blender | A modular orchestration engine | Graphics library

 by   PagerDuty Ruby Version: Current License: Non-SPDX

kandi X-RAY | blender Summary

kandi X-RAY | blender Summary

blender is a Ruby library typically used in User Interface, Graphics applications. blender has no bugs and it has low support. However blender has 20 vulnerabilities and it has a Non-SPDX License. You can download it from GitHub.

Blender is a modular remote command execution framework. Blender provides few basic primitives to automate across server workflows. Workflows can be expressed in plain ruby DSL and executed using the CLI. Following is an example of a simple blender script that will update the package index of three ubuntu servers.
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            kandi-support Support

              blender has a low active ecosystem.
              It has 184 star(s) with 8 fork(s). There are 137 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 4 open issues and 3 have been closed. On average issues are closed in 70 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of blender is current.

            kandi-Quality Quality

              blender has 0 bugs and 0 code smells.

            kandi-Security Security

              OutlinedDot
              blender has 20 vulnerability issues reported (0 critical, 20 high, 0 medium, 0 low).
              blender code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              blender has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              blender releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              blender saves you 900 person hours of effort in developing the same functionality from scratch.
              It has 2056 lines of code, 148 functions and 59 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed blender and discovered the below as its top functions. This is intended to give you an instant insight into blender implemented functionality, and help decide if they suit your requirements.
            • Run the job
            • Queries the schedule .
            • Run a job
            • Loads a configuration file from the given arguments .
            • Runs the given block .
            • Create a new lock .
            • Returns a new instance .
            • Append a task
            • Set the schedule
            • Define an event handler
            Get all kandi verified functions for this library.

            blender Key Features

            No Key Features are available at this moment for blender.

            blender Examples and Code Snippets

            No Code Snippets are available at this moment for blender.

            Community Discussions

            QUESTION

            Capture STDOUT to file with Capture::Tiny
            Asked 2022-Mar-23 at 17:47

            I am trying to capture STDOUT to a file with Capture::Tiny.

            To give you the bigger picture, my end-goal is to:

            1. run a Blender process on the command line
            2. capture the log to a filehandle
            3. watch the filehandle "grow"
            4. pipe the content of the filehandle to a websocket for the user to watch progress via a web page

            My plan is to use Capture::Tiny, and the example provided in this thread.

            However I am stuck at step 1: I can capture STDOUT and STDERR as expected like this:

            ...

            ANSWER

            Answered 2022-Mar-23 at 14:33

            system (or qx) run the command to completion and then return. You need to run the command asynchronously. IPC::Run is my preferred solution for this type of interaction.

            Source https://stackoverflow.com/questions/71588427

            QUESTION

            Three.js animation with Mixamo
            Asked 2022-Mar-15 at 12:29

            My goal is to make a ROBLOX like customization system for my game, where a user can choose between hundreds of pieces of clothing and accessories for their avatar. Now, I would like to use Mixamo to animate my character, but Mixamo needs a fully boned rig to download the animations. Now that's a problem: I need Blender to bone the rig, but each rig will be different since the user is creating his own character, and if I had all the rigs pre-made, there would be literally millions of combinations of characters!

            The alternative, I'm thinking, is to use Tween.js, but that's a really bad way since it'll take a ton of work and time just to get a single animation, and it still won't be as good as Mixamo.

            At this point, I'm sure you have no idea what I'm talking about, so here's an image to describe my issue:

            I hope the diagram made my problem more clear. Below I've listed some of the possibilities that could potentially solve this problem, but then again, not sure.

            • Maybe you can download an animation from Mixamo without a specified rig to it, so you can apply it to any character?
            • Maybe I just animate the base rig and then apply the textures for all the body parts (so instead of downloading all the rig possibilities, I just download all of the clothing textures)?

            Does anyone know how to do this?

            ...

            ANSWER

            Answered 2022-Feb-22 at 19:45

            For anyone else who was wondering the same thing: You should first download the desired animation from Mixamo on the base model (without the customizations). Once you load the animation into three.js, you should be able to see a group, which includes the components from which the model was made. You can then manually apply as many textures as you want to the desired parts of the rig. So, your model will move normally (like the animation), while having your character exactly how you or the user wants it. That should do it!

            Source https://stackoverflow.com/questions/70424508

            QUESTION

            Export painted model from Blender to Three.js
            Asked 2022-Mar-14 at 12:12

            I tried to export GLTF model from Blender to Three.js. It works. But I have some artifacts on Three.js with lighting and painting. I have lines and squares in Three.js and I don't know why.

            I used only Principled BSDF node in Blender to painting my model. If I set material in Three.js (MeshPhongMaterial) it works fine. But not with Principled BSDF node from Blender. Any ideas?

            I'm trying to make the object cast a shadow and react to the lighting. This works well with MeshPhongMaterial and with Principled BSDF. But in the second option, I don't like these black stripes.

            ...

