Which object should be selected when selected to active is check for texture baking? Which object should be selected when selected to active is checked for baking, the one I'm baking to or from? I can never remember which one.

The active object is the same no matter what action you are performing in blender.
The active object is always the object you selected last.
When using the default theme, the active object is outlined in yellow, and all other selected objects are in orange.

If you selected your object in the wrong order, you can just ShiftRMB  on the object again to make it the active object.

To remember the selection order for baking is simple when you know what the active object is. Just say selected to active. Now think, you are baking from the selected object to the active object.


How do i do to invert object tracking orientation Here is the situation, im practicing a bit using footage from http://www.hollywoodcamerawork.com/trackingplates.html

The problem is that even it has an error of 1.4 after solving the movement its okish however its facing in the other direction, as you can se the tracking its on the girls face but in the camera its like it was looking from behind, so the Z of the protection its in the other direction, is there a way to flip the result without duplicating cameras or a weird hack?

Try to get a Solve Error of 0.6 or lower
They don't provide any camera information and especially the Focal Length is missing, so you'll need trying out what works.
1. Find as much points as possible in the face to track

2. Tracking Settings
Have a look in the Tracking Settings to figure out what works best.
In this case the Fast Motion preset works really fine:

You can also change the Tracking Speed in the Extra Settings to switch from Fastest to Realtime:

This helps during the tracking process to see when a tracker looses the point.
3. Refine and Cleap up
I figuered out that refining leads to an incorrect lens distortion in this case. Also there is no need to refine K1 and K2.
Find Tracks with a high Average Error and remove bad tracks for a solid solution:

At the end this should lead in a robust solution.
I was able to get a Solve Error of 0.57 and all the tracker are well positioned in 3D space:
Result:

Good read: How can I get better results when doing camera motion tracking?


setting default dimensions and clipping sorry, very new to blender,pls excuse the beginner question. Is there a way to set default clipping and dimensions in user preferences instead of in properties menu and side menu? is there a file I can edit? everytime I restart blender I need to reset the dimensions and adjust the clipping. would be good to set to a common used preference then adjust from the menus when needed. thank you for your help.

Open a new file in Blender
Set any setting you want saved.
File > Defaults > Save Startup File

Now every new file you create will open with the saved settings.


How do I get rid of unwanted corners inside a bent tube? I am trying to make a clear tube in Blender and have a water simulation run through it. I made the tube out of a Bezier curve and a circle, then extruded the original until I had the shape and length I wanted. However, when I tried to make the tube thicker I had trouble with odd geometries/material showing up inside the tube at the corners, even in the finished render. Anyone have any tips on how to get rid of them? Please keep in mind I am a bit new to Blender.

I think this is a great question, because it applies to real-life engineering too. Before getting rid of that troubled geometry it helps to understand why it happens in the first place.

Problem

The reason for the overlapping geometry is that the radius of those bends is smaller than the radius of the tube minus the thickness.

Radius of tube exceeds bend radius:

Resolution

Either make the bends bigger or the radius of the tube smaller. If you want a tight corner tweak them so that the bend radius is about the same as the tube radius (plus or minus the tube thickness). Then use the solidify modifier in the offset direction which allows you to give it thickness (either offset towards the inside, or outside)

See: just about right

Whether you use bezier or spun geometry, is really down to personal taste. The bezier approach allows you to quickly edit your path, and while it will not give perfect arc bends mathematically, that might not matter for your purposes. If you are to simulate real tubing, that too is almost never perfect arc.

If you need to make a lot of tubing here's a blend that uses the sverchok  parametric addon, it lets you adjust the tube radius and bend radius on the fly till you get it right.


How to lower/higher one surface without the neighboring surface making weird stuff I am currently building a ship model (18 century british navy ...) and I have a question ...
I have looked at mirroring, so that my object is mirrored and I do not have to worry about forgetting an vertex or sth. similar.

I want to higher the back part (with the marked edge).
However, when I do so

this happens.
I want the rotated surface to stay down (I otice only now, that I need mor room for the quarter deck, but that's not the problem here ... :-D )
This object does not need to be very precise, it is for a concept work (maybe I'll stretch it and improve some other stuff ... but basics first, right? :-D )
SIne I have worked with maya before, sadly not a student anymore, one could do this simply by exxpanding it, with blender, I have some trouble figuring out, how to do this ...
any help would be highly appreciated,
Karanda (yes, a David Eddings fan)

What you are looking for is called extruding in Blender (and most other 3d software).

Select the faces you want to extrude in edit mode and press E. In this case, the face will extrude along the z-axis. press  RMB to confirm the position.


transparent hair texture for the BGE I'm trying to create polygon hair like final fantasy characters in blender for blender game engine can someone help me out in creating good quality texture with z-transparency I have already tried with alpha texture maps but it do not display properly when I run the game.

I can help you display alpha maps, but I'm sorry I can't help you with the hair specifically.

Displaying alpha textures in the BGE

Step 1

Set the scene shading to "GLSL". Alpha textures don't work in the default "MultiTexture" setting. If you create a new game scene, you will have to repeat this step.

Step 2

Add transparency to your material!!! Unless you specifically tell blender, it won't know how to use the alpha you've given it. Check the "Transparency" option under the material tab, set it to "z-trace" and pull the drag bar all the way down to zero (0).

Step 3

Now you need to make some changes to the texture settings of your object. Assuming you've already given the material a texture, you only need to do a few things:

Enable "Use Alpha"
Enable "Alpha" under the "influence" tab


Polygon and Vertices count for Blender 2.9? How can I find the polygon and vertices count for all the objects in the scene in Blender 2.9? It used to be on the bottom right corner, but in blender 2.9, its not there. Here is a screenshot. The top screenshot is Blender 2.83, and the bottom one is Blender 2.9.
Thanks

Check the 'Statistics' box in the Viewport Overlays to get those counts back, though in a different location.

If you need to see them at the bottom right of the screen you can enable the information using system > preferences, and in the interface section enable the information you want to view as part of the Status Bar


No faces appearing on my model in UV editor usually when I go into the UV editor, it will appear like this:

I'm able to see which faces of my mesh correlate to which part of the texture image. However, I have another model where this is not the case at all. Everything looks to be a mess and faces also don't appear on the model so I have no idea which faces are on which part of the texture image... How do I get model 2 to be like model 1?

Here is the file: https://pasteall.org/blend/73bf513a66d4419c9b95d6e8404c8ca3

it looks like you have turned off 'Show overlays' by accident.
Without it turned on:

With it turned on:

This function is there to easily check your scene without all the assisting overlay graphics. For instance, when you're working in Eevee and you want to see the final result while moving through your scene, you can easily turn the overlays off to get the ultimate viewing experience.
Hope this helps!


Creating correct proportions for Minecraft projects I apologize if the question isn't very specific; I can't think of any other way to word it.
I'm looking to make Minecraft animations with Blender. One of the big obstacles I've run into is the proportions.
Say, how can I make a Minecraft character the right size to fit with the Minecraft build I have in an obj? This doubles for other entities, such as a creeper, a pig, etc.
I've looked up tutorials on "How to make a Minecraft animation with Blender," but they all (by "They all," I mean all the ones I've seen) tell you to download a starter .obj, which I really don't want to do.
I love being able to create anything and everything in Blender from scratch, but if I use a starter .obj, that ability isn't there at the point I'd like it to be at.
Thank you in advance!

I think this is more of a 2D/drawing question so I'll keep my answer very light.

It’s all in the references. You need to find a front view and a side view that are as close to actual size as possible. In other words they have to look similar to blueprints. Then you just need to measure, like with Gimp, and see the ratios. If the vertical is 10 and the horizontal 7 from the front view and 10 and, say, 5 in depth from the side, then you obviously have a 7 to 5 ratio from top view. As a note, if the objects are at different relative sizes, you can scale one of the images until the verticals coincide. It can be done by numbers too, but I don’t think is necessary to explain.

So ideally is to make the images yourself and get the desired angles. Proportions can be extracted from a  ¾ quarter view too, but, again, I don’t think this is a Blender topic, rather a drawing one.


Blender 2.8 eevee render light too bright than cycle I use simple plane object with black material and put a point light above the plane. THe result is when using eevee , the light reflection is way to bright. (see the attachment : top image is cycle, bottom image is eevee). Is this my graphic card or any setting that i need to change ?

Thanks

if you go into the settings of your light source you will see that the settings are different in EEVEE. changing the settings in EEVEE does not change how the light looks in cycles and vice versa. So you can tweak the settings to get the same ish result across render engines.


Black lines around alpha cutoff in Cycles? I have a node setup that applies a png texture to a character's face for the eyelids, but there is a black line around the alpha cutoff. I obviously don't want them there. Take a look at the images. (On the eyelid mask, I made the background white so you can see it better. Original image is transparent.)

I found the soultion, it was to add a greater-then node to the image-alpha>mix-factor connection.


How to add a vibrance value to a render in post processing Is there a way in Blender to add vibrance?  I have a render which I'm trying to add vibrance to in Blender, not in Photoshop (which is what I've been doing, but is tedious).

I know there is a saturation node, but vibrance is usually thought to be more practical.

go to compositing.
turn on show nodes.
press shift+A.
search hue.
it will come up.


In Animation Nodes, is it possible to make a node to translate position of the UV's of an instance? I've been trying to find if it is possible to, using some sort of code in animation nodes, translate the position of a texture or the UV mapping to create a bunch of objects with different textures to cut down the amount of work I have to do (at this point I probably would've been done by doing the copy object data method, but I would've had to manually make about 70 some odd materials and cut an object into the same number).

What I was hoping to do was create a list of textures (barring that, a list of coordinate offsets) that would change the texture inside of a shader node instance.

In newnodes' Shader Node Controller I can't seem to control the mapping node (getting the data path of the x/y position of texture comes back as not existing). I also can't control what the name of the texture going into the shader is either.

I got silly and tried to use Texture Input node to send color to a node that had color as an input in some form, but that just got a single color rather than the whole image.

