Have object and its shadow behind object appear in front I have an images as planes in my scene that I am adding on to. I lines up a plane with the floor in the image, and want to add assets to make it seem as if they are on the floor. The plane is blocking the object (as anything normally does) but I want objects behind it (and their shadows) to be visible
I want the car to go behind the plane and appear in front, so that  it looks like it is on the ground in the picture. I also want it to have its shadow to add realism. Any way to do this?

I want it to act like the behind option that you have with reference images, where you can have it so that the object always appears in front of the reference image. However, I want the image to render as well so I do not have that option.

I want it to act like this, where the cube is behind the image but appears in front. (Excuse the randomness of the example, I am on a different computer.)

If you want to place the 3D car in a 2D image, you need to model some geometry.
Use the knife tool (K in Edit mode) on the background image that you have. Cut out the shapes of the pole/lantern, the tower, the wall, and the stairs. Cut it, then select the faces, duplicate them (Shift+(D) and separate them (P). Add a Soldify modifier and a Bevel modifier to the new object cut out.
For the tree, you only need half of the vertical outline. Then use the Screw modifier. While doing so, check the correct face orientation and origin.
Extrude the floor and correct the texture mapping in the UV editor if necessary. For the wall in any case. Add a Bump node to the stair's material. Set up a few lights.
Done. The car is now in the "image".


Blende 2.79a. Video Editing After rendering an edited video the new video is about 1 Gig more than the original. Why? It seems excessive to me.
Original Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 15112 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 48.000 kHz.
Video length: 12mins.14secs.

New Video Specs:
Frame width: 1920
Frame height: 1080
Total bitrate: 26500 Kbps
Frame rate: 59.94 frames/second
Audio sample rate: 44.100 kHz
Video length: 12mins.01sec.

Blender - Output setting:
FFmpeg video
container: MPEG-4
codec: H.264
output quality: High
encoding speed: medium speed
Audio codec: MP3

Ooh, Blender 2.79a

Thanks

Victor

Let's take some math.

12m with some seconds it is about 720 sec. Lets take this length.

First video size =
bitrate * Length = 15112 Kb/s * 720s = 10880640 kb = 1360080 kB ~ 1.36 GB

Second video size =
bitrate * Length = 26500 Kb/s * 720s = 19080000 kb = 2385000 kB ~ 2.38 GB

2.38GB - 1.36GB = 1.02GB!


Part of the Mesh goes missing I was modifying some of the weight paint for a hand model that I was getting ready for some simple hand animation gestures and when I started doing some of the animations I saw that there was a piece of my mesh missing. How do I fix this? Do I have to start all over? pictures and file below.

File here:

https://drive.google.com/file/d/0B5Q_BpDCNgg6cG9zM2UxeFlwcDQ/view?usp=sharing

I just post this to show some error in the weights. I downloaded your file and just reset the pose of all bones (ALT + R)

then selected bone.001:

this bone is not supposed to influence the hilighted area...

there are also many minor errors, maybe just 1 vertex here and there, quite subtle on various bones, but those also "move" your geometry in unexpected ways...


Removing light source on a reflective surface I want to have a reflective floor, but have it not reflect rays coming from a light. Using Blender 2.91, Cycles. I want the light to create a glossy rim light on the object in the scene, so I don't the usual solution of Light > Visibility > Ray Visibility > Glossy off cannot be applied here.
.

Instead of Mesh light object use Point or Sun that generate much smaller light source ...

... to hide from render entirely change Size under Light  Properties to zero.


collision sensor only detect collision first time only I have a cube and a plane (cube is rigid body and plane is static).
Add collision sensor to plane and attach python script [print ("positive")].
So it print positive when pluse is positive.
Now I found that it send positive pluse only onces after game start. (it even did not detect collision with other object)
So.
How to use collision sensor to detect collision with all object.

A collision sensor sends only one positive pulse, as soon as its owner object collides with another object. To make it send pulses as long as this happens, you can use another script to reset the sensor as soon as it fires.

Here is the script I wrote:

import bge

cont = bge.logic.getCurrentController()

sns = cont.sensors['Collision'] # Whatever your sensor is called, not necessarily 'Collision'

sns.reset()

This script should be placed in a Python controller linked to the collision sensor in question (in the Plane object's logic). It will cause the other script to print "Hello" continuously until either 1) the game engine stops or 2) the object no longer collides with anything at all.

I hope this answer helps...


How to animate object in local space? I've made a simple animation which moves an object along one axis back and forth. Now i want to change position of this object, to fit the rest of the model - but after playing animation, it goes back into place that it was previously animated. Is it possible to animate in local space? (to be able to change global position of animated object, and keyframes will not overwrite it)

Yes, but a much simpler (conventional) way is to have a setup like this.

Empty2 -> Empty1 -> Object, where the arrow represents a 'parent of' relationship.

The Empty2 is a parent of Empty1, and Empty 1 is a parent of Object. Then when you keyframe Empty1, Object will move accordingly. On top of that you can then keyframe Empty2 and Empty1 (and therefor Object) will move in relative orientations.


World map as displacement map on a sphere distorted I am trying to use an image of a world map as a displacement map for a sphere. Later I want to export the mesh for 3D printing, with the continents looking like engraved into a sphere. I am new to Blender.

This is the image I am currently using:

This image is basically the "Land/Ocean map" from this Blender tutorial, just with an erode/dilate filter applied. Because this guy is using it as a texture in Blender I am assuming it is a suitable projection.

What I tried so far:

Create a UV sphere
Add a Subsurf modifier with 7 subdivisions
Add a Displace modifier with this image as texture and a strength of 0.02

The problem is now that while Europe and Africa are squeezed horizontally...

... Australia's east coast is extremely stretched out.

What am I doing wrong? Or is there a completely different, better way?

I would use a different approach.

Rather than using a displacement texture, I would use a material and use your image a bump map

Since the sphere doesn't have a UV map, using the Generated output of a Texture Coordinate as the Vector input of the Image Texture will position the map.

The Image Texture file is your image.

Because you are using the Image Texture for a bump map, the first drop down should be set to Non-Color Data.

Because you are projecting to a sphere, the 3rd drop down should be set to Sphere.

The Image Texture Color output is then used as the Height input to a Vector Bump node.  You can control the height of your terrain by setting the Strength value of the Bump node.

The Diffuse node can be replaced by a Principled node, and the other image maps fed to its inputs, as in the tutorial.

There is an alternative way, using the Displacement input of the Material node, rather than the Normal input of the Diffuse BSDF, but it varies depending on the version of Blender you are using.


How to attach objects to ends of bezier curves? How would one go about attaching instances of a mesh to the ends of a bunch of bezier curves? Basically, I am modelling some cables, which should be terminated by ring terminals, and I'm looking for a low maintenance solution for adding these. Ideally, I only want one mesh defining the terminals' appearance, and these should align automatically with the direction of the vertices they're attached to.

With the add-on Animation Nodes you can create copys of objects and automatically place them at specific locations.

The node setup shown below loops over all objects in a group with the cables in it.

The first loop “Get Splines” returns a list of all splines in the objects.
For every spline an instance of the desired object is created.
The second loop “Place Objects” evaluates each spline at the end (Parameter 1.00) and calculates location, tangent and normal. Parameter 0.0 would evaluate the spline at the start but then you will also have to mirror the tangent vector.
The tangent and normal are used to calculate the rotation angle for the object. You might want to replace the Guide with a random vector instead of using the spline's normal so that the terminals' orientation is more realistic.


block of terrain with topo on top? I have a nice piece of topo mesh but I want it to be the top face of a cube to make the object be a block with simple grey sides and bottom. I suppose I could make a separate cube then somehow fit the terrain onto the top but these must be a simpler way. I have tried E extrusion but can't get the hang of it.

Enter edit mode, select the edges all around your mesh:
Use AltRclick to select an edge loop, or CtrlRclick to select a path between your previous selection and the new one.

Once you have selected all that, simply extrude down:
E for extrude, press Z to constrain it to the Z axis, then validate with Lclick.

Then make this extrusion flat by scaling it on Z to zero:
S for scale, then Z, then Numpad 0 and validate.

Not you just have to make a face from that edge loop, with F.

EDIT :

It looks like your mesh is deformed by a modifier, I would guess a displace modifier. I guess it's how you obtained the shape of the top. The issue is that the modifier affects your whole object, even the parts you want to keep flat.

So we need to restrain the area of action of this modifier.
A simple way to do that is to use a vertex group.

For the sake of demonstration, I recreated your setup (at least what I guessed out of your pictures):

As you can see on the right, I show both the modifier settings and the "vertex group" panel which can be found in the Object Data tab (the triangle icon).

First, let's create the vertex group we need:

Enter edit mode
In vertex selection, select only the top part of the mesh we want to deform
Hit CtrlG to assign the vertices to a new group, hit the confirmation button spawned under your cursor.
You can see the created group in the vertex group panel, I rename it "Deform Mask" for the sake of clarity.
In the modifier's settings, select the Deform Mask group in the vertex group input.

Now it deforms only the top vertices, but we need to do one more thing. You will notice that the top vertices are still being moved on X and Y axes, making the vertical faces deformed instead of flat.
This is because of the direction of the deformation. By default, this modifier deforms in all directions according to the faces's normals. We want in this case to move vertices only up and down, so let's change the direction to Z.

And here we go:


What do different execution contexts mean? The documentation says that I can invoke an operator with a different execution context, either invoking or executing it. What I know is that invoke will most often set the parameters from the context and execute will execute the operator with already set parameter - most of the time.

Yet, there are many more execution contexts I can pass, namely ‘INVOKE_DEFAULT’, ‘INVOKE_REGION_WIN’, ‘INVOKE_REGION_CHANNELS’, ‘INVOKE_REGION_PREVIEW’, ‘INVOKE_AREA’, ‘INVOKE_SCREEN’, ‘EXEC_DEFAULT’, ‘EXEC_REGION_WIN’, ‘EXEC_REGION_CHANNELS’, ‘EXEC_REGION_PREVIEW’, ‘EXEC_AREA’, ‘EXEC_SCREEN’.

I think that the prefix INVOKE/EXEC decides if the the operator will be invoked or executed respectively. But what is the meaning of the second part of the execution context?

