Any obvious reasons why my mouse movements would suddenly start being interpreted in reverse (up is down, left is right) during transform/scale/rotate operations?
EDIT: This occurs in Edit mode, but not in Object mode, where things translate as I expect them to.
Figured it out- has to do with the vertices being influenced by shape keys.
It's possible to have to have a ''separated'' way to control pan and zoom in sculpting mode with a wacom tablet without breaking the ones that i use for polymodeling?
I have Rotate in (Alt + Left Mouse), Pan (Shift + Right Mouse) and Zoom in (Scroll), using pan and scroll with the pen buttons is way too painful, and if i change to something like (ctrl+alt+right) it breaks other things.
@Zablorg Just for future reference: I also found that having the 3D-Cursor a few units off screen from what you are trying to move can also make movement behave in unexpected ways, if you have the 3D-Cursor set as pivot.
It is more or less expected behaviour, but it threw me off multiple times in the last few days. I rarely work on scenes that large.
Does anyone know of a equivalent to max's Transmographier: http://rpmanager.com/plugins/Transmographier.htm I want to be able to mirror the vertex positions on a symmetrical mesh with unsymetrical uvs - and / or - without changing the existing vertex indices - and / or - loosing any other already existing unsymmetrical vertex data
@rollin Just have a look at the options of the mirror modifier. You can disable it from copying over vertex groups. And for UVs, you can specify an offset.
@rollin Just have a look at the options of the mirror modifier. You can disable it from copying over vertex groups. And for UVs, you can specify an offset.
And one more: can someone explain to me why you have to apply the mirror modifier above the armature modifier to work properly (mirror first then animate) but the data transfer modifier needs to be below the armature modifier to work (transfer first then animate) This makes no sense to me
@rollin Have you thought about using shapekeys? You can create a shapekey from your vertex positions and then mirror it and apply it. Or am I not understanding your end goal here?
@f1r3w4rr10r Thanks. I can see that there's still time before they start, it's on October 24th onwards. Some interesting talks in the schedule as well as Luis'.
So happy to see everyone adopting Blender. I keep seeing more threads in this Tech Talk section too popping up...And the support from big companies is very exciting.
-Does anyone know what are the points to keep in minds when importing OBJ meshes from other 3D packages to Blender? I've noticed imported OBJs come with some 'custom split normals data' that can be deleted in the Context>Geometry Data tab. The only reason to do this AFAIK is to clean the mesh so that you can use the Auto Smooth Normals slider again, since otherwise this will be grayed out. Is there a way to import meshes without Custom Split Normals Data, so that we can remove this extra cleanup step? Are there any other important points to know about importing meshes?
How did you get involved with that event? Also, if there's a recording or something like that, let us know.
There's a call for participation over the conference website every year. It's a good opportunity to get a direct talk with the devs, so if you guys have any pertinent questions as well I can bring that up for them! I'm preparing some game-dev related Q&As, since IMO its one of the areas Blender could improve at mid-term for the next 2-3 years at relatively little production time expense.
@rollin Have you thought about using shapekeys? You can create a shapekey from your vertex positions and then mirror it and apply it. Or am I not understanding your end goal here?
@m00k Well.. not exactly what I was looking for but not uninteresting either.. For the moment this should do the trick. thx!
Is there a way to copy preferences from one PC's Blender to the other, while still retaining the File Browser Directories?
Normally I just copy the Config, Datafiles & Config folders in AppData, but (not surprisingly) replacing everything also replaces the directories, something which I'd like to keep. Someone know where these are stored so as to not delete that file when transferring Preferences?
EDIT: Found it, I think. It's the "bookmarks.txt" inside the config folder
@another caveman Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ )
The remesh tool (Blender 2.81, Object Data Properties tab) works very well to generate a curvature map, especially for hard surface models and it union everything so you get a curvature from intersecting meshes.
To color it remove the gamma node, and use a multiply with a factor of 1 and set the color.
@another caveman with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?
@another caveman with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?
Not evenly distributed Like inputting a grayscale mask and/or vertex painting, and the whiter..the more verts it gets.