I assume I would need to make my own script node for this?  Or is there anything else I may have missed.  And is there any documentation about setting up a script node?  I probably need to read more into coding in blender python in general to work with this.

I realize the brute force method to do this simply is to either make my 70+ materials and 70+ objects and copy object data over the instances or even use the mix shader method of setting up the texture mapping for each image in my atlas and use a boolean for all of the values.  I'm just trying to find out if there is any way to make this process simpler and easier to update as needed.

As far as I've read Animation Nodes and Sverchok aren't exactly meant for working with textures specifically, but it was something I got curious about while undertaking this small side project.

Note: I have replaced the Shader Controller Node (no longer supported) by new Material Attribute Input/Output Nodes, so I have updated this answer.

=============================

Method-1: Offsetting the coordinate in Mapping Node of single texture for different materials:
Here, I have made a simple example to use Material Attribute Input/Output Nodes. These nodes are work similar to Object Attribute Input/Output Nodes,

A simple shader Node-tree:

AN Node-tree for one object:

Now, for multiple objects: I have instanced a cube (with deep copy) and a material then assign them to individual objects by using Object Material Output node in a Loop Node. Then use the same setup of Material Attribute Output Node (mentioned above) to offset coordinates of Mapping Node with Random float node. However, you can use own coordinate list to offset them:

Method-1 Blend File:

=============================

Method-2: Assigning different textures to different materials: In this method, we need a small script which loads a texture from the specified folder then assign to a material. Here is the script:

import bpy

try:
    bpy.data.materials[material.name].node_tree.nodes['Image Texture'].image = bpy.data.images[image]
except:
    filepath = path + image
    newImage = bpy.data.images.load(filepath)
    bpy.data.materials[material.name].node_tree.nodes['Image Texture'].image = newImage

and in AN, I have used Script Node to use the script,

This script needs three inputs: material, the path to the image folder, and name of the image. Because, we have multiple images, so we going to use Loop Node, here is the setup:

Now, for multiple objects: I have instanced a cube (with deep copy) and a material then assign them to individual objects by using Object Material Output node in a Loop Node. Then use the above setup to assign different textures for different materials,

Method-2 Blend File:

=============================


How to render smooth alpha transistion between two objects? I want to smooth the intersection between two objects, similar to the soft particle effect seen in many games:

Here's an example in blender where you would want to use this effect:

I want to smooth the intersection between these two planes to simulate clouds crossing each other. Considering the node system has access to geometry data and such, would this be possible? I'm using blender render if that matters (but the theory is universal i'm guessing).

Yes the renderer has access to geometry data, but the Z-channel clipping is still sharp no matter what.

You would have to make the ground plane transparent where the particles are crossing behind it, which one can do, but it would be pointless because it's not the effect you are looking for - any geometry behind ground could be seen.

What you need to do is to render smaller particles closer to the camera that don't intersect the ground.


How do I make a large set of objects appear over a period of time? My data assigns a specific time (say a calendar day or shorter) to the appearance of each of its several hundred objects. To show this I'd like to run through say a year of time in about 10 seconds and have the objects appear on the 3D display sequentially. Should I set out to write a python script that simulates time passage and then changes the layer or transparency of each object depending on whether its time has arrived? This sounds like a lot of processing, rechecking the status of all objects every unit of time. Is there some standard efficient strategy for minimizing the processing time so the computing time doesn't slow everything down?

Keyframes or Drivers on hide and hide_render

I would suggest either creating ether a keyframed action, or setting up drivers on the hide and hide_render properties of your object.

How you convert from your time to frames is up to you. In bpy.utils there is a convenience method that converts a datetime object to a frame.

Drivers

Each object from data will be hidden (both in viewer and to render) until the scene frame is greater than the data frame. Test script below.

import bpy

context = bpy.context
scene = context.scene

data = [[0, 0, 1, 12],
        [0, 10, 3, 30],
        [3, 3, 4, 40],]

for line in data:
    x, y, scale, frame = line
    bpy.ops.mesh.primitive_uv_sphere_add(
            location=(x, y, 0))
    ob = context.active_object
    # set scale
    ob.scale *= scale
    # add drivers
    for dp in ["hide", "hide_render"]: # xxx
        driver = ob.driver_add(dp)
        driver.driver.expression = "frame < %f" % frame

Keyframes

Keyframe as hidden at frame 1, show at data frame.

    # add keyframes
    for dp in ["hide", "hide_render"]: # xxx
        setattr(ob, dp, 1)
        ob.keyframe_insert(dp, frame=0)
        setattr(ob, dp, 0)
        ob.keyframe_insert(dp, frame=frame)


Modeling Advice - Extrude Organic Shape I would like to take an irregular shape and extrude it up. I would then like to apply a different finish to the top/bottom faces to the side faces. For example glossy on top and matt on the sides. When I apply the subdivision surface on my object (after Edge Split) I get some artifacts. Either the top surface edge becomes jagged, or I get a surface artifact. Does anyone know a smarter approach to moddeling something like this? Or how to solve my issue? I'm mainly a Nurb/Solid modeller, I'm using Blender to try and build out my skills in organic shapes so I'm still nooby.
Thanks!

After moonboots comment I feel I wasn't clear on my design intent. Moonboots suggestion could work for some people but not in my instance.
Attempt 2 - To illustrate, I made a sketch in Fusion360 hit the Extrude command and exported that as an STL. The reason I'm trying to learn Blender is that this workflow is quick and works for me in some instances but it produces bad topography. So in Blender, I basically wanted to freehand draw a loop and extrude the fella. Fill the top and bottom surfaces. So I googled some more on Bezier curves and found how to use the Draw tool to freehand a curve, convert it to a mesh, extrude the Edges (not the vertices like the first time I tried). Select the top Edge Loop (Alt left click) which then gives me an option to fill the loop with a face (as opposed to a Grid Fill which produces problems). Now I can Shade Smooth the sides, and Edge Split the top edge, now my problem is that the top Edge Loop Face is now jagged. Is this fixable? When I - Add Modifier - Subdivision Surface, I can't work out why I get these tiger lines. My ultimate goal is to apply one shade to the top face and another shade to the side walls. Any tips, or help much appreciated.

You could do it this way, create a cubic shape, select the vertical edges:

Bevel:

Bevel the top and bottom edges:

Give it a Subdivision Surface modifier, it should work without artifacts:


How do I add multiple shapes to one skeleton Using Avastar, how do i add multiple second life shapes to one skeleton as displayed in this video Creating "Standard" sizes for the Second Life avatar using Blender's Shapekeys

Exactly the same as attaching one shape to a skeleton. Make sure all the shapes are selected, then select the skeleton (i.e. make sure the skeleton is the active, more brightly outlined object). Then hit Ctrl+P to mark the skeleton as parent of the shapes.


Getting just white light instead of actual colors by exporting emission based models I created the following model by following an online tutorial in order to add it in a game:

Here is the shader graph that I used to create the same:

But when I tried to export in .glb format and view it in a glb viewer, I found out that it was just showing a sphere which was emitting white light, and no other colors/textures were visible.

But I want to export (into .glb) the exact figure that is visible in blender.
I am new to blender, and might be making some silly mistake. I searched about this issue online, but I am unable to find the solution to it. I might be using the wrong terminology for the same.

There are three different issues interfering with your ability to export this particular model.  Let's take them one at a time.

Arbitrary material nodes not supported.

The glTF format has a system of materials that's more sophisticated at this point than many other public 3D formats, but it doesn't support the full set of Blender material nodes, many of which are specific to Blender itself.  There's documentation in the Blender Manual on which nodes can be exported to glTF.
For a complex graph like the one you've shown here, you will need to "Bake" the resulting pattern to a simple UV texture image.  The process is a bit complex but well worth learning, in my opinion.  There are various tutorials online, including a YouTube video on baking fractal noise into glTF that I put together last year with a coworker.

Lots of "bloom" is shown in your Blender screenshot.

Bloom is what causes that glowing effect around the model, where the bright parts spill over into neighboring pixels.  I've long wanted a setting in glTF to enable bloom, but there is some opposition.  Many people use glTF for models, not whole scenes, and bloom is more of a scene or camera setting.  Still, if you have control over the viewer (such as access to the JavaScript driving a ThreeJS visualization, or similar), there may be an option in the rendering engine to enable bloom.

Emissive strength

This one is a little problematic, but will get fixed someday hopefully soon.  The core glTF 2.0 format has a clamp on emission, it can't go higher than 1.0.  This is believed to have been just an oversight, but the clamp is in the official JSON schema where it can't just be ignored.  Still, this can be fixed at the format level by introducing a glTF extension for "emissive strength," and at least one draft of that has appeared on GitHub recently.  So there's hope this will get fixed.
Even so, emissive strength by itself won't give you the glow effect, you need a strong emission paired with a bloom effect.  So for now, you would need to load the model into an engine where you have control of a few things, crank up the emission strength and turn on bloom.
If you get strong emission and bloom going, with a baked texture showing the pattern above, you should be in business.


How to fix clipping when you have multiple clothing in 1 character As the title already stated, how would you fix this clipping?

I have an underbody suit, a shirt, and the skirt as the topmost layer with everything separated. Everything was imported via .obj from Fuse CC, and I want to use Blender to fix the clipping, so then I could export this to Unity.

I have had this problem as well and I know that when you zoom in it usually goes away.

This problem is fixed when you render the image. When rendering, all the positions of the vertices are calculated correctly. In the viewport, positions of the vertices are estimated to save computing power. Therefore they might not look right.


Is it possible to add a button to an existing panel or node with python? Is it possible to add a new button to an existing panel or an existing node that runs a custom operator?

How can I do this?