I always use DEFAULT in my scripts, but I wondered, what the effect of using the others were?

Probably you know more than me, but i think it is related to the words itself or the concepts behind it.
Area, Screen and Region are pointing to where the oops are meant to be executed/invoked i think. "But dont know whats the diference between exec and invoke." now i do. thanks, (i dont use many scripted oops)
You know, Area, Screen and Region are the names blender gives internally to the the user interface diferent componets. see: https://docs.blender.org/manual/en/dev/interface/window_system/screens.html

https://docs.blender.org/manual/en/dev/interface/window_system/areas.html

https://docs.blender.org/manual/en/dev/interface/window_system/regions.html

hope useful.


Creating a smooth spherical surface I am designing some parts for 3D printing and I have been banging my head for several days already trying to accomplish the following:

I have a "frame" that looks like this:

I am trying to create a surface inside the frame that has a nice organic, smooth spherical shape similar to the top shell of a computer mouse.

Here is a close illustration of what I am trying to get:

Unfortunately I am unable to achieve an acceptable result. I have tried curving a surface, using NURBS surface with modifiers, but still nothing.

What are the options for achieving this and having optimal control over the curved surface profile while it still clamps exactly to the "frame"?

UPDATE:
Here is my blender file with the frame that needs to have the surface along with a sample curve that I want for a profile for the surface.

Any suggestions?

Try extruding the shape, then use the bevel modifier with limit method to weight. By fine tuning the edge bevel weight in edit mode on the top edges you should be able to get something close to what you want.


Is there a way to set specific dimensions in inches or an other measurment? I have imported a model and the size of the hole of a cylinder is too big and I'm wanting to scale it to 2in. across. Is there any way that I can set the scale down to that measurement without having to move my mouse up and down to get the correct measurement?

I expect the easiest way is to use the measuere it addon. This is included with blender so you just have to enable it.

In edit mode, select two vertices on opposite sides of the hole. Add a measure segment. Scale the mesh until the measurement shows the size you want, holding ⇧ Shift while scaling will allow for more precise adjustments. You will want to make sure the objects scale is 1.0 to get correct measurements. After you have resized the object, you can delete the measurement.


Eevee. I'm getting this weird random light out of my model and also in the render I'm new to blender i try to search online but i don't find any solution. So i randomly get this light emitting out of my model. can anyone help me please
PS:Sorry for my mixed up english

Turn on Screen space reflection , even I had problems and you don't have any solutions on the internet but this should solve you problems.


Search custom properties in objects on the scene (Python) Is it possible to somehow search all objects on the scene which have a custom property enabled using prop_search?

I know how to do this with dynamic EnumProperty but it seems to be not an option as it has some bugs.

Since Blender 2.79 this possible by using bpy.props.PointerProperty and its poll parameter.

For example:

# define the filter method
def filter_on_custom_prop(self, object):
    return "MyCustomPropName" in object

# define the property by using the bpy.props.PointerProperty and its poll function
bpy.types.Object.my_object = bpy.props.PointerProperty(
    type=bpy.types.Object,
    poll=filter_on_custom_prop
)

# add to your draw code a `prop_search`
layout.prop_search(obj, "my_object", context.scene, "objects")
# or just simple
layout.prop(obj, "my_object")


Why is fluid not entering this hollow object? Pouring water into a cup.
The cup does not have a lid, but the following situation is shown.
How can I solve this problem?

Here is the .blend file: https://drive.google.com/open?id=10zGUdGM0ecQkPkBijZ9jlZcaX9kja24Y
Here is video that show the problem: https://youtu.be/mONqiAtMlwQ

Perhaps its the issue of Volume Initialization of obstacle being set as Volume instead of shell.
Volume- considers the obstacle(although with a hole) as a whole block and bakes the simulation likewise.
shell- considers the cutoff portion and bakes what's required to.


Modelling Technique Rounded Surface I’m practising on this model, and I’d like where the blue curved line is to be more crisp. So when I add an additional loop where the yellow line indicates the loop cut, my mesh becomes from round to a more triangle projection. How can I keep the smooth curve, but make that dip where the blue line is more crisp without affecting that particular area?

Thank you

You just want the flow of your holding edges to go in the right direction not to interfere with the outside curvature:

Often, you can avoid hand-work by Beveling with segments 2, profile 1, or to leave adjustments in play, you could use a Bevel modifier .. If so, you could look into controlling bevel-widths by edge Bevel Weight.

Even if you're not going to keep the Bevel modifier alive, (you're going to apply it,)  the modifier can still make selection more practical. It's often important to bevel crossing edges simultaneously. The result of beveling one edge, and then a crossing edge, is different. So accumulating the right selection to go off in one shot can be a pain. Assigning Bevel weights, applying the modifier, and then setting all the weights back to 0 can make that easier.


Is there a hotkey for automatic key-frame insertion? If not how do I set it? I am searching for a couple of days now but can't find a hot key for that button and I can't find how to set it.
So please help.

thanx.

There is no such a key as far as I know.
2.79
To add it in 2.7 you should go to User Preferences(ctrl+alt+u), Input tab:

And add a new hotkey for the area of Blender you would want it to work in. You can use wm.context_toggle with a context attribute tool_settings.use_keyframe_insert_auto:

2.8
In 2.8 you can just right click the icon and choose Assign Shortcut:

It seems the button does not refresh instantly on the interface when you use such a shortcut. It refreshes when you move the mouse to another editor or perform some other action that refreshes the UI. I believe that should not affect the functionality.


What is the difference between bpy.types.IntProperty and bpy.props.IntProperty? I am always confused between bpy.types.IntProperty and bpy.props.IntProperty. (similarly with other properties)

Most of the examples do use bpy.props.IntProperty, but I never came across a clear explanation of the difference between them.

bpy.types.IntProperty is a type, used for the property descriptions in the RNA system for any int property. E.g. you get

>>> type(bpy.data.scenes['Scene'].bl_rna.properties['frame_start'])
<class 'bpy.types.IntProperty'>

Note that i did not actually use bpy.data.scenes['Scene'].frame_start. That would actually evaluate the property and return a standard python int value, not the property definition.

bpy.props.IntProperty on the other hand is a function which creates such a property definition (a constructor).

Technically it's slightly more complicated because in order to create the property as part of a class the function returns a temporary tuple of another function and the arguments you passed. This is then used by a metaclass to create the actual IntProperty and put it inside the class definition.

>>> bpy.props.IntProperty(name="Hello")
(<built-in function IntProperty>, {'name': 'Hello'})


How can you change the curve resolution of hair particles? How can I change the curve resolution of hair particles?  It seems that by default, hair consists of 4 segments.  Which is fine most of the time, but for long hair this does not work at all, as in this picture.

The segments spinner at the very top of the particle settings does not accomplish this, contrary to what one would think from the name and tooltip: "Number of Hair Segments".

There are three different settings which control this:

3D view > Particle edit mode > Tool shelf > Options > Draw. This setting affects the curve resolution in the 3D view only while in particle edit mode.
Properties > Particle settings > Render > Steps This setting controls the number of steps in the final render.
Properties > Particle settings > Display > Color This setting controls the number of steps in the viewport, outside of particle edit mode.

The Segments setting at the top of the particle settings controls the number of control vertices there are, however doesn't affect the number of interpolation steps. Think of this like scaling and image up with Nearest interpolation; you end up with more pixels, but the result is not smoothed.


Why bevels on a <90º edge are egg shaped, and not circular? If you make a bevel on an edge that is sharper than 90º, it won't be circular.
This is what i have to do in order to make a circular bevel on a sharp edge:

Make a 1 segment bevel
On the resulting 2 edges, make bevels that meat each other.
Weld the part where the 2 bevels meet.

But if I would make just a single bevel, it will look like this:

Why is it like that? And is there a solution less convoluted than what I've shown? Recommended add-on perhaps?

This seems to be working on current version. (2.91.0)


New install of Blender; extremely slow when panning a video I have read a lot of posts here and on other forums about Blender being painfully slow, to the extent it closes in on being unusable. Here is my scenario:

I have a 11 second 4K video (30 MB file) that I import into Blender "Video editing"
I drag the video onto the timeline/sequencer
When I drag the time-marker, it is super laggy, updating maybe once every second
When pressing SPACE to play the recoding, the framerate is around 5

Hardware:

AMD Ryzen 9 3900X 12C on base clock 3800 Mhz (on GIGABYTE X570 AORUS ELITE)
NVIDIA GeForce RTX 2070 SUPER, 1605 Mhz, 8 GB memory
32 GB DDR4 RAM
Samsung NVMe SSD (4x 8.0 GT/s)

Software:

Windows 10 x64
Blender 2.91.0 (latest, installed from Steam due to this post)
Blender is set to use "CUDA" under Preference --> System; my graphics card is selected
Win, Blender and the video file are all placed on the same NVMe SSD drive
Nothing else is running except the basics; CPU and GPU is idle, plenty of RAM available, as well as space on drive

I suspected something weird with the video file itself, so I took a look at it in MediaInfo. This info doesn't tell me much:

Anyways, I thought that maybe the video file is bad somehow, so I imported it into Adobe Premiere (latest version), and the video works fine there, no lagging, smooth time-scrolling and playback.
Here is a video of the Blender lag: https://screencast-o-matic.com/watch/cYlO6c878q

Note that I am click-and-dragging the time-marker, so I am holding it all the time
Both drag and playback is extremely laggy as you can see
Note that it is not the Blender UI that is slow; it isnt, its snappy and fast

Here is a video of the same video file imported into Premiere: http://somup.com/cYlO6e27hY

As you can see, its smooth and fast

The above leads me to conclude that it is not the specs of the computer, the hardware, OS or the video file; this seems to be a Blender-specific issue.
Questions:

Is this lag in normal / expected behaviour in Blender?
I read some "hacks" around it, to use some lowe-resolution hacks, but I am not after hacks, I wanna know if this is normal, or if I am missing something?

Unfortunately, I believe this is 'normal'. It's 4k video, so it takes a lot to edit and needs a lot of optimization that is just not there yet.
Make sure you update your video drivers because if they are not up to date that might cause issues, but I think it will lag some in any case. I would not consider using lower resolution preview a hack since that is what is done in many video editing aplications in situations like this, it is a pretty standard thing to do. Video editing in Blender is being very actively improved at the moment so you can also try the experimental nightly builds, however be aware that they are in development and might be unstable so maybe save your work more often and save a backup file from the stable Blender version.


