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QUESTION
I have implemented a Xdnd drop support implementation in VTK some time ago. It was working great except with Thunar file manager. All other file managers were working fine at the time. We dismissed this limitation a Thunar bug at the time.
The feature I implemented was very simple:
- Set the window of the application to be XdndAware
- Receive the position message and respond that we are ready to receive
- Receive the drop mesage and request a selection
- Receive the selection notify and recover the URI
- Convert the URI into something we can work with
Nothing fancy, I did not even touch the list type.
Fast forward a few years and now dolphin users cannot drop files correctly into our application. The URI is always the first file dropped since dolphin was started. Restarting our application has no effect. No bug at all with pcmanfm.
This is not a dolphin bug and files can be dropped on blender or firefox from dolphin without issues.
So there must be a bug in our implementation, but I've been staring at the code for some time and everything I tried had no effect, except for breaking Xdnd support completely.
Here are the interesting part of the implementation:
...ANSWER
Answered 2021-Jun-09 at 05:47From some testing, the issue is with the preparation and sending of the XdndFinished
ClientMessage
back to the drag and drop source when handling the SelectionNotify
event.
Instead of:
QUESTION
I'm using OBJLoader to load an OBJ file into my scene.
For whatever reason the vertex ordering seems to be out of whack.
Here is a pic of my model in blender:
And here is a pic of my model in three:
I've seen similar effects before with models and it's always been due to vertex ordering so I make the assumption something is going wrong there.
EDIT By the way, notice the triangles crossing over the letters where in Blender there are none. I believe there may be an offset in the vertex count introduced somewhere.. maybe.
The code:
...ANSWER
Answered 2021-Jun-09 at 02:25By default, Three.js only renders the front face of triangles. It looks like some of your faces are inverted. Make sure you calculate normals in your 3D editor so they're pointing "outwards". That way, when you export them the engine will know which way the triangles should be facing.
Also, Three.js doesn't render n-gons, and it looks like your letters have lots of them. Look at the 'U', it's one flat plane. Make sure you convert to triangles before exporting. Or at least convert to quads, so the exporter can easily subdivide them into tris.
QUESTION
i translate from german to english with google and hope you can understand me.
i have a problem loading my 3d object (json file) in my 3d scene. have i not yet fully integrated my property? I didn't assign any textures.
i am an absolute beginner and just finished my basic javascript course a few days ago. I ask for understanding. I've been working on the problem for about 15 days and can't understand it.
My model was created from blender using three.js exporter and is also displayed in the editor of threejs.org/editor. unfortunately with strange textures.
The browser loads the file 100% but tells me 2 errors. I'm not sure about that either.
Thank you very much for your time. I have provided the data here ... ONEDRIVE https://1drv.ms/u/s!AuLWgHhoBqYGjFnq_69fwPtXcUKG?e=2TiBYS
ATTENTION please display as mobile version. I haven't designed a desktop view yet.
...ANSWER
Answered 2021-Jun-05 at 21:29Your JSON file is not in the Object/Scene format. It's just geometry data. Instead of using THREE.ObjectLoader
, try it with THREE.BufferGeometryLoader.
Since the loader returns a geometry and no 3D object, you have to change your onLoad()
callback a bit. Try it with:
QUESTION
As the title states, I am using es6 classes, but because they are all not modules apart from the main.js file, it makes it difficult to use API's because I cannot make use of import modules.
I used the code from this link's answer: How to add in Three.js PointerLockControl? and pasted the code into a js file, calling it up in my HTML, but I get an error stating:
Uncaught ReferenceError: PointerLockControls is not defined
It is not picking up the class when I reference it. I tried to link it to the GitHub raw code, and it didn't pick it up either.
This is my index.html code (only one line referencing the GitHub raw code):
...ANSWER
Answered 2021-May-26 at 18:31I changed all my es6 classes into es6 modules, and used import. I don't think there was a solution for this with cdn or raw git scripts.
QUESTION
I am pretty new to blender, animations and gltf. I have successfully created my 3d model and was able to export that as glb file. Currently, I am trying to add a walking animation but the export to gltf with animations doesn't work. This is the error that the exporter is throwing:
...ANSWER
Answered 2021-Jun-03 at 15:32I have submitted a bug report for the gltf exporter. You can look at it here: https://github.com/KhronosGroup/glTF-Blender-IO/issues/1401 Removing invalid drivers fixes the issue.
