces.

In order for this to be projected onto the surface of a cylinder, you apply the formula $r*\cos(\arcsin({{s}\over{2r}}))$ for the offset. This calculates the angle for the points on the X-axis towards the center and distributes the points along the Y-axis using this angle.

Oh wow thanks a lot man, its exactly as how i wanted it to be, the band has no strange distortions, and fits perfectly a cylinder while it is a circle. And i can learn from this as well thanks again !!

According to official documentation:

The operations are similar to the extrude tools in mesh edit mode,
though there are some differences. Most importantly, the node never
keeps the back-faces of the extrusion in place, they are always
removed.

So to build this you should get original faces, flip normals and join them to the extruded geometry:

Merge by distance is useful to have the object manifold.

Yesterday i got something similair by circle curve made of 4 point over a circle curve then there is no issue with backfaces either, its a starter though the question is a bit more complex


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Background grid warping when zooming in User Persp

New Install
Blender 2.7b
Ubuntu 16.04LTS

Whenever I zoom in User Perspective mode, the background grid warps alot as you can see on the bottom right of the first image below:

it returns to normal when I zoom out or in orthographic mode:

I think this might be because of the small screen size that I have (1366x768), or because of some settings in Ubuntu, but I can't quite work it out. What should I do to fix this problem because it is very annoying. Thank you for your time.
--A Blender newbie

This is a normal wide-angle perspective distortion. To reduce it, you need to look at your subject through a longer lens from further away.
Bring up your right-hand panel (hotkey N) find the 'view' section, and change the 'lens' length to a higher number, and track back using the middle mouse wheel.
The longer the lens, and the further away you pull back the camera, the more closely the view will approximate to orthogonal, just as in real-life photography.

Thank you. That explains a lot. However it doesn't fix my problem. Is there a way to completely remove the distortion? I tried higher 'lens' parameters but I still prefer the default one. I've also watched some tutorials on YouTube that has the same lens settings I have but doesn't have any distortion. Maybe it's a problem specific to my computer/version of Blender?

There's more to it than perspective; I'm pretty sure the lines to the right of the cube in the first image shouldn't be doing what they are doing. Looks like a bug, and an exceptionally weird one at that. @Mike What GPU do you have? Does it still do this using the latest version of blender? (2.78)

Thank you @gandalf3. Yes this is indeed a very weird bug in Blender 2.76. I just upgraded to 2.78 and it worked flawlessly. Thank you for all your help.

@Mike Glad it worked out :) Since it indeed turned out to be a bug, I've closed your question. Nothing to worry about, doesn't mean you did anything wrong. (I thought I'd mention this as this appears to be your first question. So, welcome!)


text:
normal vector calculation on a surface
Given a function like f(x,y,z)=constant like an isosurface,
I was wondering if there is any way to:
1) create a mesh and save the coordinates of the points into a separate file?
2) calculate the normal vector at each of these (mesh created) points and save them in a separate file?
Thanks in advance for your reply and comments.
Cheers

Are any of these anywhere near what you need? https://blender.stackexchange.com/questions/73741/how-can-i-create-a-3d-curve-saddle-shape/73752#73752 or https://blender.stackexchange.com/questions/74410/graph-in-blender-a-function-of-two-variables/74412#74412

Thanks for your reply. I have seen these two posts before. However, in my equation, it is not easy to solve z as a function of x and y. This is why I want to draw it as an isosurface. say (cos(x)cos(y)sin(z)=1). This equation is easy to solve, but it is just an example to clarify :-). Besides, I do not know how to calculate the normal vectors using this add-on. Is there any way to do so?

The normals would have to be read from the resulting mesh I believe, not related to the addon itself. You would probably need to devise some sort of python script for that though, and the accuracy would probably always be limited to the initial level of detail the mesh was created with.