Yes. You need to find the class that defines that panel (usually pretty easy to do by right-clicking a button or setting in the panel and choosing Edit Source). From there, you just need to define a function and append it to that class. As an example, I do this in my Render Music add-on (in __init__.py, starting at line 82). Below is the relevant example that adds two checkboxes (properties defined by the add-on) to the Render Panel (RENDER_PT_render):

def render_panel(self, context):
    user_prefs = context.user_preferences
    addon_prefs = user_prefs.addons[__package__].preferences

    layout = self.layout
    layout.prop(addon_prefs, "use_play")
    layout.prop(addon_prefs, "use_end")

# Registration

def register():
    bpy.types.RENDER_PT_render.append(render_panel)

# Unregistration

def unregister():
    bpy.types.RENDER_PT_render.remove(render_panel)


Disable object automatic dragging after duplication After duplication, objects automaticaly follow the mouse pointer, is there a way to disable this behavior?

As per the wiki when you duplicate an object in Blender..

  ..this will create a visually identical copy of the selected object(s).
  The copy is created at the same position as the original object and
  you are automatically placed in Grab mode..

I don't think this is possible out of the box with Blender the way you are asking. At most, you can hit Esc after you duplicate an object or right click to cancel the grab.

If you insist however, it is possible to write a small script and add this to the 3D View's header and register shortcuts etc.

Looking at the API reference, I found a function bpy.ops.object.duplicate() that says Duplicate selected objects. You can put this into a small script and register some shortcuts for ease of use. (it's not perfect code but it works)

import bpy

class Duplicate(bpy.types.Operator):
    bl_idname = "object.duplicate_no_drag"
    bl_label = "Duplicate"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        scene = context.scene
        obj = scene.objects.active
        bpy.ops.object.duplicate()
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(Duplicate.bl_idname)

addon_kmaps = []

def register():
    bpy.utils.register_class(Duplicate)
    bpy.types.VIEW3D_MT_object.append(menu_func)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
    kmi = km.keymap_items.new(Duplicate.bl_idname, 'D', 'PRESS', ctrl=True, shift=True)
    addon_kmaps.append(km)

def unregister():
    bpy.utils.unregister_class(Duplicate)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

    wm = bpy.context.window_manager
    for km in addon_kmaps:
        wm.keyconfigs.addon.kmaps.remove(km)
    del addon_kmaps[:]

if __name__ == "__main__":
    register()

If you run this, you should get a new menu item.

Additionally, you can call it with ShiftCtrl + D and you should now be able to duplicate objects and not enter grab mode.

Also, while writing this script, it's worth noting that if you use the console or the text editor and run the command that is behind the default 'duplicate objects' command..

bpy.ops.object.duplicate_move()

it duplicates the selected object and doesn't enter grab mode. This is because of the context that's given to the operator to run in. In the 3D View it is run in the context 'INVOKE_DEFAULT' if you run it from a script or from the console it gets run in the context 'EXEC_DEFAULT'. Look at the API reference for more info about this. Thanks to jasperge for the explanation.


Rendered mode all black I'm trying to render this underwater scene, but somehow, I can only get this much to show:

Here is my suspect: I was following a part of this tutorial: 18 ways to speed up cycles rendering and I only reduced light bounces, changed tile size and used the denoiser.
However, I retraced all those steps but they don't seem to be the cause. I really try to not overlook anything, though.

So, I don't know exactly what I did wrong (otherwise, I wouldn't be asking for help). So I would really appreciate if you can suggest how I can solve this.

I also read other similar threads about rendering all black, but haven't found anything that could apply to my case.

Here is the blender file.

Appreciate any help, TIA!

A few issues with your file:

You have a big cube.001 that is not visible in the viewport (eye icon) but that is rendereable (camera icon) that blocks everyting. Get rid of it.

Then you have an object (cube) that is a big block of glass and volume scatter. The volume scatter is set at a value of 0.2. bring it down to 0.05 and you'll see your objects will start to show.

What are you trying to accomplish with the glass shader? Unplug it.

If you are looking for the reflection of the water surface use a different plane for that.

Then you have a bunch of objects called circle.xxx that are disabled for render and that have materials done in blender internal. You have to recreate those materials in order to use them in cycles.

The edges of the big cube that you are using as water is visible in the shot. Is this a pond or a fish tank?

Why is the lamp inside the water? Also, the light was set using blender internal materials and in cycles it needs to be an emission shader. And it needs to be quite bright to compensate for the volume scatter in the water.


How to seam these holes in my object? I tried to merge the vertices by distance but it didnt work..
I dont know what do to. Any help?

Your mesh is a bit messy, you have floating edge along its axis, you can see if you hide some faces:

What you could do to fix it quickly is enabling the Affect Only Origins option:

Move the origin very slightly to the right:

Disable the option, then back in Edit mode, select all, go in the Mesh menu > Symmetrize:

In the Operator box choose the right axis (in your case +Y to -y)

Your mesh has been symmetrized and the floating edges has been deleted in the process.


How Do I reset my menu's on the right? I swiped my menu's on the right all the way over to the left side of my window, and now I can't get it back, the menu window is blocking up the whole screen, and I can't get it back or remove the menu, or move it back to the right.

The extremely annoying thing, is that I somehow managed to set this as my default interface setting, so everytime I open a new file in blender, or even start up blender, this is what I automaticly get...
I might be a noob mistake, or somtehing like that, but I can't use blender anymore!

Go to the top left corner to change the window to 3D view (or whatever view you want)

You can also change the header to the bottom if you want.

To learn more about re-arranging the interface please read:
 https://www.blender.org/manual/interface/window_system/arranging_frames.html?highlight=windows


How to create reeling (spool) effect? I'm a newbie to Blender. I would like to know if we can create reeling effect (Cloth spooling around a cylindrical object).

I found couple of tutorials in which a map is rolled up... but it rolls up inside the circle. (Eg. https://youtu.be/vkDuobZ7_OI).

But I want the effect to be Turning & Growing in size as below.

Can anyone please guide me how it can be done (or if it can be done)

If possible, any links of the tutorials to follow would also be awesome.

Thanks in Advance!

You can probably achieve better results with animation nodes similiar to cegaton's second linked answer. This answer will be the inaccurate, fast method. If you followed the linked tutorial, you can probably skip to step 4.

Use the Extra Objects Addon to add a curve spiral. Extrude the end of the spiral accordingly.

Add a subdivided plane. I created only a small stripe and used the array modifier. Use the curve modifier on the plane to deform it along the spiral curve.

Moving the plane will curl it around the spiral curve. Create two keyframes, making the curve roll around the spiral.

Add a spool cylinder. Currently the plane will initially not adhere to the spool, but rather curve around it with a gap between them. Select only the points which wrap around the curve and press ⎈ CtrlH  > Hook to new object. An empty will be created. I selected a cube as the empties shape.

Scaling the hook object will scale the hooked points. This way we can start with a smaller scale and shift the outer points of the spiral to the spool.

Go the end of the animation and keyframe the location of the plane and the scale of the hook empty. Go the the start of the animation, scale down the hook object and move the plane (along Y) and keyframes their respective values. You may have to add additional keyframes for the scale of the hook empty.


How to import an FBX file into Blender I am trying to import an FBX file from Unity into Blender. Does anybody know how to do that?

File > Import > FBX (.fbx)

Then browse for the file on the next screen, select it, and click Import FBX. The model should then be loaded into the scene.

If you can't find the option to import FBX files in the file menu, you may need to activate the addon. Go to User Preferences > Add-ons then search for "fbx" and activate the relevant extension.


Blender 2.79b Alembic (abc) export I have installed Blender 2.79b on Dell AMD laptop with Ubuntu 18.04. There is NO Alembic export available in the export menu. Then I installed same Blender on Macbook Pro with OSX and Alembic export is there?! I can't find anything about this issue anywhere on the net. Does anybody have a clue what's going on?

After having the same problem I figured out a solution.

I installed a different ppa and then went into Synaptic, uninstalled the stock Blender and installed the cutting edge build.  The import and export options are there!  Yay!

Here's the ppa homepage:

https://launchpad.net/~thomas-schiex/+ppa-packages

Pop!_os -- Ubuntu 18.04


Simple UV Mesh Unwrapping Scale issue I'm having problems using the UV mapping in blender 2.67. Specifically, I am trying to unwrap a really simple mesh, but the UV map is still giving me a net where some of the boxes are completely out of proportion to the others, which causes the texture to stretch horribly. Here is a picture to illustrate:

The mesh only has those three faces you can see in the picture, and the single seam on the front corner. It's a trivially simple mesh, so I really don't understand why the two side faces are being stretched in the UV map to be the same size as the top face. I've tried clicking the average islands scale button as suggested by some of the answers to other questions but that has no effect. It's frustrating because it seems so simple.

Hopefully someone can show me the presumably simple mistake I am making!

Edit: Just to make this clearer, I have already added a seam as the first answer suggests i do. Hopefully this picture will make that clearer, the yellow arrow is pointing to the edge i seamed. The mesh is only three faces so should only need this single seam. The image shows the mesh from infront and behind/underneath so it should make more sense.

Double Edit: One more picture for clarity on the seam issue. The mesh is unfolding correctly, it is just the scale of the unfolded map that is incorrect (in relation to one another)

If you scaled you box in Object mode you will need to apply the scale to get the faces the right size. To apply the scale Ctrl A -> Scale

You need to add seams to properly unwrap your mesh. If you do not use seam and try to unwrap you will get a weird and distorted UV map. To add a seam you can select and edge Ctrl E -> Mark Seams.

After you add enough seems to cleanly separate faces in the correct places you can unwrap the mesh, U -> Unwrap. Make sure you select all polygons before unwrapping.


Blender start with (large) Python script crashes Blender I wrote a procedural generator and it saves the output for the Meshes in a text file. Then I wrote a python3/Blender script which parses through that text file and creates the meshes from the input. The parsing itself is not fast but definitely within reasonable time.

However when I run blender (blender --python parsetext.py) with more than ~12000 Polygons, Blender turns grey on startup and stops responding (My computer turns quiet - Blender seems to stop doing anything). When I run the script with slightly fewer Polygons it works just fine and also the rendering / in-Program movement works flawless.

It seems like there is some kind of Limit in how many Objects Blender can save or that Blender adds Objects in a weird way (recursively...?!?! recursion depth reached or something along those lines maybe...!?!?).

Has anybody else had this problem? It really seems like Blender should be able to handle more than ~12000 Polygons.