            ANSWER

            Answered 2022-Mar-14 at 12:12

            The usual approach to mitigate self-shadowing artifacts is to modulate the bias property of your shadow-casting light. Try it with:

            Source https://stackoverflow.com/questions/71466789

            QUESTION

            The Python console and text editor output different output for __builtins__
            Asked 2022-Mar-12 at 17:29

            I'm scripting using Python in Blender, a 3D graphics tool. I initially intended to post this topic on the blender stack exchange, but I've come to the conclusion that it's closer to the basics of Python, which led me to write the question here. Please let me know if I'm on the wrong forum!

            I made the mistake of using the default function name as a variable name in Python some time ago, like list = ['a', 'b', 'c', 'd']. To take the more extreme case, all the print functions in my code would not have worked if I had declared a variable like print = 'a'.

            So I tried to write a code that prints out all the variable names that are already reserved. Even if I wanted to use list or print as the variable names, I would use a different name because I saw True returned and knew that this was already using these names in __builtins__. Now that I've tested it in the Python console, I went to a text editor and ran the same code, but this time I got False instead of True. What happened?

            I used the dir() function to check the values actually inside __builtins__. The output from the Python console contained print and list in __builtins__ as expected, but the output from the text editor had different values. Upon closer inspection, I noticed that there were values such as keys, items, values, which are methods available on the dictionary!

            This time, I used the type() function to print the type of __builtins__. The Python console printed and the text editor printed .

            I know that Blender's python console and text editor work separately within different scopes, but I don't know what's going on specifically. Why is the output different for __builtins__?

            ...

            ANSWER

            Answered 2022-Mar-12 at 17:29

            You're using different implementations of Python, and the value of __builtins__ is deliberately left underspecified in the docs.

            As an implementation detail, most modules have the name __builtins__ made available as part of their globals. The value of __builtins__ is normally either this module or the value of this module’s __dict__ attribute. Since this is an implementation detail, it may not be used by alternate implementations of Python.

            So __builtins__ is simply a convenience mechanism for particular implementations and is generally set to either builtins or builtins.__dict__. It looks like your Python console does the former and Blender's version does the latter. To do it in a uniform way across implementations, you can do

            Source https://stackoverflow.com/questions/71451790

            QUESTION

            How to add image/video to a specific object on loaded scene from Blender
            Asked 2022-Feb-07 at 10:18

            I have a scene imported from Blender. I have a few screens inside the scene and I would like to add either an image/video on those screens.

            Note: I'm using the OOP model to create the app

            I have the scene imported with the gltfLoader and I wait for all the resources to be loaded

            ...

            ANSWER

            Answered 2022-Feb-03 at 22:05

            Load the texture, apply the texture to the object you want, then add the model to the scene:

            Source https://stackoverflow.com/questions/70973943

            QUESTION

            Javascript: frame precise video stop
            Asked 2022-Jan-28 at 14:55

            I would like to be able to robustly stop a video when the video arrives on some specified frames in order to do oral presentations based on videos made with Blender, Manim...

            I'm aware of this question, but the problem is that the video does not stops exactly at the good frame. Sometimes it continues forward for one frame and when I force it to come back to the initial frame we see the video going backward, which is weird. Even worse, if the next frame is completely different (different background...) this will be very visible.

            To illustrate my issues, I created a demo project here (just click "next" and see that when the video stops, sometimes it goes backward). The full code is here.

            The important part of the code I'm using is:

            ...

            ANSWER

            Answered 2022-Jan-21 at 19:18

            The video has frame rate of 25fps, and not 24fps:

            After putting the correct value it works ok: demo
            The VideoFrame api heavily relies on FPS provided by you. You can find FPS of your videos offline and send as metadata along with stop frames from server.

            The site videoplayer.handmadeproductions.de uses window.requestAnimationFrame() to get the callback.

            There is a new better alternative to requestAnimationFrame. The requestVideoFrameCallback(), allows us to do per-video-frame operations on video.
            The same functionality, you domed in OP, can be achieved like this:

            Source https://stackoverflow.com/questions/70613008

            QUESTION

            Vertex normals look different in PyVista and Blender
            Asked 2022-Jan-27 at 14:38

            I'm working with a mesh of a cave, and have manually set all the face normals to be 'correct' (all faces facing outside) using Blender (Edit mode-> choose faces -> flip normal). I also visualised the vertex normals in Blender, and they are all pointed outwards all through the surface:

            The mesh is then exported as an STL file.

            Now, however, when I visualise the same thing in Pyvista with the following code:

            ...

            ANSWER

            Answered 2022-Jan-27 at 14:38

            The convenience functions for your case seem a bit too convenient.

            What plot_normals() does under the hood is that it accesses cave.point_normals, which in turn calls cave.compute_normals(). The default arguments to compute_normals() include consistent_normals=True, which according to the docs does

            Enforcement of consistent polygon ordering.

            There are some other parameters which hint at potential black magic going on when running this filter (e.g. auto_orient_normals and non_manifold_ordering, even though the defaults seem safe).