Thanks Duarte, are you aware of any python module which could do these? i.e. read a file with coordinates on the surface + the analytical expression of the surface, and then calculate the normal vectors for each point? Please have a look at this: I want these on a surface like this: http://matkcy.github.io/surface.html

Are those colors representations all you need? That can be easily achieved with a simple shader in Blender.

no, I want to calculate the normal vectors on all the vertices on a surface like that picture.


text:
particle simulation distribution on a surface using the analytical expression
Not sure if this is possible with Blender or not.
I have a collection of particles all with the same mass and same charge.
I want to distribute them on a surface which I have the analytical expression for; e.g. $f(x,y,z)=\text{constant}$.
Can I get the optimized distribution of these particles on the given surface in Blender?
Thanks in advance for your reply and comments,
Cheers

You can generate a surface from said mathematical expression as described here or here. You can also use resulting shapes to emit particles from their surface using a particle system. I'm not sure what "same mass and same charge" and "optimized distribution of these particles" means though, so not sure if Blender's particle system has the features or functions for what you require.


text:
How can i make hollow cylinder but to be closed on top and bottom only hollow inside?
I want to make a cylinder that is hollow that's simple i did: Cap Fill Type > Nothing
But then the cylinder is open from top and bottom. I want it to be closed and hollow only inside hollow or empty and not open on top and bottom.
Then i want to add a door or to cut some nice square on the cylinder side.
In the end i want to convert this to a unity3d object so i can move inside the cylinder.
The problem is how to make it hollow/empty without keep the top and bottom open?
How to cut/make door ?
How to convert to unity3d object ?
I did this simple tutorial:
Hollow Cylinder

Doesn't keeping top&bottom faces already solve your issue? Solidify sould build another set of faces that will create the internal space.

Add a circle mesh.

After that, go into edit mode and extrude it down by selecting all the vertices, pressing E, and then dragging down on the z-axis. Then, select  all the vertices on one side of the cylinder you just made and press F to fill it in, then do the same on the other side. You can use box select to select all the vertices faster (press B and drag out).

youtube channel:  BLENDER BUBBLE.
Title: HOLLOW CYLINDER
https://www.youtube.com/watch?v=qIOpgKswi58

Please edit your answer to include the core information from the content you've linked. Link only answers aren't good because the content behind them may change or become unreachable.


text:
Attach blender hair to mixamo fbx character
I created a character in Fuse, imported them in Mixamo for animation and finally imported it back in blender. Thing is, I made hair with blender seperately but cant attach it to the movements nor the head of my character.
How can I solve this?

Select the hair first then the armature while holding shift. Then press ctrl+p and select "with automatic weights". After all you can correct the result in weight paint mode if it needed.

Just tried it but it didnt work. :( Hair doesnt move at all.

Use the weight paint tool or reassign the vertex groups.

Is there a tutorial or smth? I am a newbie and I dont understand.

Several times now I tried to attach the hair by selecting it and the armature (complete selection, armature only selection and head-part of armature). With Ctrl+P. I did this with an unanimated character and with one which I got from mixamo directly as an animated one (Dances Samba). But the hair stays still and does not follow my characters head movements. I know theres got to be a way but cant find it. I am sitting on this for days now.. :(

So I attached the hair, using the vertex assignments and stuff. Thank you so much. Now the hair is at least moving with the head of my character. Only thing that is missing is that the hairs move dynamically... I guess that is achieved with weight painting ?

How can I weight paint that hair now, is there a decent tutorial on that topic? My hair does not appear the be weight paintable since it is not marked blue from the get go.


text:
Combine mixamo animations with own rig / animation possible?
So I downloaded a bunch of mixamo animations and edited them in NLA Editor. I want to make small tweaks here and there and add them to the whole animation but it doesnt work. When I rig up my character and animate it, it "erases" the whole underlying animation from mixamo. The animations are all fbx files.
Do you know how to combine mixamo animations with own animations?