Else, could someone think of a way to save/load my meshes from the script more effectively? (I can't find anything useful on the .blend file format though)

Edit

I tried following some advice concerning merging objects. Before that, each Polygon was created with createpolygon() with a list of coordinates and a texture. The object was then linked to the scene.

Now createbuilding() gets called which calls createpolygon a few times but then tries to join the objects. However, I get a segmentation fault error.

def createpolygon(coords,texture,length):
    me=bpy.data.meshes.new('mesh')
    ob=bpy.data.objects.new('mesh',me)
    me.from_pydata(coords,[], [range(length)])
    me.update(calc_edges=True)
    try:
        me.materials.append(materialslist[texture])
    except:
        pass
    return ob

def createbuilding(obj,texture):
    meshes=[]

    for me in obj:
        ob=createpolygon(me, texture, len(me))
        ob.select=True
        meshes.append(ob)
        bpy.context.scene.objects.link(ob)

    bpy.context.scene.objects.active = meshes[0]

    bpy.ops.object.join()

If you are trying to add one object per polygon, then yes, it is a quite bad idea with current Blender - adding object can indeed be O² because each time you add one, Blender has to check all (or at least a large subset) of existing ones against name collision. Would suggest to add your 12000 polygons in a single object…

Further than that, it's pretty much impossible to help you without having access to the code.


How to do proportional move only on selection? How to proportionally move only the given selection and place the sphere of influence at a given point as it was selected 1 single item (in my case te very top of the object)?

Three simple steps:

Invert your selection (Ctrl+I) and hide the vertices (H)
Transform using proportional editing
Unhide all vertices, Alt+H


Cannot select anything but an edge highlighted in pink When I opened a project that was left for a couple weeks, I was stuck in the situation as shown in the picture, where I could not select any other vertices or edges other than the edge highlighted in pink. Even when I tried to click on the other components, it will somehow drag the pink edge and extrude weird faces. How can I solve the problem? Do I need to exit a certain "mode" to get rid of this?

In the screenshot I can see you have all of your object geometry selected, not just one edge: how?

Look at these numbers in the bottom right edge of the window:

they say that you have 251 vertices selected out of the total 251, and so on for edges and faces.

Your pink edge should be an edge with some "special" feature, likely a crease, as others said.


mesh is twisting on bezier circle after managing to get the mesh to follow the bezier circle theres a problem where it twists and screws up in one corner but the other corner seems fine. if it matters the origin point is at the top of the curve.

Add a subsurf modifier to both curve and the mesh.
Select the Curve in edit mode -> Tooshelf -> curve tools -> Switch Direction

If there is a gap seen in the mesh go to edit mode and scale in Z axis.


Parent light source to camera with specific distance and orientation I'm working on a task that requires me to render 2D images of a 3D object from various angles.I've managed to write a script to move the camera around and render the images along with that. What I wanted to add was that the light object should be a fixed distance from the camera and should have a similar orientation as that of the camera(i.e the direction should be the same as the camera's optical axis). Is there any way in Blender to do this?

Use constraints. On the light object use a "Child of" constraint using the Camera as target.


How to set the rotate center to be the center of the object iI want to rotate? the cursor is at world origin, and I want to rotate, move, scale an object, but when I press the rotate/move/scale/ button, the rotate/move/scale center is at the world origin, the object I want to move is far away from world origin, how to set the rotate/move/scale center to be at the center of the object????

blender 2.81

The answer is to go to the Object menu, select Transform and then click on Origin to Geometry. This should solve your rotation and scaling problem.

It would also be good to apply scale and rotation to your object. (For the sake of future editing.) You can do this by going to object > apply > scale & rotation.


Dark surface unchanged by light source changes I have 3 lamps on the scene (the one on the left has 0 energy):

The rendered surfaces are supposed to look like shiny metal.  However, there's always a dark spot at the top of the large light orange surface, apparently no matter how the scene is lit:

I've also tried flipping normals, removing doubles in the mesh, changing specular and diffuse, horizon color, and turning off receiving shadows.
Has anyone seen something similar?

It seems from your render that the black/dark part is a reflection of the background (the environment). Try adding a large diffuse white plane above/in front of your objects so that there is something there to reflect instead of just the empty blackness of your world. Make this plane invisible to the camera or use the compositor to exclude it from the final render if it gets in the way of your scene (or move it far enough away so it isn't in view of the camera).


How do I disable the circular menus in 2.82 and get the 'classic' menus back? I've used Blender for many years. I sincerely think it's the best open source project after LInux distros.
I updated to 2.8x and I found myself completely lost, but I understand that things must change and I want to learn the new GUI.

Anyway I strongly disagree on building interfaces like this:

If I do not learn numeric shortcuts, I need to read in circle every time...
Any way to go back to the classic and stupid drop down menu???
Or, better, to back to the old interface???

The circular menu shown in the question is an optional shortcut.

The exact same feature is available in a classic drop down menu, either at the top left-hand side of the screen:

or with a right-click:

Wouldn't one of these options work for you? You can just ignore the new 'posh' version of the menu, and even disable its keyboard shortcut in the keybindings settings.


Squished armature after deleting animation I am having a problem where my aramture seems scaled down on the y axis after deleting an animation action. Has anyone experienced this and know how too fix it?

probably you deleted the animation in a frame where the scale value of some bones was not equal 1.0. Go to pose mode, select all bones and press alt-s, alt-g, and alt-r to reset scale, position and rotation of all bones.


Particles Not Emitting Smoke I am using 2.83a and I am trying to create smoke from a chimney stack of a steam locomotive.

The plan is/was to animate the domain along with the ground surroundings - long story.

I have been tearing my hair out trying to find the right settings for the smoke emitter and domain - I would have ideally liked a small amount of fire and a generous amount of smoke, but I cannot seem to prevent the emitter from spewing it in all directions, any setting less than 1.0 from the surface of the emitter results in no smoke.

A more satisfactory way to animate the smoke is to use the emitter to emit particles. I've successfully managed that in the past but I am not sure what I am doing wrong now.

The Emitter is set to emit particles and die out shortly afterwards - it isn't affected by the domain so I have a wind force field. If the particles emit smoke, it will look spot on.

The domain is set up correctly so far as I can see, buoyancy density is set to -1 so the smoke sinks, heat to 1.5 and vorticity 0.

I've turned off noise for now, turning it on and off made no difference.

What am I missing?

There's something with the new version of Blender that requires you to Bake Data in the Smoke domain to start producing smoke.

https://www.youtube.com/watch?v=XN6ClIdL8yw&feature=youtu.be

Playing with the fuel value, might help to choose how much fire you want.


Which is more efficient? duplifaces, particles, or group instances? Particles give more controls for doing things like randomizing rotation of instances, but duplifaces and group instances allow for rotation and scale of individual instances.

For something like creating a forest with a lot of trees, is it more efficient to use a particle system? Or a dupliface object?

What is the most efficient way to instantiate a large number of objects?

By "efficient" I mean in terms of rendertime/memory usage.

I do not know the specifics of Blender's implementation. But, it seems to me, they would use the exact same algorithm in both cases. With particle instancing, you have a position vector and a transformation matrix for each particle. The only difference with dupliface is the position vector is determined by an object's face, rather than a particle.

So, memory is going to be the same. Render time should be the same, unless you're using extra features. For example, you can have objects deform along a particle's path when using particle instancing. The deformations would take extra time to compute when rendering.


Is there a way to have dimension shown in fractions? I can enter dimensions in fractions but then can only see dimensions ofr objects in decimals. I live in the US and I'm using blender to create build plans. For the plans to be useful to people in the trades dimensions need to be shown in fractions.

I'm afraid it's not possible at the moment to have something like 5 3/8". Request this feature or try to find a Python script. And it's possible to import, with an  app, .obj files to AutoCad and do the measuring there with fractions supported. Blender's primary goal is not architecture/housing.


Reset rotation of pivot point My pivot point in edit mode have weird rotation.  How I can reset it to normal?.

Nevermind. I solve it :D

On the right panel in TransformOrientation you must click on global. :))


Can you use maps from Crazy bump in the BGE I have been wanting to increase the quality of my textures in the blender game engine and was wondering if the different maps that are created on the program CrazyBump could be used in the BGE on textures to make them look better.  Sorry if this question seems obvious or whatnot as I am new to blender, thanks.

Blender does not care what tools you use to create images. You can even draw it with pencils on a canvas.

Blender cares the image format such as jpg, png, dds, tga.

However you created your images, turn them into one of the supported formats and you can use them within Blender and the BGE.


Matching identical objects in two models I have two separate collections:
each of these collections both contain an identical object (blue cone). In reality, it is much more complex than this example and the shared object could be like in the middle of hundreds of other objects. How can I select the shared object then merge the shape into something like this:

Found this tool which does exactly what I want but I am looking for a free way to do it that might be a little more work but still does the same job without having to manually line it up: https://www.youtube.com/watch?v=BcGM76dwF_s

You can do this:

set the origins of these identical objects to geometry -> In object mode choose the first object in the top menu, select Object->Set Origin->Origin to Geometry (do this for both objects)
With both object selected press "Ctrl"+"a" ->"All transforms" -- just in case reset the transforms.
select the object which you want to remains in the current position
press "Shift"+S -> select "Cursor to selected"
select the second object
6)press "Shift"+S -> select "Selection to cursor"
The second object will match the first.


How to create a claw out of this mesh? The mesh on the arms of my reptile are quite complex and I'm wondering what would be good way to make some appendages on this piece. I'd tried sculpting and proportional editing but was not able to make anything that resembles a claw. The mesh was generated using metaballs.

Any tips or info on this procedure?

Beginning with a box primitive, I used vertex extrusions, then boolean modifiers to attach the claw to the arm (which will then be attached to the body).

Then I was able to sculpt this using smooth, crease, and clay strips brushes.


Rotate the result of a loop around an object After getting involved into animation nodes, I achieved creating a simple array. It evenly distributes instances of an object on a circle.

