Edit mode required first for Texture Paint to work When I have multiple textures to paint on then I need to go to edit mode first before I can paint on them.
Here I show what is going on:
https://www.youtube.com/watch?v=biUbiMUzCHE
Why is the first going to edit mode required? It is really confusing, especially for new users cause there is nothing indicating why texture paint is not working when you not went to edit mode.
I hope someone can explain.

Try mixing the colors in the shader editor first, then from the 3D Viewport switch to Texture Paint mode (Ctrl+Tab, 9).
In Texture Paint mode from the Properties Panel (N), select the Tool tab.
Select the base material, then you can select which texture you would like to paint on from here.


How to create a rounded cone I'm really new to Blender and for my next project I need to create a cone with curved edges. I've searched online and messed around with Blender but I can't find a way. What could I try?

EDIT

Sorry I wasn't clear, what I mean is something like this :

Two simple ways to achieve this:

Either Create a regular mesh cone, subdivide lateral edges with W+ > Subdivide, then and scale them horizontally using Proportional Edit with S, Shift+Z, or
Draw a bezier curve object outlining your cone silhouette, then add a Screw modifier to it. This method can also wor if you draw said silhouette with a string of mesh edges.


Spotlight with Halo applied is creating rings around light Here's a portion of a render I'm working on, which is backlit from behind by a spotlight with a "Halo" effect applied:

If you look carefully in the background, you'll notice the halo effect is creating "rings" of shadow as it fades.  How can I remove these rings and make the halo effect fade out smoothly?  I've played around with all the settings I can find without any success.

Here's my current settings for the spotlight:

That is a dithering problem. Which is not really a problem at all, but rather what physically must happen. That occurs any time there is a small change in color spread over a large area.

One of the ways to get rid of the banding is to make a stronger contrast, such as a pure black background.

The best way to deal with it. Is under the Render tab in the Properties window. Set the dithering amount up a bit until the color banding is not visible.


How can I change a set of objects colour transition location in Z Axis? I want the colour of stairs change according to their position, I tried obj info node with Mix RGB and got the result below, however I want to change the transition position in Z axis, colour ramp didn't help, it only changes the transition power.
Stairs are not one objects, they are separete objects using same material in Cycles. thanks

You can use 'object' from the texture coordinate node :

The object output (from texture coordinates) is decomposed into X, Y, Z. Here only Z interests us.

The math node is here to tune the overall scale (real Z variation) to fit into the ramp (0 to 1).
I used divide and 12 as value because the stairs here are 12 meters tall.

On right : the stairs made with an array modifier
On left : separated objects

Edit : note that the colorramp is not mandatory here. You can short circuit it.


Theming the Text Editor selection color Can the color in the scroll bar for where the active selection is be changed? I have changed the default red selection color, but the indicator in the scroll bar is still red. That indicator in the scroll bar is what I want to change. The image below shows my question.

It's controlled by the cursor color:

Unfortunately there doesn't seem to be a way to control the opacity.


Bake modifiers (ocean) animation into keyframe I have a plane with ocean modifier and keyframes that adjust the time. How do i bake the ocean animation for each frame so I don't need to use the modifier while exporting?

You have to export it to mdd format, then import the mdd file on your model, which will appear as shapekeys for every frame. You have to turn on the "Import-Export: NewTek MDD format" addon.


why are some of my objects rendering as a dark blue? I'm making a project for my art class but for some reason 2/3 objects in my preview will not render. Does anybody know why? Its the terrain that will not render

For the dragon and other objects, you have their children objects disabled from render, as you can see in the screenshot:

For the terrain, it is related to materials setup (nodes), especially try to fiddle with your alpha handling, I am not sure what are you trying to achieve there -
it would be easier to if you pack textures into the .blend and re-upload it.
I will try to correct it and then update the answer.


How to interpret Blenders python tips when hovering I'm trying to understand the blender tips you get when you hover and object. I think i am misunderstanding something, because I can't use the commands blender are giving me.