You can also use this app to combine multiple mixamo animations in a single file.
https://nilooy.github.io/mixamo-animation-combiner/

There is 3 way to mix mixamo animation in Blender

Same fbx mixamo blended in NLA editor, good approach is upload your char rig with mixamo then download several animation, in NLA use Blend in and Blend out
With your own rig, remap your bones from mixamo using this remap tools plugin
Keemap-Blender-Rig-ReTargeting-Addon https://github.com/nkeeline/Keemap-Blender-Rig-ReTargeting-Addon the tutorial to use this can be found here https://www.youtube.com/watch?v=EG-VCMkVpxg
If you buy and use AutoRigPro they have own tools to remap your bones from mixamo to autorigpro rigged bones
https://blendermarket.com/products/auto-rig-pro
tutorial here https://www.youtube.com/watch?v=gNCehuAEn_c

usually i use this to export to game engine like Unity or Unreal Engine
sometimes the animation from mixamo is not perfect, in some case you have to delete all keyframes from that bones then reanimate again manually in Blender

You have to keyframe the influence of IK (or other controls from your rig- for example, I have my hand and foot bones copy transforms from my respective hand and foot controllers) down to 0 for the Mixamo actions. Just go to every single Mixamo animation at the frame 0 and keyframe every custom influence/bone constraint to 0. You also have to do the reverse for your custom animations.
This approach works perfectly for exporting animations to Unity. I don't know how you're going to be using NLA editor so I can't say if it's going to work for you.


text:
Disappearing model when rotating
How do I stop model from disappearing when I rotate around it? It happens randomly and I don't know how to fix it. Example would be today when I was in edit mode i selected vertices and when i rotated it started to disappear. The model lost all textures and when I switched back to object mode the whole thing was invisible.

.. As people have already said, less directly this is almost certainly a question of adjusting the viewport depth clipping.  In 3D View,, In 2.79 .. N.. Properties region, View panel.   In 2.8, .. N, Properties region, View tab... 'Clip Start.. Clip End'


text:
Animating recursive subdivision (Geometry nodes)
I followed this tutorial to simulate recursive subdivision in Blender:
https://www.youtube.com/watch?v=_2PkrmpMmQA&t=15s
But I can't figure out how to animate the scale of each instance. What I'm going for is something similar to this, where I can instance any object on the faces of the divided mesh: https://www.instagram.com/p/CMMsfxhhIMW/
Thanks in advance :)

Found the solution here: youtube.com/watch?v=PgZrIToTdJE&t=1042s
A bit more complex than the first approach, but it works by changing the instancing object from the grid to any other object:


text:
Change number of segments for each ring on UV sphere (Geometry Nodes)
How do I change the number of segments for each ring on a UV Sphere in Geometry Nodes?

The top and bottom rings should have fewer segments so that the letters don't overlay each other.
Here's my setup:

Thanks in advance :)

I have made an accepted answer to this question: How can I use geometry nodes to shape this structure into a pyramid? including file to download where I am basically doing what you need, I guess, just with a square shape instead of a circle... so maybe take a look into the file if you can modify it for your needs (in the end, if you create a circle with just four vertices it's a square, too).

You could extract the latitudes of your UV Sphere and convert those to curves:

.. which can be sampled by length in Curve to Points.
That means you can space your letters out evenly:

Thank you! This worked perfectly.

Instead of using a UV Sphere, you could just use maths, by converting between plane and spherical coordinate systems:

I wouldn't be surprised if it actually was slower, plus it introduces a problem of having to divide the text into lines by yourself. The advantage is, you can get proper letter spacing (not sure if that's even something you're interested in), and the precision of sampling is as if you sampled on infinitely subdivided curve. This precision thing is subtle and really only visible if instead of positioning entire instances you're realizing them and maybe even subdividing them to make the letter shape conform to the sphere completely… So that's what I show in the example, quite far from the request.

To combat the squeeze, I think you would need to divide the x by calculated radius.

Actually proper letter spacing is the matter not of manually calculating sphere positions, rather spawning the text on a plane first, and then using its x, which can be used as a factor on the curve, so you could still spawn just a single line and sample the factor of all joined curves from uv sphere.

Makes mine look clunky and simplistic :)


text:
Outlined text and fill for each instance (Geometry nodes)
I'm trying to achieve this type of styling on text elements in Geo nodes: https://www.youtube.com/watch?v=WQp-Kl5jU70 (outlined text + fill)
Here's my setup:

I need each letter seperated so I need to check the pick instance boolean, but then the trick of joining the geometry doesn't work anymore.. Any tips on how to fix this?
Thanks in advance!