What i want to achieve in a next step is rotating this array around an object, say an empty in the center. How can i do this. I tried, but i can only rotate around the instances around their individual origin.

The easiest way to do this is to use the Transform Vector node like so:

Keep in mind that we are only changing the location of the object, so they won't rotate or scale. You could do that too, but it works a bit differently:

Side note: You can think of a matrix as a container for the location, rotation and scale of an object. Combining multiple matrices means to execute these transformations one after the other. Here is small video I made to explain the basics of matrices for artists. Maybe it helps to understand this node tree better.


How To Convert Blend Format Into OBJ How do I convert my blender file into OBJ format? Is there a specific software I need? Or is there a blender add on?

No addons needed, just go to File > Export > Wavefront OBJ
You can also Import OBJ files from File > Import > Wavefront OBJ
From the Blender Manual


How do I construct this japanese bowl? So I'm pretty new to Blender and I want to create a model of this Japanese bowls that aren't uniformly round, instead they have these larger polygons on the outside, as you can see in the picture.

I tried a few modifiers, but I couldn't find anything that would help. Does anyone have an idea how I could get this shape? Thanks.

You could try it this way:

Put your picture as a Background image.

Create a plane, rotate it on the X axis to have it in front view, apply the rotation.
In Front Ortho view, use the picture as a model to build your mesh, mirror the mesh to make it easier.

Switch to Right Ortho view and continue to model the mesh. You'll have to shift the mesh from its origin.

Come back to Object mode. Create an empty at the same point as the object origin.

Give your object an Array modifier, give it a Count of 8, deactivate Relative Offset, activate Object Offset, choose the empty as object.

Rotate the empty 45° on the Z axis.

In Edit mode, give some corrections to make the vertices stick approximately with their arrayed copies.

Duplicate the empty + object to keep a copy somewhere on another layer.
Apply the modifiers.
Go in Edit mode, remove doubles.

Dissolve the useless vertical edges.

Make some corrections.

Now you have your basic bowl. Of course you'll probably want it to be a bit more sophisticated, like adding some bevels, etc... in that case you can keep just 1/8 of the bowl and again spin it around the empy with an array, add your bevels on the original mesh, keep only quads, etc...


Can anyone get RenderMan to install in the latest version of Blender 2.8? I have tried everything that I can think of Can anyone get RenderMan to install in the latest version of Blender 2.8? I have tried everything that I can think of, such as taking the -master out of the file name. But, it will still not install. The default windows download from the windows store which is 2.6 I think, gets RenderMan to show up in the render engine choices but you cannot put a node in the node editor for RenderMan. In Linux it does not show up at all just as with the latest version in Windows it does not show up at all in the render engine choices. Has anyone had any luck with this?

I believe that I found the answer here. https://blenderartists.org/t/pixar-renderman-for-blender/646404/635

The RenderMan for Blender from Github is no longer compatible with 2.8.


Parented Object follow different path? so my aim is to imitate a radial engine.

this is what I have done so far

On the left its already working. The big cylinder moves only on the Z axes based on the location of the small cylinder below who follows the cycle path on and on again. I did this by giving the upper cylinder the "Child of" constraint.

Unfortunately this is not working when I start to rotate the whole construction like on the right.

My question is. how can I parent the small cylinder to the big one and let the small one move on the circle while the big cylinder can only follow the linear path which he is putted on?

I would try to parent the small cylinder to the big one and then make a follow path for the big cylinder on the line. but this is not working properly, maybe I did something wrong.

A possibility is to set a copy location to the big cylinder with the small one as target. This copy is set on Z only and the space is set to local.

So the big cylinder does not follow a path here, but follows the Z of the small one.


Double simulation time to achieve 0.5 speed effect (slow motion) I have a rigid body simulation set up, but I would like to double the simulation time; each frame in the last simulation, should last 2 frames now. I keep the same frames per second, to achieve the 0.5 speed effect (so actually scale time by 2. Does someone know how to do that? Thanks :)

Change the speed setting under Rigid Body World in the Scene settings.


Does Cycles use a Camera Frustum check? So, in a random tutorial (I can't find it atm) Andrew Price mentioned that Cycles will render all geometry/particles, even if they are not visible to the camera; This suggests that Cycles doesn't use a frustum check, that is, check whether or not(yay redundancies!) an object is in view.

I would assume using it would improve performance, since all games do it, so:
  Is it true that it doesn't use it?
  Why doesn't it use it?

I can actually see a potential problem, a reason not to use it; That would be Global Illumination, where objects out of view would create bounce lighting. Is this why?

No, Neither Cycles nor Blender-Internal use a camera frustum check when rendering.

While it could work in some cases, but would obviously fail with reflections. Also the chances of flickering in animations where the camera moves is high, objects outside the camera may cast shadows or emit light.

This feature could be useful for preview renders (an additional simplify option).


can't set the location of the object by program? in my blender file, I have created two vehicles objects which named as 'AudiA2' and 'JeepCherokee'

now I have created a simple program to show them on the scene with different positions created from the program.

 def choose_car_position_byname(name, pos):

    bpy.data.objects[name].hide_render = False;
    print("location     ", bpy.data.objects[name].location )
    bpy.data.objects[name].location = bpy.data.objects[name].location + mathutils.Vector((pos,1,0))
    print("location     ", bpy.data.objects[name].location )

    return bpy.data.objects[name]

 car1 = choose_car_position_byname('AudiA2',1)
 car2 = choose_car_position_byname('JeepCherokee',0)

However from the program executed, I can only see one car on the scene, which is the car2. as shown below

Ultimately I found out the second car will block the first car, because if I added the following code, two car will show up

bpy.data.objects["AudiA2"].rotation_euler.z = 270 / 180 * math.pi

as shown in here

Now the question is why I can't set the location of the obj. I have tried many ways, but none of them is not working, it is totally puzzling me. My environment is OSX 10.10.1, blender 2.76.

# first approach
bpy.data.objects["AudiA2"].location.x += 3.0
bpy.data.objects["AudiA2"].location.y += 2.0
bpy.data.objects["AudiA2"].location.z += 0.0

# second approach
vec = mathutils.Vector((3.0, 2.0, 1.0))
inv = bpy.data.objects['AudiA2'].matrix_world.copy()
inv.invert()
vec_rot = vec * inv
bpy.data.objects['AudiA2'].location = bpy.data.objects['AudiA2'].location + vec_rot

# third approach
bpy.data.objects["AudiA2"].location = (20, 20, 10)

# fourth approach
bpy.data.objects["AudiA2"].location[0] = 3
bpy.data.objects["AudiA2"].location[0] = bpy.data.objects["AudiA2"].location[0] + 3

#fifth approach
bpy.data.objects['AudiA2'].location = bpy.data.objects['AudiA2'].location + mathutils.Vector((3,2,0))

The code and blender files are all uploaded to dropbox.
https://www.dropbox.com/s/fxar4owxvkxrxi7/scene2.blend?dl=0
https://www.dropbox.com/s/xvsg879k2bil2pn/batch3.py?dl=0

to work with the code, you have to pip install pypng, which could be used to output the png image.To run the application, the command is similar to this-

./blender_application_path -b blend_path -P python_path

for example

./Applications/Blender/blender.app/Contents/MacOS/blender -b scene2.blend -P batch3.py

When directly manipulating transform values fails (it shouldn't, but it does sometimes), I often just try to use the transform operators insated, and it often fixes the problem.

 def choose_car_position_byname(name, pos):
    o = bpy.data.objects[name]
    o.hide_render = False;
    print("location     ", o.location )

    bpy.ops.object.select_all( action = 'DESELECT' )
    o.select = True
    bpy.context.scene.objects.active = o

    bpy.ops.transform.translate( value = ( pos, 1, 0 ) )

    print("location     ", o.location )

    return o

 car1 = choose_car_position_byname('AudiA2',1)
 car2 = choose_car_position_byname('JeepCherokee',0)

By the way, if this still fails, check if you have keyframes on the car objects' locations. If you do, that could definitely explain why they aren't moving (the keyframes will keep them in place).

EDITED: based on blend file, my suspicion has indeed been confirmed that you have keyframes on your car models. You need to delete these keyframes to enable control over the objects' locations via script. Here's how to do this (mouse cursor is a bit off due to weird issues in recording on my laptop's screen, you need to select a car object, then right click on any of the location boxes in the properties panel):


How to add a texture to the emitter surface of a hair particle object (over riding object material) I'm trying to make carpet with a pattern. I applied an image texture to a particle emitter and it looks okay.
However I want the carpet strands to be more realistic so I made an object to emit instead..

But now I'm at a loss as to how to apply the pattern texture to the whole carpet again because the strands now take their material from the single object.

When you assign the material to the particle, put the base object in the Texture Coordinate node and you can use Object Coordinates this way.

For reference, without:


Workflow and image/video formats for rendering high quality photos as animations? I want to preserve as best I can the quality of digital photos taken in RAW format and then rendered as animation sequences in Blender. My workflow is as follows:

Process RAW (.cr2) images with Darktable
Export as OpenEXR
Track and composite animation sequence in Blender
Save animation as OpenEXR image sequence
Open multiple image sequences in VSE and render final video file

The OpenEXR format is very large (over 200MB per image). Do I need to use it in both steps 2 and 4? Also, what settings should I use for the final video render?

It is more common to save the output of blender rendering as a set of PNGs.  You can turn up the compression in the Render > Output section, but I can not predict if it will save space compared to the OpenEXR.

Making a VSE output to compressed video (as you do) is very common, and almost required if there is any sound involved.  The settings you use for the final video render will vary depending on

how much bandwidth you are willing to allocate for streaming
resolution of video (3.75Mbit/s MPEG-2 is CableLabs VoD standard for SD.  You will want 4-9Mbit/s for H.264 1080p video)
what formats are supported by the client software (motorola DCT-2000 -vs- iPhone)
does the container support the codecs you want (MPEG-2 program stream doesn't support AAC and blender does not seem to support transport streams)

Some more reading is at http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Output/Video


Problem with rigid body joint I have two meshes and I need they remain together while they move but being different meshes, so Ctrl+J is not the solution. I've tried to put a rigid body joint but when I activate it the two pieces get apart.