For example, I want to change the world background color to white with a blender script.

If i hover the setting I get a python command.  I can also go to the scripting tab and see what python commands blender executes:

bpy.data.node_groups["Shader Nodetree"].nodes["Background"].inputs[0].default_value = (1, 0, 0, 1)

But if i copy that to a python file and execute it with blender it does not work:

KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found'

The command you want is:
bpy.context.scene.world.node_tree.nodes["Background"].inputs["Color"].default_value

This will access the background color of the world in the current scene.

Your command doesn't work, because you're not in the right context. If you're in the scripting workspace and take a look at the bottom left window, you'll see that before bpy.data.node_groups["Shader Nodetree"].nodes["Background"].inputs[0].default_value = (0, 0, 0, 1) is bpy.context.space_data.context = 'WORLD'. In the wrong context it's entirely unclear which node tree you're trying to access. That being said, I don't know why the command in printed as it is, because even in the color picker it would rely on the context passed to the panel and not access data like this (because it wouldn't work either).

The Blender Python API docs are always helpful, as well as CTRL+SPACE in the Python console for possible options.


Objects missing from final render So I am fairly new to blender. I wanted to create a night scene with a small bridge. But when I try to render the scene some objects are missing in the final render. They all show up in the rendered view and in the viewport. I tried troubleshooting it but everything appears normal.
Link to my .blend file: https://drive.google.com/file/d/1CSaxXX_rJv0MlFAQg2YPpL4nA-FsSDs5/view?usp=sharing
Thanks for your help in advance.

It seems you used the BlenderKit Asset Library addon to get models in your scene. It seems to work with Instancing of collections. I think for the Import Method of the asset library you chose Link. (personally I would have used Append)
If i open your file there is only geometry data for 3 objects (the ground, the background and the mountains). The other geometry is not in your file but somewhere else, and it is linked to your file.
Possibly the file paths of the missing objects are not correct (maybe the files where moved), and your blender file can't find the needed files/objects/geometry.
One way to solve this is to Append your objects in the future. This way they become part of you blender file, and are not dependent on correct links/file paths.
(Be aware though, the problem might be something different all together, but since i don't have the files that are linked to your blender file, it is hard for me to tell.)


Texture not showing using Project from View [Solved] Using 'Project from View', my second texture is not showing on the model.  The first texture IS displaying.  I used UVunwrap for the first texture.  Not sure what I am missing.  Any help would be greatly appreciated.

You obviously have not set the texture for the "white" material (Material), but for the "wooden" material (Material.002) only. Just add the texture to the white material.

Or if you don't need the white material, just remove it by selecting it and clicking the (-)-button to the right side. Since you would have then just one material, everything of this object should then be made of that one material.

I hope I could help!


Mixing glass and emission shaders I want my emission material to also be the colour green, but I'm not sure how to do it, here is a copy of my node layout at the moment.

The output of nodes can be connected to more than one nodes, so you can use it on your glass too.


RGB to Material Output? I want to connect Combine RGB with Material output.

How can I convert the yellow dot to green dot?

You need to have a shader between them, like this.

The different shaders are found under Add -> Shader, and they are explained in the manual. Shader Nodes
Commonly used ones are Diffuse, Glossy and Glass, and the Mix Shader is highly useful to combine the effects of several shaders into one material.


Armature: Align and rotate bones at the same time around center point I try to make an armature where the bones are aligned in a circle around a MasterBone. In Pose Mode I would like to be able to e.g.:

Bring all tails of the LowerBones towards the center (so they all rotate at the same time (while leaving the heads of the UpperBones in place)
Bring all heads of the UpperBones the center (so they all rotate at the same time (while leaving the tails of the LowerBones in place)

Maybe imagine it as an industrial "claw arm"? I hope it is clear what I mean. I manually faked two possible desired results by adjusting every single bone:

  I already had a nearly perfect solution of how the bones should behave:

I parented one UpperBone/LowerBone combination to a circle and made duplicates with DupliFrames (which I cannot use due to other reasons). When I rotated or moved the 2 bones in whatever way all the duplicates around the circle mirrored the poses perfectly around the center of the circle.