Since you always create two objects per letter with your current solution, Pick Instance does not work as expected when instantiating.
If you join several elements with Join Geometry, they will be recognized and used as single objects when using Instance on Points.
However, you can solve this by creating the desired mesh after instantiating the letters.
This could look something like this:

(Blender 3.2+)

Ah of course! Makes total sense. Thank you so much!


text:
Flattening Tool?
Is it in any way possible to take multiple verticies, ( on top of eachother, along the Z Axis ) and make them completely linear? Like, they are a little out of place, and i want them to be straight as a line on Z Axis. Help?

Select both of the vertices, press 'S' to scale then 'Z' and then '0'. Should align then perfectly.

This way they all end up the exact same spot. i want to keep the same distance between them

you have to exclude the Z axis, so press S to scale, then shift-Z then zero, they will get the same X and Y. The chosen pivot mode counts.

Thanks man, Helps alot! How do i accept your answer??


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Local/Global Scaling?
I Have this line right in the cleavage of a character that I'm modeling, and I am using a mirror modifier to create her.
I was given a tip to reset the "middle" circle of vertices (The ones that are the closest to the mirror/Y Axis) by pressing "S" then "Y", "Zero" and then "Enter", but when I do this, it resets the entire action, because the "Local" "Zero" is where I started scaling from, whereas I want it to move to the "Global" "Zero".
Her chest

Shift + S
Cursor to Center (alternative to 1+2: Shift + C)
. to change to Pivot Cursor
Scale your thing


text:
Scaling (set of stairs) between two edges
Hello Blender community :)
I have a slight problem I can't really figure out;
How can I scale my stairs equally in the y-direction (green arrow), so that the beginning of the first stair will be snapped to the left edge of the face (since it is in wireframe mode, I'm talking about the dark green lines), and the last stair's end will be snapped to the right edge of the face. On top of that, the stairs should be equally scaled (first one should have same dimensions as all the other ones)
Note: a single stair's dimensions are currently (x=2, y=0.4, z=0.15)
Thanks in advance!

If I got what you asked, try this:
get the desired length selecting the mesh delimiting the available space (in the image it seems a sort of cubic shape), and copy the Y dimension in the properties panel.

Then select your stair made of array-copied steps, and in the same panel it should have a different value:

now paste the copied value in the Y dimension.

it should fit perfectly


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About says version 2.46 when I install version 2.79
I have no clue why when I hit the about button, it tells me that it's version 2.46 when I installed version 2.79 using the blender-2.79.windows64.msi! just curious as to why it tells me I have version 2.46 after I install version 2.79???

Guess I had version 2.46 installed and did NOT realize it. So when I installed 2.79, it installed to a different folder (Blender instead of Blender Foundation which is what 2.46 installed to). I was opening the wrong version and didnt realize I was doing so.


text:
Set object origin to minimum Z (set to floor) (using examples from @TLousky)
I'm working off examples found here:
Getting global axis value of the vertex with the lowest value
(and other from @georges and @tlousky, many thanks!)
I'm working off a csv example and an 'set Z to floor' example.
However, I can't get the final piece of this to work.
The script reads a CSV list of objects (basically the bounding boxes of my office furniture, to use for space planning), creates a basic cube, scales to the WxDxH values given, adds a text label and links the label to the cube.
I've been able to get all that to work just fine (also arranging the new objects in nice rows of five)
However the part that I can not figure out is how to get the Z minimum to 0 for each object.
Using the sample supplied by @georges, which is based on @tlousky's sample, I attempt to reset the origin of each object to the Z minimum.
However, as the debug output shows, there is a disconnect between the vertex values of the cube inside the function versus outside...
A sample of the debug, and then the script itself:
{'Depth': '32', 'Height': '13', 'Name': 'Printer - Epson', 'Width': '33', 'Note': ''}

//This is inside the function, appears to be an un-transformed cube
[-1.0, 0.0, -1.0, 0.0, -1.0, 0.0, -1.0, 0.0]
-1.0  minZ

//This is outside the function, shows correctly scaled coords
[(163.5, 164.0, -7.0), (163.5, 164.0, 6.0), (163.5, 196.0, -7.0), (163.5, 196.0, 6.0), (196.5, 164.0, -7.0), (196.5, 164.0, 6.0), (196.5, 196.0, -7.0), (196.5, 196.0, 6.0)]  for v
-7.0  is minZ?
6.0  is minZ?
-7.0  is minZ?
6.0  is minZ?
-7.0  is minZ?
6.0  is minZ?
-7.0  is minZ?
6.0  is minZ?