I need the two pieces remain in this position

When I press the up key this is what happen

Here is the file: http://www.pasteall.org/blend/29210

Rigid body joints constraints intented use is for situations like:

Animation created from the blend file linked in the docs

Note the collision bounds are set to box and the joint itself doesn't have a collision bound.

Comparing your file you have collision bound set to capsule which should be mesh:

Setting it to triangle mesh would at least avoid that it is blown away when you switch on the physics.

In case you only want to parent both objects you wouldn't need the constraints:

First select the child object then the parent Ctrl-P will open this popup.

To have the influence of parenting animated you could consider to use a ChildOf constrained.


how can I open an hdr in blender I have tried to see where I can open the hdr files but could not find anywhere.

I want to open and view the 360 degrees hdr in blender. How does one accomplish this?

Blender is not an image viewer application, you can't just use Blender to directly open image files from File > Open

You also can't just "view" images directly nor can you expect it to just open a spherical image as display it as a panorama viewer.

You can however use the builtin UV Image Editor to view regular images and use a workaround to view spherical 360 panoramas.

Starting a few versions ago Blender added support for world preview as viewport background. As a workaround you can use that as sort of a spherical image viewer. It will be obscured by the 3D View interface (grids, cursor and objects), but serves as a basic viewer.

With Cycles as your current render engine create a new World datablock from the Properties Window. Add a new Environment texture to its color input.

Pick the Open image button and browse your file system to the desired image file (JPG, PNG, or HDR formats).

Pick the image then in the Properties Shelf over the 3D View (N key) under View tab activate the World Background option if disabled.

You should now be able to use the 3D Viewport as a basic spherical 360 panorama viewer.


Why are modifiers not applied to child objects? If an object has one or more children or other descendants, you would expect that when you apply a modifier to that object, it would apply to the descendants as well. At least for the Array and Mirror modifiers, this would be extremely useful.

However, this does not happen. Empty objects are recommended for grouping objects together, but they cannot even have modifiers -- there would be no point, unless they could be applied to the children, but this doesn't work even for normal parent objects.

I tried to report this deficiency as a bug, but it was immediately closed as "Invalid", by somebody who apparently didn't bother to read it.

https://developer.blender.org/T44150

That bug report has some examples attached, of a situation where this ability is in fact rather necessary -- empty parents are being used to apply coordinate transforms, rather than grouping objects, but this then prevents the Array modifier from being used in the necessary way.

Is there any rational reason why at least the Array and Mirror modifiers cannot be applied to child objects, at least as an option?

Other people are asking the same question:

Applying array modifier to multiple items

It's been suggested that my question is a duplicate of the one above. They are certainly related to the same issue (which is why I included the reference in the first place). However, the question that person actually asks is "What am I thinking wrong?" -- as if he's misunderstood the situation. I don't think I have misunderstood the situation, and the question I'm asking is why at least the Array and Mirror modifiers don't work in the way a lot of people would expect.

This is just not how modifiers are intended to work.
Perhaps it's just me, but I never thought of modifiers being applied to child objects. Indeed, this would seem rather strange to me.
But why?
Modifiers are another kind of datablock which can be added to objects, much like materials or constraints.
Yet neither materials or constraints are applied to child objects, as this would be quite limiting. Imagine if child objects always had the same materials and constraints as the parent!
If this was how it worked, parenting objects would be pretty much equivalent to joining them with ⎈ CtrlJ.
I think the same reasoning holds true for modifiers.
And for the record, I'm not convinced that your assertion that "modifiers don't work in the way a lot of people would expect" is correct. At least in the question you linked, I don't see anything that suggests to me that the OP was expecting modifiers to affect child objects..

To answer your question about arraying an empty, I think parenting is not the tool you are looking for. Group instances sound more like the kind of "compound object" you want, however it isn't possible to add modifiers to them. This is because modifiers operate on mesh data and not objects, and empties don't have any mesh data (group instances are empties with dupligroup enabled).
Instead you could use a particle system or dupli objects to place objects along an arrayed face, e.g. like this.
Or of course you could copy the modifiers to all the child objects.


Manipulate individual UV islands in Cycles Is it possible to somehow use UV islands as a factor for things in Cycles? For example, I want to use a different procedural texture on each UV island, or factor between different shaders for each UV island?

I know this is not a readily available output from any node, but is there a way to construct something like it from available nodes, even if it's not precise?

I would like to achieve an effect similar to manually rotating UVs in the UV/Image editor, but without actually changing the map. For example, consider if I had a character in a T pose whose arms and legs were unwrapped as separate islands. If I use a horizontal wave texture, it would be parallel to the arms, but perpendicular to the legs. If i wanted it parallel to the legs, I'd rotate the leg's UV island by 90 degrees. I would like to be able to do this with nodes inside a material without having to touch the UV map or create multiple UV maps.

Take advantage of the island's location

Each UV island belongs to a portion of the UV space. This means that for island that have different position, you'll get different vectors. You can use this info for creating masks.

In the following example, a math node set to "less than" filter the portion of UV space that can be found between U=0->0.2 and V=0->0.2, more or less the space higlighted by the box selection.

The single UV island that can be found inside this portion corresponds to the "face" of suzanne (not head, not ears...they are outside the box), so only that part will be shown white (1), while the rest will be black (0).

You can use the math node output as a factor for everithing you whish (e.g. mixing two shaders, switch between different textures...).

In the provided example, for clarity's sake I preferrred to show a harsh dicotomy between the diffrence of UV islands treatment, but nothing prevent you to use smooth gradients or something else.


Simulate Wind Turbine I want to simulate the rotation of a few wind turbines I created in blender. I want to see which performs better and hope that the results will represent the reality.

Do you know any other language/software/method to simulate turbines?
How to make this possible in Blender? I tried it with clothing, but then the turbine gets too soft. I tried it with rigid body... didn't do well.

Animating wind turbines you created in Blender will not be a major issue. Creating the meshes, linking them together, and creating the animations to show movement will not be a major issue, either, being straightforward applications of modeling and animation techniques. But the "see which performs better" part is out of scope of this site, in my opinion. The performance of the wind turbines is a matter of physics, and mathematics. How fast the turbine will spin at a given wind speed is a matter of the geometry of the blades, including the angle of attack, area of the blades, and other factors. I'm not aware of anything in Blender, or any Blender add-on that would automatically assess these factors.

Now, as to your first question, about other languages, &c.,  according to the help center this question is explicitly out of scope for Blender Stack Exchange. It is probably a better fit at the physics.stackexchange.com site. Besides which there are probably other users on that site who are familiar with details of Newtonian mechanics, and fluid dynamics that I have forgotten, if indeed, I ever knew them.

As to your second question, I'd model the turbine, the wind engine, and the mast as separate objects, as the turbine will need to rotate relative to the engine, and the engine and turbine will need to rotate on the mast. Making the turbine, and animating it, are relatively simple, and there are a number of tutorials on various sites that can show you how to do that. I wouldn't use clothing, except perhaps if you are modeling a Dutch windmill like this one

where the vanes of the windmill are covered with cloth. Standard modeling techniques will work just fine in making the model, even with the Dutch windmill, as the cloth there is stretched tightly along the windmills vanes.


Python: Check if vertex is on camera field of view Suppose I have the following camera perspective.

As you can see some of the Cube vertices are visible from the camera, others are not.

Is there a way from python to detect if a certain vertex is in the camera field of view or not?

import bpy
import bmesh
from mathutils import Vector
from bpy_extras.object_utils import world_to_camera_view

scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']
mesh = obj.data
mat_world = obj.matrix_world
cs, ce = cam.data.clip_start, cam.data.clip_end

assert obj.mode == "EDIT"
bm = bmesh.from_edit_mesh(mesh)

for v in bm.verts:
    co_ndc = world_to_camera_view(scene, cam, mat_world @ v.co)
    #check wether point is inside frustum
    if (0.0 < co_ndc.x < 1.0 and
        0.0 < co_ndc.y < 1.0 and
        cs < co_ndc.z <  ce):
        v.select = True
    else:
        v.select = False

bmesh.update_edit_mesh(mesh, False, False)


Is the VSE multi-threaded? So I am thinking of doing an AMD build with the fx-8370 and want to use Blender's video editing component for video editing but I do not know if it will utilize all eight cores.

Should I look to some other video editing software to utilize all eight cores for video editing or will Blender do it?

From my own experience with Blender 2.72, even if it is threaded, it is not very good at utilizing more than 2 cores.

I've also done some benchmark on sequencer performance here: Render times for standard non-3d video.


Stop cube and then continue BGE question.
I have applied movement to a cube with apply.movment([0,1,0], True).
How can I stop it if is near a cylinder that is timed to flick from 5 to 5 seconds, and after to continue?
Let's consider the cylinder a barrier.

Do you mean gameplay stop?
If yes make a variable.give it a name like gameplay.
now make that variable True to make it boolean
import bge
cont = bge.logic.getCurrentController()
own = cont.owner
w_key = cont.sensors["w_key"] # This is to get the keyboard sensor

#The gameplay variable make it playable or not:
gameplay = True

if gameplay == True and w_key.positive:
    apply.movment([0,1,0], True)
elif gameplay == False and w_key.positive:
    print("You can't move!")


Out of nowhere, my frames became connected, and now I cannot edit my frames! Any changes I make apply to all of them As you can see, the Keyframes have become connected, and this is still relatively new. I can open up old Animations and the keyframes aren't connected, and I can edit them. If I then try to add new frames, It will connect to the others. I am relatively new to Blender so I need explanations. Thank you.

When you have two keyframes with no change in their values, a dark yellow line connects them. When the values are different the line goes away. It is meant for you to know if there is a pause or a "hold" on the motion or whatever animated parameter you are displaying.

on the image all of the keframes are selected (showing as yellow). To edit just one deselect all and then just select the one you want to change.