Texture flips when sphere is UV-unwrapping When I make a UV-unwrapping for sphere, the texture is inverted (as in the image on the right):

I need continuous stripes (as in the image on the left). How to achieve this?

Note: I selected two cutting edges in the central ring.

Thanks in advance!

I'm not sure there's any good way to do this unwrap with seams, your stripes will hardly join and they will be distorted. You should try another mode like for example Sphere Projection (or Follow Active Quads). Make sure that your sphere has a very small pole face, and that you're in front view when you'll do the unwrap. Then it should give something like that:


Creating a truck exhaust mesh I am trying to create an truck exhaust mesh with blender.

Currently I am using a smaller size cylinder to cut inside and then using some other cylinders to cut every hole with boolean modifier.

Problem

As you see, the original mesh has many holes and cutting every single one of them with this method will take forever and if suddenly I decide to change the amount of holes in perimeter or exhaust diameter , I have to restart.

Question

Is there  any easier way to do this?

For creating a real mesh you can use the array and boolean modifiers as follows :

create a cylinder 'C1' and put in the right position
add an empty 'E1' rotate it 36°
add an array modifier to C1 and use E1 as offset object, with a count of 5
add a second empty 'E2' and rotate it 18°
add array modifier to 'C1' and use 'E2' as offset object,with a count of 10 or more
create a cylinder 'C2' and put in the right size and pose
remove the top and bottom faces of 'C2'
add a boolean modifier with target set to 'C1' and type to 'Difference'
parent 'C2','E1' and 'E2' to 'C1' and hide them (so you don't need to apply the modifier until you are satisfied with the results)

Note : i have add Bevel modifier to 'C1' and subsurf and solidify to
'C2'  to get the previous result

To avoid having a dense mesh and dealing with the boolean modifier you can use a texture and transparent material to achieve the same results :

use the following node setup for the material (you can replace the defuse with more complex shaders )
use Follow active quad to unwrap the cylinder and map it correctly on the texture
if the texture has an alpha channel use it instead of the RGB_BW converter in the material nodes

The result render :


3d spiral with animation nodes I am very new to blender and the concept of noding but already excited about it.
I am trying to create a Fermat's spiral as part of this tutorial https://www.youtube.com/watch?v=4pigRs8uIiI (minute 1:30).
However, the object I get is 2-dimensional. I would like to extend it to 3d, more like a pipe. or a fossil :)

However, experimenting with the nodes did not help.
Any hint is appreciated.

That can be something like this:

The idea is to use Fermat's spiral calculation twice: at the angle and at the angle plus 2xPi.
That gives two points from which we can calculate the distance and in consequence the radius of the curve vertex.

As we calculate twice, the formula in inside a group (subprogram).
The radius is empirically scaled and clamped.
Additionally, the curve U resolution is set to 1 to avoid unnecessary geometry and artifacts.
In order to have the reversed part:

Take the previous result, reverse it and combine the flipped reserved and the initial result.


Is there any way to limit reflection on a specific part of a mesh I have horrible reflections of the inside of the ring when i render, i was just wondering if there is a way to hide these reflections, maybe adding an invisible plane that does not show on the render but does on the reflections? It just makes the render look horrible.

Select the faces inside the ring and give them their own material. You can then assign them a material that doesn't reflect (or has diffuse reflections) and render that. If you really need to fake a reflective material inside the ring that can't see the rest of the ring....

Take that same new inner material and Set it to holdout. Do a render. Switch the material back to the same as before and do another render, but set the number of bounces in this new render to 1 or otherwise disable reflections. You can even hide the whole rest of the ring for the second render.  Then composite the two images together.


How to model a dress shirt collar such as the one found in zootopia? How would I go about modeling a shirt collar similar to the one worn by Nick Wilde in the movie "zootopia".

I just cant seem to get it right even though it doesn't  seem that hard. I'm planning on using a cloth simulation so the shape doesn't need to be exact.

I think that the following topology works, tell me if it's ok (I used a Solidify modifier at the end to give it thickness):


How to key out a white background in compositor? I've been trying for hours to remove my white (well, grayish white) background from a video, and I thought you could remove it with keying nodes in the compositor (cycles).  I managed to get somewhat close, but it still has pieces of white, and it affects the colour of my sunglasses.  I've tried tutorials meant for green screens, keying/chroma/difference/luminosity nodes, but I just can't figure out the right settings.  Core matte mask helped a little, but made it impossible because my body moves in the video.  I played around with the keying colour a lot, and nothing seems to help.
Is this possible or is a green screen absolutely necessary?
I've attached the .blend file with a screenshot rather than the whole video due to file size, but I imagine it's the same principle.
Here's a screenshot of the original image:

Here's the node setup:

Thanks in advance!

as you can see, with this setup you get pretty far.
Of course you should mask out roughly your body before, so that it won't "hurt" your face ;)


I'm getting the skin/cloth overlap. What i'm doing wrong? I'm making a GTA style game (I KNOW IS IMPOSSIBLE TO MAKE A GTA BY MYSELF, BUT HEY, I'M YOUNG, HAVE NO FRIENDS, NO GIRLFRINED, WHY NOT SPEND MY FREE TIME DOING WHAT I LIKE THE MOST? :D) and i have a character that constantly change clothes via Menu, what i want is to attach a police uniform (SWAT like) to my character, all animations are done perfectly, until is time to make the Aiming animation, when i do AIMING animationS the skin overlaps the SWAT uniform as you can see on the screenshot

This is the normal aim, frankly, you don't want to see the Top aim animation LOL

I tried everything, weight transfer, data transfer modifier, automatic weight (instead, this is the best i can get, automatic weighting) and i don't want to use alfa mask, becasue the character will be changing clothes during the game and believe me, THERE IS NO TUTORIAL ON HOW TO CHANGE ALPHAS FOR DIFFERENT CLOTHES FOR UNREAL ENGINE 4, ALL INTERNET, NO LUCK, so, alpha is not an option, i ask on all Unreal forums, no answer, search on youtube, no tutorial. How does game modelers animate a clothed character (with changeable clothes)??

I don't know where else to ask, hope you guys can give me a hand, i'll name you on the game credits as helpers!!! I just attached the .BLEND so you guys can check what's wrong with my model.

Here's the blend file
https://mega.nz/#!WFNG0ICY!caklH2v5fP4gSYQNiz-MWpTLibcXXanng2nUMGP90Qs

You are most likely getting this problem because the body and the clothes have different topology and weight values for deformation. Open the clothes in weight paint mode, then add weight on parts where the body is sticking out.


Edit face triangulation without actually adding edge If you make a plane and move two vertices on opposite corners, you will have a non-planar face. This will be rendered with an "invisible" edge along either of the opposite pair of vertices. Or in other words, the face will be triangulated by picking two opposite vertices.

In 3ds max, there's an option to actually edit this triangulation so that you can decide how it's rendered. This is done without creating any edges, it's just the face's triangulation that's edited. This way you can keep topology in quads while still controlling triangulation:

In blender, I see no other option than to manually add edges, disrupting the topology:

So, is it possible to edit the triangulation in Blender, without modifying topology?

Triangulation can't be controlled directly, it's not even done by Blender in object mode. Instead, it is left to the graphics driver to decide how to triangulate non-planar quads (which differs among drivers for different cards). Behavior may even change with VBO enabled or disabled.

You can use the triangulation modifier to get a bit of control with the beauty option, to divide across the shortest diagonal:


Boolean Union vs Difference Error - Swapped Behaviour I've been working happily with Blender all this week and last, performing hundreds of operations, many booleans, and getting good results in a rudimentary model for a small enclosure.

Today I've renamed the file to v2, and started to make a couple of changes.  I'm just removing some material using a simple shape to create insets and a boolean difference operation.  Suddenly, though, the 'difference' is behaving like a 'union' and vice-versa.

I thought I'd forgotten something overnight, and tried it on two other simple objects in the same design, with the same result. I then opened a new design with just two cubes and tried it there, where it works without error.  Quit, back to my own design v2, and still the behavior is swapped.

I've restarted Blender a couple of times.  Moving on to trying more renaming, rebooting tests etc.  Is this a known issue, am I missing something obvious? Is there a work-around that someone can suggest.   (I'm using ver 2.70 on Mac OS 10.8.5)

I had this exact problem about a week ago.  IRC told me that the face normals on one of my objects were probably backwards.  It turns out they were correct.

You can turn on the display of face normals in EDIT mode using one of the icons in the Mesh Display section of the N pop-out panel.

You can reverse the direction of the normals of the currently selected faces using the Mesh > Normals > Flip Normals operator.  There are also some "smarter" operations in that same menu.


Rigging /My character is breaked/ My model normal. Rigging then break and distance.
How i fix?

Breaked and Distance and Location my part of model error.

It looks like only the head is moving and hair object stay where it is. If this is the problem, you can easily fix it in weight paint mode by assigning all the hair vertices to the vertex group, which is controlled by your head bone.


How to add a node tree and a Object Separate Text in Blender 2.79b I'm trying to follow this tutorial Animation Nodes Letter Wiggle
There is created a node tree at minute 2:10 an after that it's added an Text Object Separate, but in the version that I have I can't find how to do that, because I don't know how to add the node tree and also the Add menu is different. Have I to install something? Thank you.

Welcome to blender SE. Animation Nodes is an addon that doesn't come with blender by default, so you need to download and install it first. Please check the installation guide.


EEVEE render settings for game assets So I’m using Eevee and I finished creating a game asset. Now I would like to render the final look. However I would like to know what are some things I should change to make my object look decent (some decent lighting, gray background) and any thing else I should consider turning on/off or tuning.

Eevee is pretty straight  forward, add an HDRI and turn on Ambient Occlusion and Soft Shadows, this should give you a good result already. But this depends on your object, if it's very reflective you might want to calculate reflections.


How to split all triangles from a mesh? I have a model that uses indices to form the topology of the mesh. I'd like to split all triangles such that indices are not used, i.e. Each triangle has it's own 3 vertices. How can I do this in Blender? Note that the split modifier doesn't work, remember I need all indices to be gone.