Obviously, this will never be true,
if (mw * v.co).z == minZ:
            print ('is minZ')
            v.select = True

and therefore no vertices are selected, and the Set Origin never happens.
I can not figure out why the data is different inside the function!
Thanks in advance for tips, corrections or pointers!
Peter
PS, please forgive, I'm not completely naïve with python and blender, but pretty close ;-)
The Data Set looks like this:
Name,Width,Depth,Height,Note
Clerk Table,49,31,40,
Old Folding Table,60,35,30,
Workstation,79,32,36,

# import CSV data, build objects and labels, set to floor

import bpy,bmesh
import csv
from math import radians

fPath   = '/Users/peterf/Google Drive/2015 Projects-Strategy/401 N Dodge/Fraterdeus Design Studio Objects - Sheet1.csv'
''' Name    Width   Depth   Height  Note
'''
bpy.ops.object.select_all(action='TOGGLE')
bpy.ops.object.select_all(action='TOGGLE')
bpy.ops.object.delete(use_global=False)

# from https://blender.stackexchange.com/questions/55702/getting-global-axis-value-of-the-vertex-with-the-lowest-value?rq=1

def select_lower_Z():

    o = bpy.context.object  # active object
    mw = o.matrix_world      # Active object's world matrix
    glob_vertex_coordinates = [ mw * v.co for v in o.data.vertices ]    # Global coordinates of vertices

    bpy.ops.object.mode_set(mode = 'EDIT') #Change mode of selected object to Edit mode
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') #Set the type in Edit mode to Vertices
    bpy.ops.mesh.select_all(action = 'DESELECT') #Deselect all

    bpy.ops.object.mode_set(mode = 'OBJECT') #Change mode of selected object to Object mode

    # Find the lowest Z value amongst the object's verts
    minZ = min( [ co.z for co in glob_vertex_coordinates ] )
    print (( [ co.z for co in glob_vertex_coordinates ] ))
    print (minZ, " minZ") #debug
    verts = [o.matrix_world * vert.co for vert in o.data.vertices]

    plain_verts = [vert.to_tuple() for vert in verts]

    print(plain_verts,' for v') #debug

    # Select all the vertices that are on the lowest Z
    for v in o.data.vertices:

        print ((mw * v.co).z, ' is minZ?')
        if (mw * v.co).z == minZ:
            print ('is minZ') # Debug
            v.select = True # NB <<<< THIS IS NEVER TRUE

    bpy.ops.object.mode_set(mode = 'EDIT') #Change mode of selected object to Edit mode

    current_area_type = bpy.context.area.type#Save the current area type to a variable
    area = bpy.context.area #Change the area to 3D view in order to get rid of wrong context error
    old_type = area.type #Change the area to 3D view in order to get rid of wrong context error
    area.type = 'VIEW_3D' #Change the area to 3D view in order to get rid of wrong context error
    bpy.ops.view3d.snap_cursor_to_selected() #Move the cursor to selected
    bpy.ops.object.mode_set(mode= 'OBJECT') #Set the mode back to Object mode
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR') #Move the selected object origing's to the 3D cursor's location
    bpy.context.area.type = current_area_type #Set the area type back to what it was before changing it to 3D view

with open(fPath) as f:
    reader = csv.DictReader(f, delimiter=',')
    i=myLocationX=myLocationY=0

    for row in reader:
        i+=1

        myWidth=int(row['Width'])
        myDepth=int(row['Depth'])
        myHeight=int(row['Height'])