Interpolate mesh surface between curves Suppose I'm trying to model a curved surface: the roof of a car is a perfect example. Many tutorials suggest creating a plane mesh, which I should subdivide via loop cuts, and then proceed to model the mesh in two dimensions (say from the top, so X and Y). After that, I switch to a front or side view and I move the outer vertices along Z.

Here comes the tricky part: I end up with two "edge curves", two outer profiles of my surface. Say we're looking at a side view, so the Y axis is along the horizontal axis of the screen. How can I move a "row" of vertices (vertices that share their X coordinate) or multiple rows so that they fit the smooth transition from the "back" profile to the "front" profile?

I know in a sense this sounds like lofting - it probably does, but I'm not sure I get the concept fully. However, I'm looking for something that I can apply at will, not only when creating and developing a surface. In other words, if I move a vertex of one of the "profiles", I want to be able to reposition the inner vertices smoothly based on the new position of the outer vertices.

EDIT

Here are some screenshots to help you understand what I mean.

Here's a plane mesh, with subdivisions in (supposed) key points. I move the outer vertices to match the surface I'm modeling. This is still a flat surface, but you can already see what I mean: I want the inner vertices (those still lying on the square grid) to be moved so that the rows transition smoothly from the curve of the top row to the curve of the bottom row. The "columns" should do the same.

In this second screenshots, the outer vertices have also been moved along the Z axis. You can see what I mean by "smoothing the surface": the inner vertices should follow a curve so that the surface is smooth.

I think what you want here is the Grid Fill tool.

Make your two profiles (make sure they have the same number of vertices), then fill them in with Ctrl+F > Grid Fill.
Make sure you have Tools menu opened (you can toggle it on and off with the T key, it shows up on the left of the 3D viewport) or press F6 after command execution and you can fiddle with the settings; I recommend you using a very low setting and then use loopcuts.

The cuts will have the right shape, so all you have to do is push them up or down the opposite axis from your main profile shapes. (If it was a floor or roof, this would be Z, a wall would be either X or Y.)


Selecting vertex on z axis using python I've been searching high and low for a python script to select the highest or lowest vertex or vertices on the z axis in an object. I want to add these to a vertex group so I can use them in my code.
Any help is appreciated.. thanks.

import bpy

# get the object and its vertices
obj = bpy.context.object # edit: now gets the currently active object

# edit: to select vertices we have to be in OBJ mode first:
bpy.ops.object.mode_set(mode="OBJECT")

verts = obj.data.vertices
# get the z-coordinates from each vertex and the maximum
z_coords = [v.co[2] for v in verts]
max_z_coord = max(z_coords)

# get list of all vertices that have the max. z-coordinate
max_verts = [vertex for vertex in obj.data.vertices if vertex.co[2] == max_z_coord]

Edit:

To select vertices, one way is to change to OBJECT mode,
select the vertices, and change back to EDIT mode. (Another one would be to use bmesh.)

Notice that I've also changed two lines in the original answer above: We have to work on the active object (obj = bpy.context.object) and we have to be in OBJECT mode (bpy.ops.object.mode_set(mode="OBJECT")).

The selection and switching to EDIT mode is done by appending these lines to the script:

# select the vertices:
for v in verts: v.select = False
for v in max_verts: v.select = True
# set EDIT mode's select mode to "vertex select"
bpy.context.tool_settings.mesh_select_mode = (True , False , False)
# change to EDIT mode
bpy.ops.object.mode_set(mode="EDIT")


How to make texture coordinates follow curvature of mesh I'm making this shader where I use generated and object coordinates to create these yellow lines made using gradient and wave textures.
I want to know if there is a way to bend the texture coordinates so that the lines follow the curvature of the mesh

this mesh is made with an arrayed plane and curve modifier.
All elements of this road are done in the shader editor.

Follow Active Quads or Reset should be very handy if your road is made up of quads. This will give each quad a tile, which should be seamless if your texture is also seamless.


What's the easiest way to get as close to cycles as i can on Eevee? Simple  question, While tweaking with the render settings, I had noticed that compared to Cycles, Eevee looks kind of... "flat".
i.e.
Eevee:

Cycles (preview render at 3 samples) :

The Cycles render not only feels as if it has more "depth", but the shadows are softer, and overall generally feels less "cheap".
If possible, How can I get as close as possible to Cycles on Eevee?

Eevee uses approximated direct-source lighting, and Cycles uses bounced lighting. To approximate bounced lighting in eevee, you must use an Irradiance Volume. Additionally, you must bake indirect lighting. As you can tell from this instruction, this only works with indirect light sources (point lights and the like are considered direct lights in eevee - use emission materials instead.) The "softness" in the shadows of the image below are as a result of the indirect light from the World Environment (grey background) - not the point light.


How to keyframe changes to assigned materials in Cycles I'm trying to set-up an animation where each frame renders an object using one of several materials with the whole sequence rendering out all the material variations.  Unfortunately, it doesn't seem possible to keyframe node connection changes in the Node Editor.  I've 12 materials that I need to connect to some more nodes before the material output.  I was thinking I might render this out over 12 frames, each one using a different material node setup.  It's not as simple as an RGB colour change.  This is the code I've tried but it appears to only set the final material for all frames.

mat = nodes.get("mat1")
link = links.new(mat.outputs[0], car.inputs[0])
car.inputs[1].keyframe_insert(data_path="default_value", frame=1)

mat = nodes.get("mat2")
link = links.new(mat.outputs[0], car.inputs[0])
car.inputs[1].keyframe_insert(data_path="default_value", frame=2)

Is there any way I can script this in Python?

It is not possible to keyframe changes to structure (eg adding/removing nodes or links).

You can achieve the same effect by using mix nodes/mix shaders and keyframe there factor. Or create many different materials and keyframe the material slot.


How can I multiply a quaternion and a list of vectors that represent xyz vertices of an object How can I multiply a quaternion and a list of vectors together (which will represent the x,y,z vertices of an object)?  The error I get is: Error:
Quaternion multiplication: not supported between quaternion and numpy.ndarray types

A snippet of the code is below

import math
import sys
import mathutils
import numpy as np
from math import radians

w_rot=0.9961946980917455
i_rot=0.0
j_rot=0.08715574274765817
k_rot=0.0

quat1 = mathutils.Quaternion((w_rot, i_rot, j_rot, k_rot))
vector_xyz_rows = np.array([[1, 2, 3],[4.1, 5.1, 6.1]])

test_calc = quat1 @ vector_xyz_rows


Help with Dynamic Topology I have just come into sculpting and I have noticed that dyntopo's detail deteriorates depending on the view distance in the viewport.

Is there a way to prevent this from happening?
Because I would like to have the same level of detail whether I zoom in or out.

Dynamic Topology lets you work with three types of detail.

Relative detail

  This method uses a detail size based on the number of pixels, and in turn will create topology in that size. Zoom out big details, zoom in small fine details.

Constant Detail

  To keep detail uniform across the entire object, Constant Detail can be used. The Detail is based on the percentage of a single Blender Unit.

Brush Detail

  Giving more control over the topology, with this method you can create topology based on the brush size. You can increase and lower topology by simply resizing the brush itself. The detail size is based the size of the brush itself, where 100% will create topology the size of the brush ring itself.

You can choose which type to use in the Dyntopo panel just under the detail size.


Dragonfly Wing - combining / cleaning up I have been working on some dragonfly wings for a character and am a bit stumped as to the best way of combining the elements and cleaning them up into one.
The wing cells were created by drawing out a flat grid and adding a skin modifier.  The heavier struts are made of extruded and tapered curved tubes. This leaves me with a bunch of randomly intersecting and overlapping objects with varying density of meshes.

What is the best way to combine them into one object without any extra geometry?

A membrane filling the spaces between wing structure will be added separately and does not need to be part of this object.

The .blend file can be found here:

I would suggest doing this by adjusting the Mean Radius in Edit Mode. This way you can make the outer parts thicker while still having them connected as a single mesh.

Mean Radius is a vertex attribute that is AFAIK exclusively for the Skin Modifier, to control the thickness of the resulting mesh.

With the vertices you want to adjust selected, click and drag-down to get both input fields selected. Then you can hold shift while moving the mouse to make fine adjustments, or type in a precise value.

And unless this is for an extreme close-up, you might want to just make a normal map out of this on a separate lower-poly mesh. That's a lot of geometry for something as small as a dragonfly wing. But this of course depends on the shot.

Update

Here is a .blend of just one wing for demonstration, based on the original file provided:


UV Texture Looks Wrong in Render I've been learning how to use UV mapping with textures in Blender. Things have worked fine so far using simple shapes like cubes and cylinders, but everything went wrong when I tried to UV map a creature mesh. It looks how I'd expect in 3D View: brown with a lighter color on its belly. However, the render is all messed up.

Comparison with 3D view on left and render on right:

The creature's properties:

Nothing is wrong with your UV set up. It looked fine when i opened it. I didn't change anything in your blendfile, except for the lighting. I put 2 sun lamps in the scene near the camera and pointed it at the object. And deleted the 3 lamps you added.


Recreating the line detail in shadows from The Wolf Among Us in blender? This is my first year of using blender so I don't have a lot of experience in blender at all.

I'm trying to recreate an effect that Telltale used in The Wolf Among Us for my short film.

I don't know what its called or how to describe it, so here is my attempt to explain it, You can see the detail from the painted textures in dark shadows. I added a picture so you can understand my horrible explanation.

I tried a few experiments with texture nodes and even mixing nodes in composting but I can't get the effect I want and I'm hoping someone will tell me if this is even possible or direct me into the right nodes and usage of them.

This is just a basic scene I created to figure out how it works. In the next image you can see exactly what I want to do, keep in mind this is created in Photoshop by combining two renders just for explanation purposes.

Unfortunately I can't add anymore photos and I'm not sure how to link my .blend file so I hope this is enough info to show what I want to do.

Thanks.

This won't take care of all the effects you're looking for, but you'd be able to get some of the pattern to show up in darkness by the material shadeless.  That won't create the effect you point out in the shadows on the floor, but it would work for the pattern on the wall.