Edit:
I've tried to use the split modifier with split angle at 0. That gives discontinuities when loaded as obj. I'm using an external library for the loading. Here's an example of how this looks when loaded:

EDIT: Selecting everything in edit mode and pressing Crtl-E then selecting Edge Split will do what you want.

If I understand the question correctly you want each triangle to be separate from the rest of the mesh (so no vertex is used by more than one triangle).

One way to do this is to select everything in edit mode (vertex select is easiest although not necessary), press Alt-E and choose individual faces. Immediately right click to cancel the operation and then press Ctrl-I to select everything but the extruded faces. Once you delete the selected vertices you should be left with a mesh made of individual triangles.


Prevent Transparent from casting Shadows I am trying to animate rolling dice and i dont want them to go out of bounds in relation to my camera so, I put a transparent fence around them but the problem is when i try to render it there are black parts of the transparent mesh showing. PLease Help thank you.

If you want to hide something completely from your render then use this method as it should give better performance.

In the outliner, there is a little picture of a camera next to each object. clicking it so it is disabled means that the object will not be rendered at all, which sounds like what you want.

This will only apply in the final render and not the preview render unless you set the view to be render only ('n'panel -> display -> only rendered or something like that).


how to control an object's property in animation I was working on an animation project. When I was done modelling the scene and objects in it I started working on its animation. I started by hiding everything and only leaving the objects that I was animating at the moment. I keyframed these object visibility in render for my animation but I leave their visibility in the viewport to be checked. At the time I decided to don't hide them in the viewport so I could find and select them through viewport instead of using object outliner. But now that I have progressed through the animating process my scene is a mess and I can't get a proper preview of animation without rendering.
here's my question: Is there a way to set up the scene so every object's viewport visibility just be the same as its render visibility and also follow its changes?
I'm pretty good at Python programming though I have never written a script in Blender. But even if the solution includes writing scripts it is also a solution and acceptable.

Just add a driver to your viewport visibility like this:

Then copy the driver and paste it to every object you need. After each copy just adapt the new pasted driver in this way: change the object (in my case cube) to that object you just added the driver to.
… but better is @batFINGER solution here: How can you make it automatically invisible to render if its already invisible in viewport?


Problem: light passing through metal surface I've modeled a ceiling lamp. Would anyone be able to explain how to solve the problem of the light passing through the material? Thanks

The point lamp was larger than the mesh that contained it, reducing the size of the lamp I solve the problem.

Thank you all


Animating a bone to turn 360° doesn't rotate correctly I'm animating a character to do a 360° spin jump in midair but on the last frame of the spin he rotates the opposite direction instead
It basically does this

I could make it work if I used a bunch of keyframes, but that's sloppy and makes the animation jittery.

I guess if you keyframe it in the 3D view it won't interpolate correctly because either it doesn't know in what direction it is supposed to go or Quaternion interpolation is messy, don't ask me why.
The easiest way to do it is to use the N > Item > Transform panel, switch Quaternion to XYZ Euler, and keyframe a rotation of 0/0/0° at frame 0, and 0/360/0° at frame X (I keyframed the bone in Pose mode, if you want to keyframe the armature in Object mode it will be 0/0/360°):


Which parts of Blender use OpenGL? This may seem like a stupid question, but I am really not clear about its answer.

I want to know what role OpenGL plays inside Blender: is it just for displaying the user interface, or does the Blender internal rendering engine also use it for Rendering the 3D scene?
And can we customize the blender internal using BGL blender OpenGL wrapper?

Blender uses OpenGL for (basically all drawing)...

Drawing the 3D view-port.
Drawing all parts of the interface (buttons, color wheel, menus etc).
Off screen OpenGL rendering is used for 3D view-port render and preview rendering scenes in the sequencer and view-port lamp-shadows.
Shader nodes display as OpenGL GLSL shaders in the view-port.
The GameEngine also does all drawing via OpenGL.

All other rendering is done on the CPU or GPU(and in that case it uses CUDA or OpenCL, not OpenGL).

You can run Blender without using any OpenGL functionality by using background mode (see blender --help for details).

And if you happen to have a system without any hardware acceleration, you can use software OpenGL (Mesa can do this for example), although its noticeably slower.

Note that Blender is somewhat unusual in using OpenGL for _all_ interface drawing, not many applications do this.


Create a shortcut to pause Preview viewport Cycles rendering? I'm fairly sure to create the shortcut for pausing the cycles preview render starts with wm.context_toggle, but when I put in cycles.preview_pause, an error is thrown, saying that context has no object attribute cycles.

What am I doing wrong?

If you use scene.cycles.preview_pause then it'll work. However it seems the GUI doesn't update. So when you resume the render you'll need to move the viewport momentarily before it will start rendering again. I'm not sure why this is, though.


Deformation Motion Blur and Vector Pass not working in Cycles I'm experiencing an odd behavior with deformation blur in Cycles with an specific model of an elephant even in a new scene.

When rendering with Motion Blur enabled I've got this render with only blur in its hair strands:

Here you have a render without Motion Blur for comparison:

The weird thing here is that if I add a new object and deform it with an armature, I do have the motion blur. But that's not all: if I render without MB, the geometry is missing from the Vector Pass!!! Only the strands are visible:

I've checked if I have a full Vector Pass in the Internal engine and I do:

The object have Motion Blur and Deformation enabled... I would like to share the file but I cannot as it is a Turbosquid model although I can share any screenshot. But normals are right, it doesn't work without the modifiers either or if I erase everything an apply an armature from the ground...

Do I missing something?

The model has active Auto Smooth Normals. Disabling it fix the problem.

It was a purchased model and it appears that Blender activated Auto Smooth when importing the FBX model.


Fix/Freeze/Clamp Object Info at certain value I am using an object's 3D position to apply a diffuse colour. I have a selection of objects that are different Z positions and hence have the colour ramp applied to them. As objects merge back into their final places I would like them to retain their colours.

The position of the plates when exploded will not be as they are now so I cannot just simply reduce the scale of the ramp when they contract back in. I need them to "remember" the value of their Z displacement for the colour ramp to use that data.

Basically I need a node (or some way to do it with what I have) that can be key framed to "freeze" it's output value.

H

You can use "baking" for this. Colors can be written on image texture.

1) First, setup UV for all objects. Select all objects, press Space and search for "Smart UV Project".

2) Next, connect what you want to bake to emission shader. Add an image texture and put it on node setup like this:

3) Find "Bake" section in render settings, select type to "emit" and press "Bake"

4) If you will do everything right you will get an image like this, save it.

5) Finally, connect image node to your node setup


Why are my Eevee renders much slower to output than they are in a viewport? So I have an animation I want to render out. I can play it back in near real time, at full resolution via Eevee in a viewport. However when I select "Render Animation", each frame takes in excess of 5 seconds.

I've set the Viewport and Render sampling options both to 16. I've turned off Compositing and Sequencer post processing options. The final render and viewport images look pretty much identical. What else am I missing?

(I'm using v2.80 Beta)

Any help much appreciated :-) Thanks!

Aha. Well it's not QUITE as fast as the viewport, but it's fast enough! From Will it soon be possible to render an Eevee animation in realtime (2.8 Beta)? : View -> Viewport Render Animation

Hope that helps someone :-)


How to model rounded extrusions I am trying to create sci-fi doors similar to those that Dan Brown creates below:

I have tried a few methods, the closest I can get to the image is using a solidify modifier and then making edge loops and cutting away faces.

This method only gives me curves on the outer edges, I would like to have the inner corners curved also, cannot seem to find a way to do this.

Can anyone think of any ideas to try?

Well thanks to brasshat answer, I played around a bit and found one way to achieve this, there may be a better way but this certainly gives decent results.

I used the bridge edge loops tool.


Drawing text through bge module - Drawing several words The code of my script:

import drawtext
drawtext.chain = 'Hello World!'
drawtext.positionx = 0
drawtext.positiony = 0

The code of the file drawtext.py:

# import game engine modules
from bge import render, logic
# import stand alone modules
import bgl, blf

# create a new font object, use external ttf file
font_path = logic.expandPath('C://Documents and Settings//Guillermo//Mis documentos//Google Drive//Gproyectos//Proyectos con Blender//arial.ttf')
# store the font indice - to use later
font_id = blf.load(font_path)
chain = 'this is the message'
positionx = 0.5
positiony = 0.5

def write():
    """write on screen"""
    width = render.getWindowWidth()
    height = render.getWindowHeight()
    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    blf.position(font_id, (width * positionx), (height * positiony), 0)
    blf.size(font_id, 50, 72)
    bgl.glColor4f(1.0, 0.0, 0.0, 1.0)
    blf.draw(font_id,chain)

def update(cont):
    own = cont.owner
    chain = own['msg']

# set the font drawing routine to run every frame
scene = logic.getCurrentScene()
scene.post_draw = [write]

when you run the game engine, you see this:

And what I want to do is to obtein this:

How can I change my code?

Managing multiple text fragments

I suggest to place the text attributes into a container such such as a class:

class Text():
    def __init__(self, text, x, y, color, font_id):
        self.text = text
        self.x = x
        self.y = y
        self.color = color
        self.font_id = font_id

You can use a list or dict too, but I think this is easier to understand as you see the structure of the data.

Then place modify your code that it can work with the above text container:

blf.position(text.font_id, (width * text.x), (height * text.y), 0)
blf.size(text.font_id, 50, 72)
bgl.glColor4f(*text.color)
blf.draw(text.font_id, text.text)

This still allows just one text to be drawn (as there is just one text container). But now it is pretty easy for us to create a container that can contain any number of texts:

texts = []

You create that once in your drawtext.py replacing font_id, chain, positionx, positiony.