Like Sculptris thing, mask-based/ (Dyntopo in Blender?).
@another caveman Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ )
Thanks for the link! Will check that out. Sad to learn this about modifiers ! I guess things just work differently and theyre not indispensable in everyday workflow in Blender?
hey guys. Has anyone ever had trouble with Blender when changing keyboard key registries? Using Sharpkeys for example, I've changed the place of my Shift key, but for some reason even though all apps read this correctly, Blender does not.
It's strange - inside text fields or the scripting text editor it works just fine, but when in the viewport, if I press Shift+A for example, Blender will simply read A and ignore the Shift...Any ideas?
@Justo I bet that is because one reacts to the actual letter received by the OS and the other reacts to the key code. You actually have to do it like this in order to be able to react to modifier keys like Shift and Control on their own. But I am basing this mostly on knowledge how those things are handled in Linux systems. (Mostly X display server and VTE based terminals) Could be that Windows handles it completely different.
The most likely thing is though, that it's not something easily fixed by the end user.
What would be the python command to assign a given material (nameofthematerial, already present in the scene so no need to create it) to the currently selected object - or even better, to all currently selected objects ? Preferably as directly compatible with PME.
(I've been using various material helper scripts in 2.78 and 2.8 for easy assignement of materials directly from the viewport, but find myself always needing my basic gray - so might as well making a PME command for it).
Heya - I should probably mention that I tried that yeah ... I usually find my way just fine by doing that and by adding the last performed action to PME and editing the code from there, but it seems like material assignement is a bit more complex than that (probably because of things like material indexes, and so on).
@pior Hey you can select every object one by one and choose the material in the object's material dropdown
Sorry hat to give the old blenderfanboy answer
Ok, if you want to script this (and it's no one-liner) you would have to do something similar to that (not tested) but this would work best in some kind of pior's-personal-tools-panel where you put it on a button and maybe an option to "remember" a certain material:
import bpy
objs = bpy.context.selected_objects
# Your material
mat = bpy.data.materials.get("My Material")
# assign
if None != mat:
for obj in objs:
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
Hey @rollin ! Well, I can certainly confirm that this code here totally works. Excellent, thanks !
Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel
@another caveman : blender files will store up what is shown in various UI panels, as well as things like the currently active viewport mode, embedded textures, and so on. Everything else (keymap, user preferences, addons...) is all stored in :
This single folder is all you need to carry from one computer to another. Along with the fact that Blender doesn't require any installation, one can literally be up and running in seconds.
Hey @rollin ! Well, I can certainly confirm that this code here totally works. Excellent, thanks !
Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel
It actually works? Lucky me
But I can just urge everyone to setup a personal panel-addon. The process is really simple and if you use Visual Studio Code + Blender dev addon the time you loose is neglectable but you gain the option to quickly throw small code snipets you find somewhere on a button.
@rollin : well, I wouldn't really call that "really simple" Even just now, following the official docs I am running into some trouble wrapping the code above into an addon that registers properly ... even though that's something I definitely did in the past Not giving up though.
@rollin : well, I wouldn't really call that "really simple" Even just now, following the official docs I am running into some trouble wrapping the code above into an addon that registers properly ... even though that's something I definitely did in the past Not giving up though.
Compared to getting more complex stuff running it is really simple. Usually I keep on finding stuff I didn't wanted from an API version I wasn't looking for... And from time to time I find some page wanting to sell me actual blender from amazon -.-
Btw: I had similar registering issues first as I was happily renaming stuff.
I ended up matching the folder where my script(s) are located and the name of
bl_info = {
"name" : "<same-as-folder>",
...
Not sure if this was just imagination but I had issues before doing so
Yeah, this is where I am stumbling as well, I just need to dig a little deeper and dedicate more time to that Thanks for the code itself though ! That's a fantastic start.
Great.! That folder is getting a sync with google drive then ! Thanks for fast answer.
I suggest you though to not sync the bookmarks.txt and recent-files.txt inside the Config folder, so that you can navigate faster in each PC its your choice though, ofc
Is there a way -through some code maybe?- to fix the extra windows not being on top when the main one is?