How can multiple Curves be used to control Camera movement? I currently use a Track to Constraint to make the camera automatically point to an empty.

In an animation the camera is moved along a bezier curve (follow path).

How could I change the curve and track to constraint at a certain frame to focus on another aspects of the scene?

You can animate the 'influence' value on each of the constraints you want to turn off. You can either animate the values off over a series of frames to fade the constraint's effects gradually or immediately.

The one thing to note is that when the object is no longer under the influence of the constraints it will return to the position it was at before it was constrained and will not stay at it's current position.

To counter this you can either reposition the object after the constraints are off or animate the 'influence' of some new constraints on at the same time as the old constraints are turning off.


Get Selected UV vertices coordinates I'm trying to get the coordinates for the selected UV vertices with this script:

import bpy

mesh = bpy.context.object.data

uv = mesh.uv_layers.active.data

print(uv[0].uv)

But unfortunately the coordinates printed in the console are always the same regardless of what vertices I select.

Thanks in advance.

here is the code to get the coordinates for the selected vertices in the UV/Image editor :

import bpy
import bmesh

def main(context):
    obj = context.active_object
    me = obj.data
    bm = bmesh.from_edit_mesh(me)

    uv_layer = bm.loops.layers.uv.verify()
    bm.faces.layers.tex.verify()

    for f in bm.faces:
        for l in f.loops:
            luv = l[uv_layer]
            if luv.select:
                #print the coordinates
                print(luv.uv)

    bmesh.update_edit_mesh(me)

The example in your Blender will help you, see.
Text Editor > Templates > Python > Operator Mesh Uv


How can I mirror weight painting? How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?

Each pair of bones need to have the same name with the suffix .L for the left side and .R for the right side. E.g. UpperArm.L and UpperArm.R. In the weighting Options of the tool panel turn on "X Mirror".


Use the console to orient the camera plane exactly parallel to the x-y plane? What I have been doing in blender requires me to orient the camera to face planes oriented along the x and y axis head on.

In other words, the camera plane needs to be perfectly parallel to the x-y plane.

I can more or less get what I want if I choose top view and move the camera and center it on the x-y axis. But then I need to rotate it to face the x-y plane directly.

This is tedious and the result is imprecise.

(It's been far easier to just rotate whatever object I'm working with to face the camera's weird default angle, but then I lose the sense of logic in the coordinate system, and it's still imprecise.)

A programmatic solution might be best.

The question suggests that you are using the manipulator widgets or mouse to position and rotate your assets.

Blender provides numerous input methods for performing transform operations upon assets.

To specifically answer your question:
Typing (or pasting) the following into the console will center the camera 3 blender units above the world origin, and orient it so that it is looking directly at the x-y plane.

bpy.data.objects['Camera'].rotation_euler[0] = 0
bpy.data.objects['Camera'].rotation_euler[1] = 0
bpy.data.objects['Camera'].rotation_euler[2] = 0
bpy.data.objects['Camera'].location[0] = 0
bpy.data.objects['Camera'].location[1] = 0
bpy.data.objects['Camera'].location[2] = 3

However, there are simpler methods for achieving the same results;
With the camera selected, you can input the numerical values directly into the input fields shown here

or even simpler; with the camera selected;
press [Alt + G] (to reset the camera position)
press [Alt + R] (to reset the camera rotation)
then drag on the blue manipulator arrow to raise the camera to any height you like.

Or you can set the camera to the view plane as suggested by NoviceInDisguise


Light Strength option missing I'm just a beginner in Blender and trying to learn. I am following a tutorial and have a problem. I'm missing the light 'Strength' option.
I couldn't find the answer to what could be the issue. I would appreciate it if someone would let me know what I can do to have the 'Strength' option.

Make sure you have the latest Blender, because i have it; or try to unistall and install again

Good Luck


Controlling the direction of curve extrusion Is there an easy way to control how the extruded width of a curve object is oriented, for example like this

or this

The curve in the images above has only two control points, and I got the effect by rotating one of the points. However, for a curve with lots of control points it would be somewhat difficult or at least tedious to achieve this. Is there a simpler way?

Consider changing the Tilt, In Edit Mode of the curve, N for properties, you will see a tilt angle which you can change:

Consider a lattice modifier.  Animate the strength of the modifier if that suits you

Consider a simple deform modifier


Unable to export exe from BGE I'm really sorry for being such a noob, but I made this game that a bunch of people are waiting for :-/ Upon exporting, it worked on my mac as an app, but then when I opened the blend file on my Windows 10 PC, it gives me these errors and doesn't show up anywhere where I try to save it to when I export the exe. I think it's in the code based on the errors but if someone can actually read this and understand it, maybe you could help me.

I can provide a link to the file via dropbox but I'm pretty sure technically I'm not supposed to do that because all the content in the game is copyrighted and is only supposed to go back onto the site. If someone can help me or point me in the right direction it would be so appreciated and you would be seriously saving my butt..

Note to self: never promise a windows version again because I don't know what I'm doing:(
Below are the errors I get, the movies not being packed is normal because I have to put them in the library resources afterwards, the png not being packed is okay because I ended up reloading a different one, it's all the other stuff and the location -1 that is probably the problem..

  Read new prefs: C:\Users\alexa\AppData\Roaming\Blender Foundation\Blender\2.72\config\userpref.blend
  found bundled python: C:\Program Files (x86)\Blender Foundation\Blender\2.72\python
  read blend: C:\Users\alexa\Desktop\AdventureThroughUmbrafinal.blend
  Error, region type 5 missing in - name:"File", id:5
  Error, region type 6 missing in - name:"File", id:5
  Saving runtime to 'C:\Users\alexa\Desktop\adventure through umbra\AdventureThroughUmbrafinal.exe'
  Warning: Image 'angloria-2811892.mp4' skipped, movies and image sequences not supported
  Error: Unable to pack file, source path 'C:\Users\alexa\Desktop....\C:\Users\kbrow\Desktop\AmuletTextures128\flower_Purple_01_128x128V003a.png' not found
  Warning: Image 'gloamflicker.mov' skipped, movies and image sequences not supported
  Warning: Image 'gloamflicker.mov.001' skipped, movies and image sequences not supported
  Warning: Image 'introvid.mov' skipped, movies and image sequences not supported
  Warning: Image 'introvid2.mp4' skipped, movies and image sequences not supported
  Info: Packed 1 files

  Traceback (most recent call last):
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\addons\game_engine_save_as_runtime.py", line 226, in execute
      self.report,
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\addons\game_engine_save_as_runtime.py", line 112, in WriteRuntime
      copy=True,
    File "C:\Program Files (x86)\Blender Foundation\Blender\2.72\scripts\modules\bpy\ops.py", line 188, in call
      ret = op_call(self.idname_py(), None, kw)
  RuntimeError: Error: Unable to pack file, source path 'C:\Users\alexa\Desktop....\C:\Users\kbrow\Desktop\AmuletTextures128\flower_Purple_01_128x128V003a.png' not found

  location: :-1

  location: :-1

New screenshot of new errors::

Okay... I repacked that file, got that error related to the .png to go away, but then the exe still won't run on my PC, and also tried to Save as Runtime from the blend file again from the PC, still get some errors that I have no idea what they mean, one including a "Memory Error" it looks like it can't pull the blender player or python script or something::

ughh bummer town:(

It looks like you have some files it can't find that are linked as directories on your computer that don't exist. I would try re-uploading 'flower_Purple_01_128x128V003a.png' and other images. Also, it doesn't seem to be able to accept video files, so that may be a separate problem.


Rotate, not orbit, the view? I'm doing some sculpting in a first-person type of view. I'd like to rotate the camera, as opposed to orbiting the focus point, or rotating the world. I've searched, and gone as far as editing the bindings, but despite the name of  bpy.ops.view3d.rotate, that just orbits, like bpy.ops.view3d.view_orbit. Is it possible to rotate the view camera in a first-person style?

Press Shift-F to enter Walk/Fly mode and you can then use the mouse to 'look around'. Pressing WSAD moves Forward, Backward, Left, Right. LShift for 'fast' mode, other keys listed in the status bar at the bottom of the window. Esc to exit Walk/Fly mode. You can choose Walk/Fly from the View/Navigation menu.


Why does cube UV unwrap at an angle? The mesh is square but the UV is skew, at an angle please see images below. I've marked the cube's seams in edit mode, selected all edges and hit unwrap. The UV unwrapped result is in the second image. Why is it at an angle? It would be VERY useful if it kept its 90 degree relationships when unwrapped. (third image shows result when you apply transform before unwrapping - helps with overall proportion but not with the random angle problem.)

Thanks
JK

I've checked out your seams placement and you're right- it doesn't unwrap in the right way (don't know why). To solve it you may snap the cursor (2D Cursor mode) to the very bottom vertex with Shift+S-->Cursor to Selected, select the nearest one and rotate them to create a straight line (you may then scale the vertices by Y axis- S,Y,0 to make sure the edge in a perfect horizontal position). Then pin the vertices with P. Finally unwrap the mesh again (U-->Unwrap) and get rid of pinning (Alt+P).

You may also try to place  the seams in a different way e.g. as pictured below. As you can see it unwraps well now.


Array Modifier Causing Objects To Become Hollow in Blender 2.8 I am new to blender and trying to model out this grid object, then trying to cut a bevel into the side with a boolean modifier. The problem I'm having (which I cannot find an answer to anywhere online) is after using the array modifier the object suddenly is hollow.

I've included this .blend and in it you can see the object before the array with the boolean cut perfectly removed, still keeping the faces of the object and not being hollow.

Like this:

The arrayed object, however, has no faces where the cut has happened and is also causing weird distortions on each corner where the boolean modifier overlaps.

Like such:

Any suggestions or knowledge would be much appreciated! Also, if you have any suggestions to a better way to accomplish what I'm after I'm open to that too, thanks!

The first thing I notice is you have a lot of overlapping geometry, there will always be distortions when faces occupy the same space, this is aslo probably why your boolean modifier isn't behaving as it should.

Hope this helps