QUESTION
here my issue. the script works fine in Blender 2.9 , until I put that random variable in the name. basically I need to link different textures to different files and materials via script . the problem is that I have label 21.jpg, label 34.jpg , label 345.jpg . that "random variable" is a placeholder, what do I need to put there so it succesfully loads the label texture , no matter which random number is in the name? thanks in advance
...ANSWER
Answered 2021-Jun-01 at 21:26You can try:
QUESTION
I am importing a model that consists of multiple individual meshes. Right after import (where everything is selected), I want to rotate the imported selected objects based on a [X, Y, Z] angle parameter. Also I want to run the script as a blender "--background" shell process.
I tried doing something like this but it doesn't seem to work.
bpy.ops.transform.rotate(value=math.radians(param.x), orient_axis='X');
bpy.ops.transform.rotate(value=math.radians(param.y), orient_axis='Y');
bpy.ops.transform.rotate(value=math.radians(param.z), orient_axis='Z');
I get this error:
RuntimeError: Operator bpy.ops.transform.rotate.poll() failed, context is incorrect
I tried searching the internet for solutions but I couldn't understand exactly what is going wrong. Also I think this error doesn't appear because I am running with "--background", but because I am running it as a terminal command.
Thanks in advance! I am using Blender 2.9.
...ANSWER
Answered 2021-May-29 at 05:03Im running the same issue. I have some scripts that worked so fine in blender 2.83 as module using bpy.ops.transformm.rotate, now this is not working on the new bpy (blender as module) version 2.93.
I realized that bpy.ops.transform.rotate.poll()
return false using the module, from python script, while the function bpy.ops.transform.translate.poll()
returns true.
However when I run the same function in the scripting console of the blender 2.93 GUI, the function bpy.ops.transform.rotate.poll()
returns true.
So I think is a bug in the new version.
However I was able to fix this passing a VIEW_3D context as first argument in the operator:
QUESTION
I have a table with a column called created_date that has date like 2020-01-01 00:00:00.000 and I'm trying to create a column that will show only the year, another one the month and one that shows the month as a string
here what I try
...ANSWER
Answered 2021-May-27 at 14:38Assuming the "created_date" is stored as a timestamp or datetime (synonyms), then you just need to remove the single quotes from around the created_date column name and change "to_char" to use the "monthname" function:
QUESTION
I am trying to draw this free airwing model from Starfox 64 in OpenGL. I converted the .fbx file to .obj in Blender and am using tinyobjloader to load it (all requirements for my university subject).
I pretty much slapped the example code (with the modern API) into my program, replaced the file name, and grabbed the attrib.vertices
and attrib.normals
vectors to draw the airwing.
I can view the vertices with GL_POINTS:
...ANSWER
Answered 2021-May-25 at 17:48E: When I wrote this answer originally I had only worked with vertices and normals. I've figured out how to get materials and textures working, but don't have time to write that out at the moment. I will add that in when I have some time, but it's largely the same logic if you wanna poke around the tinyobj header yourselves in the meantime. :-)
I've learned a lot about TinyOBJLoader in the last day so I hope this helps someone in the future. Credit goes to this GitHub repository which uses TinyOBJLoader very clearly and cleanly in fileloader.cpp
.
To summarise what I learned studying that code:
Shapes are of type shape_t
. For a single model OBJ, the size of shapes
is 1. I'm assuming OBJ files can contain multiple objects but I haven't used the file format much to know.
shape_t
's have a member mesh
of type mesh_t
. This member stores the information parsed from the face rows of the OBJ. You can figure out the number of faces your object has by checking the size of the material_ids
member.
The vertex, texture coordinate and normal indices of each face are stored in the indices
member of the mesh. This is of type std::vector
. This is a flattened vector of indices. So for a model with triangulated faces f1, f2 ... fi
, it stores v1, t1, n1, v2, t2, n2 ... vi, ti, ni
. Remember that these indices correspond to the whole vertex, texture coordinate or normal. Personally I triangulated my model by importing into Blender and exporting it with triangulation turned on. TinyOBJ has its own triangulation algorithm you can turn on by setting the reader_config.triangulate
flag.
I've only worked with the vertices and normals so far. Here's how I access and store them to be used in OpenGL:
- Convert the flat vertices and normal arrays into groups of 3, i.e. 3D vectors
QUESTION
I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.
This is my character's animation code:
...ANSWER
Answered 2021-May-24 at 21:38I think the issue is with your AnimationMixer.update()
call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta();
as the argument:
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