            So what seems to happen is that your mesh (which is non manifold, i.e. it has open edges) breaks the magic that compute_normals tries to do with the default "enforcement of polygon ordering". Since you already enforced the correct order in Blender, you can tell pyvista (well, VTK) to leave your polygons alone and just compute the normals as they are. This is not possible through plot_normals(), so you need a bit more work:

            Source https://stackoverflow.com/questions/70862432

            QUESTION

            How to load a cube from gltf 2.0 and draw it in pure WebGL
            Asked 2021-Dec-15 at 12:44

            I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.

            It is just a very simple example. You will see magic numbers in this example like:

            ...

            ANSWER

            Answered 2021-Dec-14 at 09:38

            The indices appear to be 16-bit integers instead of 8-bit integers:

            Source https://stackoverflow.com/questions/70346520

            QUESTION

            Mediapipe, assign the landmarks to the vertices?
            Asked 2021-Nov-16 at 17:31

            Here is the face in fbx format that mediapipe uses for their face mesh model. It has 468 vertices. Here is the visualisation of the indices.

            Here is the description of mediapipes face mesh model. It outputs landmark positions.

            How do I know which landmark belongs to which vertices? For example in blender. When I import the fbx face, how can I get the same indices like the landmarks of the mediapipe face mesh model?

            ...

            ANSWER

            Answered 2021-Nov-16 at 05:28

            It seems like indices in the blender with fbx model are same as those provided from mediapipe face mesh solution. These indices are same as those in the mediapipe canonical face model uv visualization. This answer provides example to get a landmark by its index.

            Need to have Developer Extras enabled. In edit mode the option is shown under Viewport Overlays > Developer > Indices as shown below to get indices in blender. Alternate option to get indices can be found here.

            I have shown an example below with left eye landmark indices as they appear in canonical face mesh uv visualization.

            Indices Visualization

            Code

            Code based on, https://google.github.io/mediapipe/solutions/face_mesh.html.

            Source https://stackoverflow.com/questions/69167499

            QUESTION

            Blender Python - Force reload of module while importing all its classes
            Asked 2021-Nov-14 at 15:00

            I am developing in Python/Blender, and have two needs here:

            1. Import all the individual classes from my module (because they must each be registered with blender)
            2. Reload the module itself each time the script is executed (to prevent caching while I'm developing the plugin and press "reload scripts")

            Currently I am doing this (in __init__.py):

            ...

            ANSWER

            Answered 2021-Sep-29 at 23:13

            Some colleagues helped me with an answer, what ended up working was this in __init__.py:

            Source https://stackoverflow.com/questions/69383119

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            An exploitable integer overflow exists in the Image loading functionality of the Blender open-source 3d creation suite v2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use it as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the thumbnail functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to render the thumbnail for the file while in the File->Open dialog.
            An exploitable integer overflow exists in the animation playing functionality of the Blender open-source 3d creation suite version 2.78c. A specially created '.avi' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset in order to trigger this vulnerability.
            An exploitable integer overflow exists in the way that the Blender open-source 3d creation suite v2.78c converts text rendered as a font into a curve. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use the file as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the way that the Blender open-source 3d creation suite v2.78c converts curves to polygons. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use the file as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the 'modifier_mdef_compact_influences' functionality of the Blender open-source 3d creation suite v2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open a .blend file in order to trigger this vulnerability.
            An exploitable integer overflow exists in the 'multires_load_old_dm' functionality of the Blender open-source 3d creation suite v2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open a .blend file in order to trigger this vulnerability.
            An exploitable integer overflow exists in the upgrade of the legacy Mesh attribute 'tface' of the Blender open-source 3d creation suite v2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use it as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the 'BKE_mesh_calc_normals_tessface' functionality of the Blender open-source 3d creation suite. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open a .blend file in order to trigger this vulnerability.
            An exploitable integer overflow exists in the 'CustomData' Mesh loading functionality of the Blender open-source 3d creation suite. A .blend file with a specially crafted external data file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to edit an object within a .blend library in their Scene in order to trigger this vulnerability.
            An exploitable integer overflow exists in the upgrade of a legacy Mesh attribute of the Blender open-source 3d creation suite v2.78c. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use it as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the way that the Blender open-source 3d creation suite v2.78c draws a Particle object. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use the file as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the way that the Blender open-source 3d creation suite v2.78c applies a particular object modifier to a Mesh. A specially crafted .blend file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to open the file or use the file as a library in order to trigger this vulnerability.
            An exploitable integer overflow exists in the TIFF loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.tif' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the PNG loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.png' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the IRIS loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.iris' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the DPX loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.cin' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the DPX loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.cin' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the RADIANCE loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.hdr' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.
            An exploitable integer overflow exists in the bmp loading functionality of the Blender open-source 3d creation suite version 2.78c. A specially crafted '.bmp' file can cause an integer overflow resulting in a buffer overflow which can allow for code execution under the context of the application. An attacker can convince a user to use the file as an asset via the sequencer in order to trigger this vulnerability.

            Install blender

            Blender is published as pd-blender in rubygems. And you can install it as:. Or declare it as a dependency in your Gemfile, if you are using bundler.

            Support

            Blender currently support the following Ruby implementations:.
            Find more information at:

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