Thanks
So far I'm plugging them on the side of the main window and extending it. But when you restart Blender it's back to being on one monitor only, so I gotta reposition it again every time.
Replies
https://gumroad.com/l/speedflow
Hey everyone, there's this cool addon that allows to create random shapes. I find it very usefull for concepting! Let me know what you think.
https://www.youtube.com/watch?v=cAXBBlDkgtE
EDIT: This occurs in Edit mode, but not in Object mode, where things translate as I expect them to.
Figured it out- has to do with the vertices being influenced by shape keys.
I have Rotate in (Alt + Left Mouse), Pan (Shift + Right Mouse) and Zoom in (Scroll), using pan and scroll with the pen buttons is way too painful, and if i change to something like (ctrl+alt+right) it breaks other things.
I'll be around all 3 days and you can see the entire schedule here. (Mine happens on Friday 25th / 12:00)
Also, finished some personal work in EEVEE:
I want to be able to mirror the vertex positions on a symmetrical mesh with unsymetrical uvs - and / or - without changing the existing vertex indices - and / or - loosing any other already existing unsymmetrical vertex data
This makes no sense to me
I hope you had a great talk.
How did you get involved with that event?
Also, if there's a recording or something like that, let us know.
Or am I not understanding your end goal here?
-Does anyone know what are the points to keep in minds when importing OBJ meshes from other 3D packages to Blender? I've noticed imported OBJs come with some 'custom split normals data' that can be deleted in the Context>Geometry Data tab. The only reason to do this AFAIK is to clean the mesh so that you can use the Auto Smooth Normals slider again, since otherwise this will be grayed out. Is there a way to import meshes without Custom Split Normals Data, so that we can remove this extra cleanup step? Are there any other important points to know about importing meshes?
There's a call for participation over the conference website every year.
It's a good opportunity to get a direct talk with the devs, so if you guys have any pertinent questions as well I can bring that up for them! I'm preparing some game-dev related Q&As, since IMO its one of the areas Blender could improve at mid-term for the next 2-3 years at relatively little production time expense.
Well.. not exactly what I was looking for but not uninteresting either.. For the moment this should do the trick. thx!
EDIT: Found it, I think. It's the "bookmarks.txt" inside the config folder
Luckily blender already has what you're looking for. That's the UV warp modifier
Manual:
https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/uv_warp.html
Set "from" to any object (I'd suggest an empty), set "To" to the mesh which UVs you want to transform. All the transforms work nicely
What's non uniform subdivision though?
https://youtu.be/sZBWTspWsaQ
Test of Procedural shader.
It's strange - inside text fields or the scripting text editor it works just fine, but when in the viewport, if I press Shift+A for example, Blender will simply read A and ignore the Shift...Any ideas?
What would be the python command to assign a given material (nameofthematerial, already present in the scene so no need to create it) to the currently selected object - or even better, to all currently selected objects ? Preferably as directly compatible with PME.
(I've been using various material helper scripts in 2.78 and 2.8 for easy assignement of materials directly from the viewport, but find myself always needing my basic gray - so might as well making a PME command for it).
Thanks !
Sorry hat to give the old blenderfanboy answer
Ok, if you want to script this (and it's no one-liner) you would have to do something similar to that (not tested) but this would work best in some kind of pior's-personal-tools-panel where you put it on a button and maybe an option to "remember" a certain material:
Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel
C:\Users\[username]\AppData\Roaming\Blender Foundation\Blender\2.8
This single folder is all you need to carry from one computer to another. Along with the fact that Blender doesn't require any installation, one can literally be up and running in seconds.
But I can just urge everyone to setup a personal panel-addon. The process is really simple and if you use Visual Studio Code + Blender dev addon the time you loose is neglectable but you gain the option to quickly throw small code snipets you find somewhere on a button.
I can recommend this tut (not even 5 min) and overall he's doing a great job with his videos getting you started
https://www.youtube.com/watch?v=uahfuypQQ04
https://www.youtube.com/watch?v=1lPi8NZt6nI