I figured out the issue. i went to the video sequencer and there was a random video file there which i needed to delete. i also checked my compositor window and linked the render layers directly to the composite node and everything started working properly. just in case someone else out there has a similar issue :)
You could use Dem Bones, an open source tool by EA. It creates bones-based animations from multiple frames.
I don't know the process of using it, but it was recently covered in a GameFromScratch video: https://youtu.be/rY7s_2HNw8I
I found a work around. First I open up the file that does NOT contain the object that I want to import. Then I go to File > Append. In the dialog that comes up, I navigate to the .blend file that contains the object that I want to import. I open this .blend file in the dialog box and it actually opens like a folder. Inside it are many directories ...
Maybe the given answer is not specific enough for you. If you want an MP4 with best quality I would suggest (since you don't care about file size) to choose the following settings:
File Format: FFmpeg video
Video Codec: H.264
Output Quality: Perceptually lossless (with 'Lossless' I once had playback issues, might be because MP4 cannot be ...
The generated video from blender video sequencer should not have a lower quality at all. Double check your render settings for lowered resolution or bitrate, or possibly a poor encoding format. H264 is a good video codec for the MP4 container.
no OBJ does not support animations,
check more about all the specifications about .obj here:
I suggest using FBX (.fbx) or Alembic (.abc)
for importing object with animations
The only known supported format for particles is alembic cache (.abc) which can be loaded as package.
As stated on the unity page, it does support particles and possibly animation:
Whenever possible though try using the native system instead of a loaded cache as this may be far ...
That texture and UV map look like they were designed for a "mirror border" texture lookup: when the texture lookup uses UV outside of 0,1, it mirrors the image over the nearest border. This is a good way to save texture space that is often used in game engines, but Blender doesn't have built-in functionality for it. It's similar to "extend&...
For this, I dissolved the diagonal line going through the middle of my face. I then created a vertical loop cut down the centre of it, like so.
I then Went in the UV editor, selected all the edges of the left side of the face, and moved to be on the skull side of the texture.
All that's needed now is to download the UV: Magic UV Plugin, available in edit/...
So the method I ended up using (for now) is a bit unexpected.
I use the method that's described in the question above to select all boundary edges.
After that I use Split -> Faces by edges. What this does is "unweld" ot "unmerge" the selected parts (which in this case are the boundary edges of all the UV islands).
Then, when these are ...
Mesh 'n Freestyle
Here is a very quick'n'dirty proof of concept.
Make a mesh from our mesh of interest's UV's as demonstrated here How to get data and edit it on UV map edges? . For this one have used numpy to quickly make the mesh. Moved the origin to (0.5, 0.5).
Removed doubles and marked boundary edges selected with bmesh, then as freestyle edges. How ...
The usual workflow to export animation with constraints is to perform the animation in Blender, then select all deforming bones and bake the animation (Pose mode, pose menu, animation, bake action), visual transform, delete constraints.
In this way you'll export an armature with no constraints that can be accepted by all others softwares.
Be sure to perform ...
This script will set all vertex color alphas to 1 on the active object (I couldn't find a way to do it through the UI). Select your object, make sure you're in Object Mode, paste it in the text editor and hit run.
assert bpy.context.mode == 'OBJECT'
for vc in bpy.context.active_object.data.vertex_colors:
for c in vc.data:
c.color = ...
Im not entirely sure on what youre trying to do but I'm assuming you want to import a 3d file and move it to a specific location and rotate it?
I think your problem may be:
MeshObject = ob_for_convert.to_mesh()
What I usually use is:
block = bpy.context.selected_objects
Then we can move the location and rotation:
block.location = (1,1,1)
Would investigate doing this in a post pro way, Using something like sed or python, to run thru stl files and automate the bothersome edit, rather than updating the addon code.
That said, a quick edit to change the header when writing to ASCII
def _ascii_write(filepath, faces):
from mathutils.geometry import normal
Unfortunately the glTF exporter does not recognize the setup that "Import Images as Planes" uses for a "Shadeless" material, which looks like
However if you delete the group node, it can recognize that graph as "Shadeless" and should be able to export it.
The presented error seems to have less to do with the blender API, and more to do incorrectly initializing the python object. You need to use the super function to properly call the parent class’s init method, but you don’t need it here anyway since you’re not changing the init method at all. Just remove that redefinition of the init method.
There may be ...
after trying everything for days I asked that question and to my chance I reached a solution from somewhere else.
so the solution was to create triangle's instead of quads for the faces and that's it. nothing else is needed.
EDIT: The video posted by Aster17 includes a step correcting for object scale prior to export, along with many other steps, so refer to that for your exporting needs. I'm only accepting this answer rather than Aster17's because this answer explains what happened in this specific case in more detail.