Make sure your write() can deal with more than one text container:

for text in texts:
    blf.position(text.font_id, (width * text.x), (height * text.y), 0)
    blf.size(text.font_id, 50, 72)
    bgl.glColor4f(*text.color)
    blf.draw(text.font_id, text.text)

Now you can add some comfort to your module, by providing a function that let you easily add new texts:

def add(text, x, y, color, font_id=0):
    texts.append(Text(text, x, y, color, font_id))

Your using script can look like that:

import drawtext
import bge

COLOR_GREEN = 0.0, 1.0, 0.0, 1.0

if all(sensor.positive for sensor in bge.logic.getCurrentController().sensors):
    drawtext.add("Hello Green World!", 0, 0.15, COLOR_GREEN)

The complete drawwtext.py can look like that:

import bge
import bgl, blf

texts = []

class Text():
    def __init__(self, text, x, y, color, font_id):
        self.text = text
        self.x = x
        self.y = y
        self.color = color
        self.font_id = font_id

def add(text, x, y, color, font_id=0):
    return texts.append(Text(text, x, y, color, font_id))

def write():
    """write on screen"""
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()
    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    for text in texts:
        blf.position(text.font_id, (width * text.x), (height * text.y), 0)
        blf.size(text.font_id, 50, 72)
        bgl.glColor4f(*text.color)
        blf.draw(text.font_id, text.text)

bge.logic.getCurrentScene().post_draw = [write]

Font Management

You might have noticed that I skipped fonts in the above code by making them optional. I recommend to manage them separately. The blf-module is the font container already. But you need a way to provide easy access to the loaded fonts without dealing with cryptic numbers. I suggest to create a new module fonts.py encapsulating the load operation:

import blf

def load(file):
    return blf.load(bge.logic.expandPath(file))

this enables you to declare font "constants" right at the beginning of drawtext.py:

FONT_ID_ARIAL = fonts.load("//arial.ttf")
FONT_ID_AGENCYR = fonts.load("//AGENCYR.TTF")

Which on the other hand enables you to use them when defining your text fragments:

import drawtext
import bge

COLOR_GREEN = 0.0, 1.0, 0.0, 1.0

if all(sensor.positive for sensor in bge.logic.getCurrentController().sensors):
    drawtext.add("Hello Green World!", 0, 0.15, COLOR_GREEN, drawtext.FONT_ID_AGENCYR)

The reason why load() is placed in a new module is simply to avoid defining this function before you define the constants, which let the constants be a the pretty top of drawtext.py

Color Management

You can do a similar method with colors. Right now each user script adds his own color. You can provide a few color constants right at the beginning of the module:

COLOR_GREEN = 0.0, 1.0, 0.0, 1.0
COLOR_RED = 1.0, 0.0, 0.0, 1.0
COLOR_BLUE = 0.0, 0.0, 1.0, 1.0
COLOR_BLACK = 0.0, 0.0, 0.0, 1.0
COLOR_WHITE = 1.0, 1.0, 1.0, 1.0

this allows to use them wherever this module is used:

import drawtext
import bge

if all(sensor.positive for sensor in bge.logic.getCurrentController().sensors):
    drawtext.add("Hello Green World!", 0, 0.15, drawtext.COLOR_GREEN, drawtext.FONT_ID_AGENCYR)

Complete Code

fonts.py

import bge
import blf

def load(file):
    return blf.load(bge.logic.expandPath(file))

drawtext.py

import bge
import bgl, blf
import fonts

FONT_ID_ARIAL = fonts.load("//arial.ttf")
FONT_ID_AGENCYR = fonts.load("//AGENCYR.TTF")

COLOR_GREEN = 0.0, 1.0, 0.0, 1.0
COLOR_RED = 1.0, 0.0, 0.0, 1.0
COLOR_BLUE = 0.0, 0.0, 1.0, 1.0
COLOR_BLACK = 0.0, 0.0, 0.0, 1.0
COLOR_WHITE = 1.0, 1.0, 1.0, 1.0

texts = []

class Text():
    def __init__(self, text, x, y, color, font_id):
        self.text = text
        self.x = x
        self.y = y
        self.color = color
        self.font_id = font_id

def add(text, x, y, color, font_id=0):
    return texts.append(Text(text, x, y, color, font_id))

def write():
    """write on screen"""
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()
    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    # BLF drawing routine
    for text in texts:
        blf.position(text.font_id, (width * text.x), (height * text.y), 0)
        blf.size(text.font_id, 50, 72)
        bgl.glColor4f(*text.color)
        blf.draw(text.font_id, text.text)

bge.logic.getCurrentScene().post_draw = [write]

Show Green Text

import drawtext
import bge

if all(sensor.positive for sensor in bge.logic.getCurrentController().sensors):
    drawtext.add("Hello Green World!", 0, 0.15, drawtext.COLOR_GREEN, drawtext.FONT_ID_AGENCYR)

Show Red Text

import drawtext

    if all(sensor.positive for sensor in bge.logic.getCurrentController().sensors):
    drawtext.add("Hello Red World!",0,0, drawtext.COLOR_RED)

Excercise

I suggest to allow customizing the size of the text fragment. How would you do that?


Strange shading after OBJ import I have strange shading after importing an obj file:

When I zoom in, the face seem perfectly flat. I checked normals, they are ok. I also tried the "clear sharp" function, nothing changed. Also tried "remove by distance" but no vertecies were deleted.
I searched a bit around here for an answer that already exists, but shading issues are dime-a-dozen with very specific issues, non of them helped me.
Does anyone know what's the problem here and how to fix?
Thanks in advance!

I fixed this by clearing custom normals.


Modelling with Curves using a bevel object I am trying to model this long stone bench in blender using curves. I have a made a path and the cross-section of the bench. When I select bevel object of the path as the bench's cross-section, the resulting mesh is completely flat or cubic. Can someone please let me know where am I going wrong?

It is a bit counterintuitive, bevel objects are used along the curve's local Y axis. Create both curves using the top view.

then use the bevel object.


How to not render unnecessary tiles? When rendering an image in cycles render, I find that lots of the time is spend rendering completely blank tiles, especially when I have high samples. Is there any way for blender to know when a tile does not have anything in it and skip rendering it? If not is there any add on that can help with this? Thank you for all your help.

There is no automatic way.

Cycles render engine uses path tracing to render a scene. In order to calculate whether there are additional objects that might cast light/shadow in a scene, it has to calculate the whole scene based on the camera's view.

The only method for Cycles to get that information before the final render would be through pre-processing, which in the end would take more time than rendering empty tiles.

However, you can restrict the render area by using the Render Border feature.
Hit 0 on the Numpad to enter Camera View, then hit Ctrl+B and draw a box around the area you want to have in your final result.

Now only the selected area gets rendered and the result gets resized to the final image's size.


Boolean Intersect/Difference Only Uses Edges This question is very similar to this question, (if not, a duplicate) but I wish to add a few more details of my own. (The question is also still unanswered...)

I am following Andrew Price's Anvil Modeling tutorial, and there is this part where you are supposed to use the Boolean modifier to cut a cylinder out of the Anvil. However...

The Boolean Modifier does not cut out the part where they overlap, but rather, only the parts where the edges of the cylinder overlap (I have attempted to highlight the effect of the Boolean Modifier in blue.)

Since then, I have recreated this scenario, both in 2.79 and in 2.80, but in those attempts, the Boolean modifier had worked as expected:

If I may ask then, what was wrong with my original .blend file that caused this error with the Boolean modifier?

EDIT: I have already tried recalculating/flipping the normals, it hasn't worked.

Wow, I really don't know what I'm doing, huh?

Following a comment on the same YouTube video of the tutorial, I removed doubles.
(In Blender 2.80, it is now named "Merge by Distance, and can be found in Edit Mode, Mesh > Clean Up > Merge by Distance"

So I learned a thing. I apologize if I wasted anyone's time with this.

\o/


Shortcut to switch between add and subtract in weight paint mode? That is pretty much my question. When I am in weight paint mode, I'd like to use a key shortcut to switch between add and subtract (or cycle with mix but that's less useful in my opinion) blend mode.

Is there a shortcut already? Is there a generic way to setup a shortcut? (a little python won't scare me but I'm not an expert).

You could change the brush: There are Add and Subtract brushes (and more for all blend modes) which will set all options of the selected brush including the blend mode. So you can even configure more settings of the brushes and select them with one shortcut.

The number keys (not on the number pad) are used as shortcuts for the brushes. You can select the Add brush with 1 and the Subtract brush with 9. They are numbered from one to nine in the same ordering as they appear in the brush selection.


Transfer Python code from Blender Render to Blender Game Engine I have a script that randomly spawns objects in blender render.
Now is there an easy way to transfer that code so that it works as a "game" in blender game engine? Or do I need to start from scratch anyway?

(In the end I want to have a "game that plays itself and has a different outcome each time it runs through" but looks like its just an animation. So I figure I need to have the script working in blender game engine.)

Here's the code in case it may help:

import bpy

# this is for the random position, imports the random() function from random library
from random import random

# this holds how many cubes were created and what the cap is
spawned_cubes = 0
max_cubes = 20

def spawn_object(scene):
    """This function will be run everytime before frame changes because it is added in the callback list"""

    global spawned_cubes
    global max_cubes

    # read the current frame number
    # if it is 10 and number of spawned cubes is less than max_cubes place a cube
    # if the frame number is not 10 just end and do nothing
    if scene.frame_current == 100 and spawned_cubes < max_cubes:
        loc = (20-40*random(), 18-0*random(), 20-20*random())
        bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=loc)
        spawned_cubes += 1
    return

# add spawn_object function if there isnt one in bpy.app.handlers.frame_change_pre callback list
# the function needs to be added there only once
# everything thats in that list will be executed before any frame change
if spawn_object not in bpy.app.handlers.frame_change_pre:
    bpy.app.handlers.frame_change_pre.append(spawn_object)

Thanks,
Sputi

In the logic bricks you can add python scripts under "Controllers".  You would need to set a sensor "Property" or two that holds something to indicate the start/end of the game.  Likewise you will need to set that "Property" at specific times to achieve what you want.  "Restsrt Game" is under Actuators.

You may have to modify your code but you can do a majority with Logic bricks and sensing "Properties".  You can do something similar with changing cameras at certain times.

For detecting frames, just have your script set a Logic Brick property each frame change, you will need to keep an eye on your FPS as large scripts can slow you down.


Does Cycles GPU Rendering use Single or Double Floating Point Precision? I am trying to choose a Graphics Card for rendering in Blender, I would like to know if Blender uses Single or Double Point Operations. I have been looking at Nvidia's GeForce and Tesla line of graphics cards, but I need to know what blender uses in order to find the most high performance one.