        bpy.ops.mesh.primitive_cube_add(
            radius = 0.5
            )

        obj = bpy.context.active_object
        print (row) #debug
        obj.scale.x = myWidth
        obj.scale.y = myDepth
        obj.scale.z = myHeight
        obj.name = 'object_'+row['Name']

        select_lower_Z()

        myLocationX+=myWidth+30
        if (i%5==0):
            myLocationY+=60
            myLocationX=0

        obj.location = ( myLocationX, myLocationY, 0 )

        bpy.ops.object.text_add(
            location = ( myLocationX, myLocationY, myHeight )
        )

        text = bpy.context.object
        text.rotation_euler.z = radians(60)
        text.data.extrude     = 0.05
        text.data.bevel_depth = 0.01
        text.data.body        = row['Name']
        text.scale          = [4,4,2]
        text.name = 'label_'+row['Name']

        text.parent = obj
        text.matrix_parent_inverse = obj.matrix_world.inverted()
        text.lock_location=[True,True,True]

        text_data=text.data

        mat_red = bpy.data.materials.new("Text")
        mat_red.diffuse_color = (1.0, 0.0, .0)

        if len(text_data.materials) == 0:
            text_data.materials.append(mat_red)
        else:
            text_data.materials[0] = mat_red

Shift the local coordinates up half the z dimension on cube creation.
Your script appears to me to be overly complicated. Making one cube with origin on bottom face of a cube is just a matter of adding half its z dimension to the local coordinates (vertex coords) after creation (while matrix world is unity which is when local and global coordinates are the same).
The dimensions of this cube can be set from the data. Its default location will remain at (0, 0, 0).
Here is a small sample script, using a list instead of csv file and not bothering to add text label or material.
import bpy

data = [
        ("Clerk Table", 49, 31, 40),
        ("Old Folding Table", 60, 35, 30),
        ("Workstation", 79, 32, 36)
        ]

context = bpy.context

def add_cube(name, w, d, h):
    bpy.ops.mesh.primitive_cube_add()
    cube = context.object
    # make the origin on bottom face.
    for v in cube.data.vertices:
        v.co.z += cube.dimensions.z / 2
    # set the dimensions
    cube.dimensions = (w, d, h)
    cube.name = name
    return cube

x = y = 0
for row, line in enumerate(data):
    name, w, d, h = line
    cube = add_cube(*line)  # same as add_cube(name, w, d, h)
    # set location
    cube.location.x = x
    x += w + 30

Note: the script above uses the create primitive operator for each data element.  If you are going to be creating a lot of objects it would be advisable to create only first with operator, and use cube = cube.copy() for the next.
PS not quite sure what you mean by inside and outside function.  What it looks like is local coordinates versus global coordinates.

OK, I think I see what is happening here.
Yes, the script is no doubt overly complicated, I'm like Dr Frankenstein, a snippet from here, a leg from there...
I like the add_cube(*line) syntax! Very cool, I don't know that I've seen that before!
Many thanks!

Unfortunately, obj.scale is not automatically updated immediately after changing 'obj.scale'.
You can see it by printing the matrix_world.
Object is updated when you switch to the Edit Mode.
So the data is different inside the function because.
e.g.
#        obj.scale.x = myWidth
#        obj.scale.y = myDepth
#        obj.scale.z = myHeight

        mw = obj.matrix_world
        mw[0][0] = myWidth
        mw[1][1] = myDepth
        mw[2][2] = myHeight


text:
Model Deforms after applied the Mirror modifier
I just applied the mirror modifire to move forward to the shapekeys but everytime when i try to move the mesh then the applied side from the mirror modifire deforms without selecting it.

Do you have the x-mirror option enabled int he toolbar options tab? Also if you apply the rotation of your object in object mode does that affect how it deforms?

Oh yes it was the X-mirror thank you very much for the fast answer :DDDDDD

I just posted the solution as an answer. Can you accept the answer so that this question is solved?

It looks like you have the x mirror option enabled in the options tab of the toolbar. My guess would also be that to have the option behave that way your rotation should be applied as well, but just disabling the x mirror should fix it.