I tracked down the cause: in the very first edit I had made ...
I have seen your question. This is a very common problem faced by everyone while they export their project from a 3d software to a game engine. There are quite a lot of settings for this and not just a button that says "Please don't ruin my mesh when I send it to a game engine" (Even though we all wished for it to exist). Luckily, I have just the ...
Had the same problem with blender 2.91.2. Answer from another forum that worked for me:
Scott Ramsay (smramsay).Dec 9 2020, 9:02 PM
Exporters rely on selection, not visibility, to determine what to export.
So select only your final model with all of it's modifiers still on.
Then in the export window, you need to enable 'Include > Selection Only' and '...
You can't write directly to a "C:", "D:", "E:" drive base root directory in Blender. You need to create a folder. Blender is assuming 3.png is going to be your "root base" folder. This is something implicit Blender does. You can "D:\myFolder\3.png" and it will work. Also, consider changing the number from: &...
Firstly, for the simplest approach, assigning default via UI is the goto option IIRC have seen others suggesting similar elsewhere_
Since the advent of 2.8 and the introduction of annotated properties, these can be easilly "pinched" from the defining class.
Can very simply make a propertygroup or an operator or a preset (...
Nvm I found the answer, it is pretty easy actually. You need to go to the "show overlays" tab (the 3'rd one)
Then press the drop-down and enable "Face Orientation"
After that, all of the faces should blue on the outside and red on the inside.
To inverse them u need to select the wrong ones and go to "Mesh" then "Normals&...
You don't necessarily need to write a custom operator to re-use the existing one. You can call the operator in your layout and change its properties, see How to pass multiple operator properties via UI layout?
"""Creates a Panel in the Object properties window"""
Doh, @scurest Answered while I was putting the bins out, may as well post
context = bpy.context
ob = context.object
dg = context.evaluated_depsgraph_get()
bm = bmesh.new()
print("Evaluated bmesh object", ob.name, "mesh:", ob.data.name)
tris = bm.calc_loop_triangles()
Each loop (= corner of a poly) has its own vertex color. You can print the vertex color for each corner with
# Get the first Vertex Color layer; can also use its name (eg. "Col")
layer = bm.loops.layers.color
for face in bm.faces:
for loop in face.loops:
color = loop[layer] # gives a Vector((R, G, B, A))
I found a very easy way to import your model to Blender.
First, you have to export your model from vroid studio. once you do, the file extension will be named .vrm. you have to change it to .glb so Blender can recognize the model.
I advise you to duplicate the vrm file before you turn it to glb so if something happens to the file, the original will be safe.
Bmesh from object.
See How do I get a mesh data-block with modifiers and shape keys applied in Blender 2.8? Can use the evaluated mesh and look at loop_triangles or with a bmesh and call the bmesh triangulate operator. In both cases no new data need be added to file.
The two answers show how to get the evaluated mesh as either a bmesh or an evauated mesh. ...
Like FFeller mentioned, select all the objects, right-click, and press Join. Make sure you shift click one of the objects so that at least one of them is selected, otherwise it is impossible to join them.
In the FBX export screen, there will also be an option to export only "Selected Objects", or just the "Active Collection".
Select the ...
After painful hours of trial and error, I found the solution (or at least the problem, to some extent).
The problem comes from the way the file is exported to IFC format from Revit. Even though on the IFC viewer everything looked fine, there's something on Revit that does make a difference when exporting: the IFC version.
The version I had set was IFC 2x3 ...
Make sure you place your .fbx file and the "texture" folder in the same level of the explorer (windows). Also, you need to make sure that path is targeted on your image node in the texture. Lastly use PRINCIPLED shader only. Any other networks nodes (ramp, musgrave, etc..) will not go into export.
Also: Select your object, then
I can confirm that the correct tab is "Freestyle SVG Exporter" as introduced officially into Blender in this commit in 2014 which had more unwieldy title of "Export Freestyle edges to an .svg format" with it shortly thereafter being changed to "Freestyle SVG Exporter", which is where it currently resides.
Poking around tutorials ...
Ok, after filing a bug report with Blender, I got a partial answer from HQ.
To get the instance geometry from the modifier, use the "Make Instances Real" operator. Applying modifiers on point clouds isn't supported yet. For the other parts, we have this task: T85281.
This doesn't seem to directly address the export issue, but it's a start. For ...
Maybe you could try the paper model addon? It is part of the standard addon catalogue and it should help you unwrap your model distortion-free. You can find documentation here: https://blender-addons.org/export-paper-model-addon/
Add-on based on the answer of Export multiple objects to .obj, adapted to export all selected objects to individual .glb/.gltf files.
# ##### BEGIN GPL LICENSE BLOCK #####
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software ...