One of the biggest dilemmas I have had while searching for the last two days is the lack of information about this topic that is newer than 2012. I do not know how much blender has changed in the last two years, but I managed to find two people who said the opposite thing. Here is what one said: The fourth post on this page Thanks in advance for everybody's help!

EDIT: Here, I found this comparison chart, and forgot to add it: http://www.systemagnostic.com/faqs/quadro-tesla/

I chatted and got an answer from someone on the #blendercoders IRC chat. They said that Blender does use single precision floating points. The GeForce cards are going to be the best choice for rendering because they do better at single points than doubles. The Quadro and Tesla lines wouldn't perform as well because they handle double point operations better than singles, and are mostly used in CAD and software that does scientific research. So, the best choice would be to go for the GeForce line because they perform better at single point operations which is what blender uses.


reduce diffuse light on shadow catcher (Cycles Render) Is there a way to reduce the passive/diffuse shadow only for the shadow catcher? I'm using Cycles Render.

Not that I don't like the cool diffuse shadow, but even for this simple cube render below I have to zoom too far out to remove sharp shadow edges at the edges of the image.

Render:

Here's the basic file I used: https://cl.ly/c9c748770cc7

try to reduce size to 0 where sun light has option max bounces below,but reduce size of the shadow of the sun to 0


Render in Real Time? Fasten Render Times? i do love to use this software, for a lot of things, like faster modeling, and friendly interface;
The thing is, i work for a Dome System, so i have to Render 4K (4096x4096p) resolution frames at 60fps, and in fisheye format, so even little 30 seconds in 3D took three entire days, a LOT OF TIME, (and with basic textures/animation)
I've seen on plugins to other softwares like After Effects, that in 'Elements' you can lower the render times A LOT. Same with Cinema4D and AE implementation.
The thing is, before trying to jump into those mix of softwares, is there any way to fasten render times, in Internal, Cycles or any other possible rendering option? Even if its possible to make it nearly of real-time rendering?
I only use simple textures, maybe bump, not too much geometry because i don't like to use that much due to optimization, but render times is something that is actually killing my own job, because i can't preview somehow the animations i make the same day so it's like being animating things blind.
Please, if someone know a possible option, please tell me, i'm worried.

it depends of your gpu/workstation, gtx 1060 doesn't handle 4k well, you should try to reduce render samples , you should take a look to this tutorial made by Blender guru, aimed to get a smaller render time: click here , by the way if you want something closer to real time rendering, you can reduce samples in preview mode, then you could use rendered mode in blender

you could try:

rendered: 128

preview: 32 or 64

but be careful of it, the less samples, less quality you'll have
but you will have more shorter render times

here is another tutorial to achieve similar "real time rendering" workflow  like evee engine used in last version of blender, but instead, in the oldest versions without the brand new real time rendering engine "evee" ,

hope this can be useful for you, cheers


Changes to sculpt appear on both sides of the mesh? I'm completely new to 3D sculpting. For some reason when I started working on the eyes of my sculpt it started affecting the back of the head. I thought that it might be a result mirroring, but no matter what I do I'm unable to smooth out the ridges that appeared on the back of the head. If it was related to mirroring I don't think this would happen.

First check in toolbar (T) panel if you have turned on mirroring. It's under symmetry. Glitches during mirroring occur when object is rotated or has non-uniform scale which comes from scaling in object mode. Ctrl - A apply scale to fix that if this is the problem.


Move an object while connected tubes "follow" it, automatically stretching and shrinking I have a real-life 3D object placement "problem" and I am wondering if using Blender to help me visualize the scene is a viable option.
I need to manipulate the object's placement (move around) within a given space until I'm satisfied with the placement.

I do not need to get a fully animated interactive game-like thing - just editing objects within Blender will more than do.

The catch is, it is not just moving a box inside another box - I have an irregularly shaped funnel-like space and a multifaceted object that is attached to fixed wall points on opposite sides of the funnel via two flexible "tubes".

The idea is to move the object within the space while the tubes "follow" it, automatically stretching/shrinking.
Ideally, it would be possible to detect and correct any "collisions" with the walls, either automatically or using a script or something.

It is not just one-time problem; the object will be the same but the space will be different every time.

So, the question is:
While I do understand that it is possible to create a scene like that in Blender, how practical would that be to use for this purpose?
By practical I mean how easy/hard would it be to manipulate the object and the tubes to fit them into space.

I'm new to Blender and 3D modelling but I'm quick in acquiring new skills.

While I don't see a way to automatically detect collisions, I expect some things can make your task fairly easy.

The first task of placing an object within a modelled room is easy. You can use snapping to place a mount point onto the wall. then by 'locking' the right axis of each wall mount you can easily move the mounting around the wall and have it stay on the surface, a small adjustment can be made to transfer it to another wall.

Curves are defined by a number of control points. By adding a bevel to the curve they become "tubes" that automatically flow between each point.

By using hooks each control point can be moved while the tubing adjusts to suit. One end of each curve can be hooked to the wall mount, the other end to the object, and then a simple empty can be used to adjust each point in between. Instead of using hooks for each control point you vould edit each curve manually.

In the following example that I created for the previous screenshots, I have two curves, that go from the wall to a fume extractor. Each curve has two control points to adjust how it flows from the wall to the extractor. For easy viewing the building is set to always draw in wireframe.

To use, you place the mounts on the wall, then position the extractor and then adjust the curves to flow nicely between the two.

While I have used a nurbs path in this example, you can also use bezier curves to get more control over where the curve goes to and how sharply it bends at each point.


Is it possible to create an animation in Blender 2.8, using Python, that it's not tied to any object? I want to create an action (Fcurve) before I have any object to attach it to. I know how to create an Fcurve directly for an object: for example, to keyframe the location of an object

object.location = (x, y, z)
object.keyframe_insert(‘location’, frame=1)

I have tried to do the following:

# Create a new action (not attached to anything)
new_action = bpy.data.actions.new('NewAction')
new_action.keyframe_insert('location', index=2, frame=1)

Which produces the following error:

TypeError: bpy_struct.keyframe_insert() property "location" not found

which makes sense -- there is no object selected, so there is no 'location' that can be recorded.

So, is there a way to do it, with no object involved in the initial creation of the Fcurve?

There is a related question here (Is it possible to create instance with different scale animation data but the same mesh with python?), but I will expand on it:

Once a new action has been created, and an Fcurve for it, using keyframes_insert does not work (it produces the error pasted in the question). Using `keyframes_points.add(count=X), does work, and later the frame number of value can be set with:

keyframe_point.co = (frame_number, value)

For example (taken from the link above):

def random_scale_action():
action = bpy.data.actions.new("RandomScaleAction")
data_path = "scale"
# (frame, value) for keyframe point
for axis in [0, 1, 2]:
    # new fcurve
    fc = action.fcurves.new(data_path, index=axis)
    # add a new keyframe point
    # OPTION 1: IT WORKS!
    fc.keyframe_points.add(count=2)
    for kfp in fc.keyframe_points:
        kfp.co = (uniform(1,100), uniform(0, 1))
    # OPTION 2: does NOT work, and produces the error pasted into the question(above)
    fc.keyframe_insert(data_path, index=axis, frame=uniform(1,100))

return action


Adjusting Scene Scale with BLAM to real world estimation measurement I am remodelling a scene from -presumably- a photo. Using BLAM addon.

I would like to know how to adjust the 3D model in the scene.
To the real world estimated measurement.

As can be seen in the Properties Panel, the z measurement is too small.
According to commonly used real world scale for the counter top board, perhaps there's a way to make the whole model/scene scaled with 30-40 mm thickness of the counter top?

There's actually a button in BLAM to do the first part of this.. 'Set line of sight scale pivot'.. but you can do it by hand.

Set the Pivot Center to the camera by ShiftS putting the 3D cursor there, and selecting '3D Cursor' as the Pivot Center.

Then, selecting all the objects whose dimensions you want to alter, (not including the camera,) with the counter-top active, uniformly scale (S) all the objects in your scene, until the right dimension appears in the Z of the counter-top. The size of the objects will not change in the (perspective) camera view.

You could also place an Empty at the camera, temporarily parent all the objects you want to scale to the Empty, and scale the Empty. This gives the opportunity for more accurate control.

Swipe and  Ctrl C copy the Z dimension of the counter-top into your clipboard. Select the empty, swipe all its scale fields, and type the desired dimension into all of them, followed by / and  Ctrl V ( your typed result would be '30/0.17759', if you wanted a 30mm thickness). Then Alt P , unparent the objects, keeping their transformations.

It's probably better to apply (Ctrl A) the scale of your objects when you're done, to put the new dimensions into the meshes, rather than their object transforms.

EDIT:

Please find the scaled file, with counter-top at about 35mm. Scaling did involve some steps I couldn't include in this answer without seeing the scene: adjusting clipping distances on the camera and in the view.. scaling the camera to make the view practical. The method described still applies, if you need to tweak.


UV Unwrap Incorrect Vertex Location I'm having a bit of an annoying problem when unwrapping a model of mine.

The model is pyramid-like, with two sets of polygons angled away from each other connected by a rectangular band running around the middle:

The problem is when I unwrap using the standard method (U -> Unwrap), the top and bottom parts are malformed, with one edge of the tip being shorter than the other (below, left).

However, when I use standard unwrap but with the conformal method rather than angle-based, it seems to be correct (below, right).

The angle-based unwrap seems to be placing one of the vertices in the tip incorrectly but I can't seem to figure out why.  All values should be correct (scale, rotation, location) and normals are good.

I've typically been able to get good, consistent results with the angle-based method.  Is there something I'm missing this time around?

Thank you for any help in advance!

Well, I may be a bit of an idiot, but I found the issue.

The two front vertices were missing the edges that would have connected them to the edge running back to front.  Old mesh (left), new mesh (right):

When unwrapped, results were as desired:

Thank you to those who responded!


The Significance of 1 Energy Unit When Baking in Cycles I watched Andrew Price's tutorial on baking in Cycles, and I noticed that after he baked it to an image, he plugged the color output of that image into the color of an emission shader with a value of 1 for it's energy parameter.  What is the significance of an emission shader with a value of one?

An emission shader with a strength of 1 will output the exact same colors as it's given as input.

Higher or lower strengths will brighten or darken the output.


Is there a way to deform a model and then have the mesh stay that way, even without an armature? I want to 3D print several pawns. I need them to be in different poses, but be the same general character. I can achieve this by re-meshing the posed object with another object, but I would like a less time consuming way.

How do I pose a mesh using an armature, then have the mesh stay that way, even without the armature which needs to be deleted for my print? preferably this would create a new mesh that I could print as my pawn(s).

Yes, you can apply the armature modifier.

This will fix the mesh into it's pose, so you probably want to do this on a  duplicate of the model.


How To Rotate\Animate Parent Objects? I want to make this monkey spinning on its own rotation but something is off. I ´parented´ everything to the body, so it is the object that I´m creating the keyframes on.
When I move  R+Z, he doesn´t move. Does anyone know what can it possibly be? It only works then I move it with G, because when I try to scale it, nothing happens either.

You've enabled the Locations option, disable it:


How to render multiple scenes at once, composite, and save as ONE file in Blender 2.8? Similar questions on here seem to refer to rendering two different scenes for the purpose of multiple outputs. I want to composite BOTH scenes together in Blender's compositor and then export as one file. It is an animated image sequence. When I hit F12 in one scene, with both scene files setup and joined by an Alpha Over node, only the first scene renders. The second scene has a single render layers node joined to an output node. Not sure what's wrong with my setup? Is this a possible bug? I'm using Blender 2.81.3. Thanks.

I thank God for showing me the solution: all you have to do is create a new, blank 3rd Scene (with no objects or cameras) and composite the other 2 scenes there in the compositor. Now when you hit render from the 3rd scene, both scenes will render and one file will be output. Be sure to set your color management settings AND the desired frame output range in the 3rd scene, as it will OVERRIDE whatever settings you have in the other scenes.

For example, this allows you to do special compositing hacks with EEVEE, which currently doesn't support the "holdout" or "indirect only" passes for Collections. However, you can use a "holdout" material on individual objects and create masked areas from that. This is how you can workaround flickering ambient occlusion in EEVEE that is caused by thin objects. In one scene you have AO turned ON, and in the other scene you only render certain objects with AO OFF; then composite them together in the 3rd scene.

This other stackexchange thread shows the same composite process and includes info if exporting to a multi-layer EXR.

Each of the other individual scenes you want to composite should have at least an output node connected to its renderlayer, like this:


Does Blender have a tool similar to Smooth Boundary in Meshmixer? Meshmixer has a feature called "smooth boundary" where parts of a mesh can be selected and then deformed such that the border of the selection is smoothed along with the unselected portions of the mesh that surround the selected area. Does Blender have a similar function?

Yes. You can use either the smooth function (search it in the program, or use it from the toolshelf), or, for more control, use proportional editing. The latter even comes with a few falloff setups to choose from!

Please Take Notice: The latter is really intended more for if you're physically editing the mesh in some manner, but with a strong enough effect radius, the actual movement requirement can be minuscule.


Material displacement looks slanted to one side in Blender 2.8 I've used MicroDisplacement before in 2.79 and all worked fine. Now, I have this problem, that all my displacements get slanted like this (see image).

I am actually following a tutorial for Blender 2.79 step by step and I still get this result. The only thing I found was that the Displacement setting in the Shader tab changed from True/Bump/Both to Displacement and Bump/Displacement only/Bump Only, but it seems to be working the same way...

Can somebody help me, tell what I might be doing wrong?

In Blender 2.80 the Material's Displacement input socket accepts vectors (blue socket) instead of scalars (grey socket), which gives it more possibilities (look up "vector displacement").

To properly convert a scalar Displacement map, usually a greyscale image, and make it pluggable into the material's Displacement, you need to use a Displacement node:

The Displacement node has a "Scale" value so that you don't need to use a Math > Multiply node.


How do I get crisp edges on Image Editor? (Get rid of fall off of stroke) How can I get rid of the fall off and have sharp endings to my strokes when being in the Image Editor? I don't like how the brush kind of fades off the color at the edges, I want it to be crisp and one constant shade of the color I am using. Here is what I mean. Do you see towards the bottom the edges have those shades of black? I want that to be a straight black edge of one shade, similar to towards the top.
The way I was able to get it to be a straight black edge is by coloring over the edges with the same color as the background, that's really annoying so I was wondering if you guys have any idea of accomplishing the same with the strokes. I remember having done this at some point before but I can't seem to be able to get that same effect anymore. In conclusion, I want a stroke that doesn't fade out at the edges and has one constant shade of the color throughout it, sort of like pixel painting with the same color rather than having a strength/brush-like feel to the strokes. And I am using a constant fall off, so it doesn't make sense how this is happening still. Is it the spacing? I can't seem to make that less than 1%.
Thanks,
Best regards,
Idealist Developer

In the brush properties, go into the falloff menu. The curve you see is the intensity of the brush starting from the center and traveling outwards. Right now the curve is sloping downwards to the right, meaning that the intensity of the brush will be very intense in the middle, then will gradually decrease based on the curve. It will make more sense once you play with the curve a bit.
To change this, just change the graph so all the control points are on max height. Or, click the preset on the bottom which looks like a bracket. (It does the same thing)

(Something I drew)


Using mathutils.geometry.box_fit_2d How does one use the angle returned from mathutils.geometry.box_fit_2d?

For example, in the image above the face is selected & the following is run in the console. (There is no transform on mesh object, so vert coordinates are global coords)

>>> bm = bmesh.from_edit_mesh(C.object.data)
>>> points = [v.co.xy for v in bm.verts if v.select]
>>> points
[Vector((39.5, 125.0)), Vector((40.25, 107.0)), Vector((107.0, 163.0)), Vector((80.5, 159.5))]
>>> a = box_fit_2d(points)
>>> degrees(a)
50.00498629110601

The plane (the square) is rotated 50.005 degrees.

I've found a couple of example usages generally for UVs http://www.programcreek.com/python/example/56195/mathutils.Vector.

The angle returned by box_fit_3d is the angle by which the given points have to be rotated to best fit them into a rectangle aligned with the axes.

The example script linked in your question – currently there is only one script with a call to box_fit_3d – does indeed use the angle to calculate the coordinates of the rotated points:

angle = mathutils.geometry.box_fit_2d(cos_2d)

mat = mathutils.Matrix.Rotation(angle, 2)
cos_2d = [(mat * co) for co in cos_2d]
xs = [co.x for co in cos_2d]
ys = [co.y for co in cos_2d]

But if you instead want to fit the original points into a rotated rectangle then you would have to rotate the rectangle by the negative of that angle.
The image below shows the face from your question together with a plane rotated by −50.005 degrees instead.

If you're also interested in the optimal size of the rectangle I guess it's still best to calculate the rotated points and then determine the smallest and largest coordinates like it's been done in the example script.

width = max(xs) - min(xs)
height = max(ys) - min(ys)


why is this "abysmally" bad topology? So I was asking for some advice and I got this:

  retopo this immediately, its abysmal. Use low poly to drive a subdiv or multires, and add geometry as needed. It's literally unworkable at this stage.

Of course I now know that I shouldn't have started with a UV sphere but it was kinda too late and only really cause some (invisible) problem on the top.

It's my first model of this kind, I only have 216h of blender (thx steam for the counter). The vertex painting is of course horrible and it's just a visual guide and will be deleted ASAP.

What my friendly reviewer didn't tell me is "why?" and, if I "retopo" the model (I won't, I'll restart from scratch), what must be done in order to not be a disaster. I tried hard and spend many hours trying to keep the quads "clean" instead of hacking my way with the sculpt tool and dynatopo. If I just wanted to sculpt I would have used oculus medium, but I want to learn blender too.

I wasn't quite ready for such a hard comment but I got over it (it was yesterday). My problem is, if I had to do it again, I would do it the same way (I would start with a quad sphere instead of a UV sphere but that's all) and it's apparently the wrong way. And I can't imagine any other way to do it.

I understand also it has too many polygons. I started with a lower resolution but once the general shape was complete I applied the subsurface modifier and started refining the model and this is what's shown in the picture. I shouldn't have applied the subsurface but I'm not sure it's what makes it "abysmally bad". Therefore, what's wrong with the topology and how to not repeat the same mistakes, whatever they are ?

Thank you.

EDIT : I'm asking this because I'm stuck in my process now. Because I know I'm doing something incorrectly but I don't know why it's incorrect.

Your problem is that even though you used all quads, they do not flow with the muscles underneath and they do nothing to describe the form other than define a surface. You need to watch some of the tutorials on retopology and you will see how they create loops around the eyes, mouth etc. and join them to create a mesh that is easy to animate with rigging, as well as low poly enough to properly uv unwrap and texture. High resolution sculpts can be used to derive the form and the lower poly mesh is what you animate and bake the details to.

Sorry you got such non constructive criticism, but that seems to be the norm on the internet. I would suggest taking a look over at some tutorials on CGCookie.


is it still not possible to delete folders in the file browser? seems to work with files, but not with folders. very tedious, as you have to go back to your os browser and cleanup what you couldnt do from within blender.

found a year old question here which was answered that it's not possible. is it still not possible somehow? in 2.73?

thanks

No. This is still not possible as of 2.73.

See this thread on the bf-comitters mailing list for some discussion on why this is.

If I understand correctly, the required capability was recently added to blender's internal delete function, so AFAIK it's more or less a matter of creating a higher level recursive delete operator. Perhaps It'll be here soon.


Blender BGE, Logic or python problem. Always place two elements? I´m messing around with BGE and have some troubles on the way, but it's fun.

The game I'm making is a bomberman like game, i made the logics and scripts so it works and it place the bomb quite fine, but for some reason it always places 2 bombs no matter what, can anyone see what i might have done wrong?

YES THATS IT /// SOLUTION IS

I had to change the logic Property (called placebomb) Evaluation Type to "Greater Than" from "Equal To" because the "Equal To" pulse always twice for some reason i can't explain.

The script is triggered twice. On positive and negative pulse of the sensor.
Check if the sensor triggering the script is positive:
How to ask Python if a sensor is activated, BGE?


Blender Visual Glitch I'm not sure how to describe this, but it happened after killing the process of a blender texture baking. Now there are invisble or colored planes flowing through or from my mesh when I select it and part of the texture map does not show on the mesh. This happens in new files as well.
Complete Mesh, but visually distorted

Solved it. Apparently the "fix" on youtube I had did copying opengl into the blender folder was messing it up


Why is mesh moving out of place while weight painting? When I try and weight paint a mesh, it jumps out of place. This happens every time I try and weight paint something, so it's obviously something I'm doing wrong rather than something wrong with the model or the file. If the bone is in the center, it works fine, but if it's a mirrored bone (for example hands) everything goes wrong. The first image is before I do any weight painting, and the second is what happens if I try and weight paint the hands (or really any part of this besides the head and main body.

This is because your armature is not in its rest pose. As you add vertices to a bone, they will begin to be deformed by the bone you're adding them to. Since that bone is in a deformed position, the vertices have to move because they're beginning to be deformed by that bone (as you add weight to them).

To solve this problem, you want to set the rest position of your armature so that as you add weight to a vertex, it's not being deformed by the bone you're adding it to (because the bone hasn't yet moved from its default position).

The best way to do this is in edit mode for the armature. While in edit mode (the bones should be orange, not blue), you need to move all the bones in the positions they are in the picture you posted. Then, in pose mode (the bones should be blue), you need to clear all transforms. This makes it so that there's no deformation to be applied as you add vertices to a bone. The vertices will still be deformed when the bone does move... it just hasn't moved yet.


Assigning a new material to a face makes it transparent I'm experiencing the same problem as some other people have noticed in Blender 2.82 (win64) - when trying to assign material to a face, the surface suddenly becomes transparent.
Here, in the left mesh, I have the grey material as the default. When I assign either of the material.salmon or material.tuna (both made from default materials with only the base color changed), the faces become transparent.
In the block on the right, the primary material is material.tuna and the missing faces have been assigned material.salmon. I've created a small block to the side using only material.salmon to show that it's not the material itself.

In Vygintas' question Assigning faces to new materials, Martynas Žiemys recommends checking

blend mode (in my screenshot above, my blend mode is opaque)
eevee vs cycles (my renderer is set to eevee)
face orientation (all my faces are blue, facing outward)

In Mins' question How do we assign a second material to selected faces in 2.8? DarkSoul asks if alpha has been enabled. In my case it has not.
I have tried a brand new project, with a default cube, and as soon as I assign a new material to a face it becomes transparent as well.

Any suggestions would be appreciated.

I hope this helps others who run across this. This is a known issue when using multiple materials with a number of older GeForce and Quadro graphics cards.

  Blender Known Issue: Drawing error with multi-material object. Faces disappear or showing artifacts with 2 or more material slots applied to same object. When trying to use a second material or more on an object, the faces where it is applied become transparent or in some cases they are distorted as black rectangles that stretch to the origin (this second occurs above all with more complex models than a cube). It happens in Blender 2.81 as well as in Blender 2.82, but in Blender 2.80 there is no such error.

While the bug report lists multiple cards such as the ones below, the list is not exhaustive (my card for instance, GeForce 9800 GTX+, is not listed), the core issue is that the GPU has to be able to run NVIDIA drivers greater than v400. The highest driver that I can install is the GeForce v342.01 driver.

GeForce 210
GeForce 410M
GeForce GT 220
GeForce GTX 275
Quadro FX 3700
Quadro FX 3800
Quadro FX 4800

I can also confirm that as listed in the bug report, Blender 2.80 does work for me.


Import a csv animation path using animation nodes In this question, the answer shows how to use a script to import a CSV file and setup an animation. Is there a way to do this same thing using animation nodes?

For example, this is start on the animation node network. However, it is not clear how to work with the 'Text File Reader' and convert the CSV data into list and then sequence through the list to change position and rotation. (Edit: this question shows a way to convert a text file into a list)

Here are three solutions, with similar concept but a bit different on handling animation loop:

NOTE: Here, I read the raw CSV file located at the same filepath to the blend file by using Text File Reader node. You can also copy and paste the CSV content to the internal Text Editor, then read it by Text Block Reader node.


Animation sequence Render Layers + OpenExr i am trying to render multiple renderPasses, which i know how to do
In a sequence, which i know how to do,
using MultilayerOpenEXR which i know how to use.

But togetger it just aint working.

What happens is only one Renderlayer+passes exports to the EXR, others has folders and layers, but are black(or white).

In Compositor, the renderpasses ARE contained in the render_layers node!

Any suggestions?
thanks
I

I am answering myself, the thing is that you have to

- untick "OVERWRITE"

All your renderlayers and all passes will be stored in a single EXR file per frame.

superuseful!


Panoramic camera in Eevee engine Does anyone know if the Panoramic/equertangular/360º camera will work with the Eevee engine? Maybe realtime viewport and/or when we press the render button?

EEVEE doesn't support Panoramic, for now.

:(


Moving vertices in a way to preserve their relative position from eachother How can I move the vertices in the picture in a way that they "stretch" and keep their position relative to each other? I'm interested so that I would end up with a consistent geometry from left to right lets say. I could of course just remove the vertices and create a plane but I'm interested in knowing how to perform the transformation while preserving the grid shape.

It seems I have figure out one way to do it, and that is by using a lattice and a lattice modifier. By adding the lattice modifier to the scene, then selecting the object to modify > shift and select the lattice > ctrl +p > deform by lattice, this added a lattice modifier to the mesh and used the selected lattice object. By manipulating the object, the mesh is then manipulated while the vertex grid remains uniform.
You can see in this gif how this is done and looks like (https://gph.is/g/Z7G7JAP) The gif was too large to upload it here.
Another thing that could be usefull for anyone, would be proportional editing mode for this too.


actions and layers in bge I am using a script to decide which animation my player will run, based on if he holds a flashlight or not. All the actions can be seen in the following image. The actions's layers start from 0 and reach 7.

Here is the script I use to define which animation should play and when.

Everything works, except from the fact that when game starts and the player is still with no flashlight in his hands, he uses the "stand_f" action while he should have used the "stand_no_f". Also there is some visible lag sometimes when changing from one action to the other.

I think these problems connect to the layers somehow, since if I change "stand_no_f" action's layer to 8 instead of 0, now the correct action happens when he is still with no flashlight, but every other action stops happening or lags indefinitely.

So any ideas why the first action is wrong or why there is a random tiny lag between changes of actions?

P.S. the file is big to share and all the scripts are external that is why I did not share in the first place. Also I use a script to define sensors/conts/acts.

Your logic cares keyboard sensors only.

You need to describe and handle a "at startup" event. This is typically triggered via an always sensor.


what is the shorcut for Mean uncrease With the face or edges selected. In edit mode when press Shift+E i can make Mean Crease to make the edge sharper. But after making the crease if i want to remove the crease i have to go in N panel in Edges Data to give a value 0. Like the Shift+E shortcut is there any Mean uncrease or say i want remove crease. Any suggestion or help. Thanks.

The best I think you can do is press Shift+E then -,1.

The reason for this is that creasing does an offset from the current crease value. Pressing -1 offsets from the maximum crease value an edge could have, which is '1', to '0'.


Modelling Bee Foundation Mould I am having a bit of a hard time understanding why the STL export differs from what I see in my model.

Currently I am trying to create a 3D printable mould to create beeswax foundation. I have created a small example of the problem I am facing.

In Blender my model looks perfect, each hex has 3 edges meeting in the center of the cell, the mid point is then moved up 1mm to form the indent in the mould.  Here is what it looks like in Blender, you can clearly see the three faces.

However when I export as STL and pull it into Prusa Slicer, I end up with 6 faces, which is not what I am after.

You can find my blender file here

Any suggestions welcome.

What you see here is automatic triangulation. You have quad faces in your model that are not planar and polygonal faces that are not planar cannot be printed so they are triangulated and since there is no way for a computer algorithm to determine where to insert the edges it sometimes fails to guess.

The solution would be to enter edit mode with your object selected(tab) and use something like the knife tool(k) to triangulate the mesh manually so it fits your expectations. you can also join vertices with an edge by selecting 2 vertices and hitting j.


Weight paint mode not available I have added armature. I need to set weights but the mode is not there.

That menu is dependant on what object you have selected. You need to select the object you want to weight paint, not the armature that will be controlling that object, then the option to weight paint will appear in that menu.


How can you render backfaces depending on whether the camera can see them? I have a scene where I'm using a geometry node's backfaces input to mix two shaders. I like the fact that the camera can only see the inside walls of my object (as it is rendering backwards normals), but there are a few issues.
I would like the front-facing normals that the camera can't see to be rendered, and the backwards facing normals of faces the camera can see to not be rendered (as they influence other objects). I have rerouted all rays except the camera rays from before the front faces are cut-out and frankensteined them back on to only the camera rays of the image after the operation so that I can preserve the caustics coming from the correct area.

The main problem I need to solve now is the fact that the backfaces of the faces closest to the camera are rendering and casting a shadow on the object in the center of the cube.

The red arrows in the second pic show the light coming from the part the camera can't see reflect on the center object. The blue arrows show what actually creates the reflection of the cube sense the backfaces of what the camera CAN see are transparent. Although in the image, the bottom of the cube is being reflected due to my node work-around. I still would like to make it so the backfaces of the faces being deemed transparent to not render. Any help is appreciated!

Okay... I plugged in the camera data node's view distance socket and the light path node's ray length socket into a math node set to compare. The epsilon value is set to .2. I achieved an effect that is good enough, but still not perfect. The transmission, reflections, and light on the floor is correct, although the inside backfaces still cast a shadow+reflect teal light on the question mark. If anyone can help with that, it'd be perfect, but otherwise I'll probably close this question soon.


Object turns white when rendering/render Layer Colors disappear Help, where is the color?! I tried everything going through material etc. Im barely learning on youtube with blenderguru but I don't know why my objects colors disappeared when rendering.

If you are using a material in the render layer's settings, it will override all other materials at the time of rendering.

To clear it press on the X to the right of the material.

Once cleared, the render layer will use the materials set for each of the objects in the scene.

EDIT:

Newer versions of blender don't use layers, but "collections" so the override function is in the scene>View Layer section.

Additional info:

Where is the Layers panel in Blender 2.8?

2.8 - Is it possible to assign (override) a material to a whole collection?