Which Constraints or relations do I need to setup?

Here is a file with a very basic setup:

Thanks for any help!

The transformation constraint can be used to do what you want. This constraint allows you to proportionally move a bone based on another bone, the advantage is that the movement doesn't have to match the bone being moved.

To setup, add two new bones, one as a control for the upper movement, the other for the lower. In the attached sample I also added a limit location constraint so that these can only be moved within the range of motion that works for this.

Next align the roll of each bone (in edit mode) so that the x-axis is aligned to the direction you want the bone to rotate, this allows a single axis rotation to be used and lets us copy the same settings to each bone.

Next setup one upper bone.

Add a transformation constraint.
Select the armature and bone that will control it.
Set the source Y location range.
Set the destination mapping so that the source Y controls the destination Z.
Set the destination Z location range to suit.
Set the space options to local space, this makes it use the bones axes, not world axes.

Now setup one lower bone.

Add a transformation constraint.
Select the armature and bone that will control it.
Set the source Y location range.
Set the destination mapping so that the source Y controls the destination X.
Set the destination X rotation range to suit.
Set the space options to local space.

Add a second constraint to the lower bone, set this one to use the second control bone and set the rotation as the negative of the previous one.

Once you have one leg that moves correctly when you move a control bone, copy the same constraints to the other bones. To make this easier, enable the copy attributes addon, this is included with blender. Select all the upper bones with the finished bone being the last selected, now press ⎈ CtrlC->Copy Bone Constraints. Repeat with the lower bones.

Note that armatures have their own layer system, you can move all the arm bones to another armature layer so they can be hidden, leaving just the two control bones as visible while animating.


I'm trying to use the denoise function, but the nodes aren't showing up on the render layers I am very new to blender, and I accidentally deleted the Render layer box in the node display in compositor. I don't know how to get it back, and all my renders are either just pure black or pure white.

I found how to add it back via shift A, but that brings me back to the reason I ended up deleting it in the first place: I'm trying to use the denoise function, but the nodes aren't showing up on the render layers. It only says Image, Alpha, Depth and Noisy Image, but last time I did it (following along a tutorial) there were more nodes in the render layer box that now are missing. Can anyone help?

You need to go to "View Layer properties" > Passes.
Every pass is a new output


Why does my mesh enlarge upon applying automatic weights? New to Blender and trying to rerig the original player model from the Unreal Engine 4. I apply automatic weights while selecting both my rig and the mesh, and after it applies, it enlarges. Files will be in the link for the .FBX import on the original model, the Blender save before weights applied, and Blender save after weights applied. Any help, or even a fix and re-upload, would be great, thank you.

Blender and Model Files

There are several issues here.

Unapplied scales

When rigging, every object's scale should be applied. if you select your rig and check its scale, you can see it isn't even nor equal to 1:

To correct that, select the object, hit CtrlA and select Apply Scale.

Wrong Parenting

Rigged models should be parented to your Rig object and the Armature modifiers should target that same Rig object. You have parented you model to a wrong object. And that wrong object also happens to have transforms on it, which influences your model, so we'll have to take care of that too.

Remove the armature modifier of your model.
With your model selected, hit AltP → Clear Parent and Keep Transforms.
Apply your model's scale.
Select your rigged model, then your Rig object, and hit CtrlP → Set parent to Armature Deform with Automatic Weights.

Now everything should be fine. You'll just have to work out those weights.


When using Rigify, Is there a way to add more bones to the lips? I want more control on the lips. However, when I subdivide the bones in the metarig I get errors when I try to generate.

You have to generate the rig first, then you can modify it as you want: better adding bones, withouy deleting or dividing anything, unless you know exactly what you're doing, because Rigify rig is quite complex, with lots of auxiliary and machinary bones.


How to select the edges in my circle I have a icosphere and in that there are 3 types of 6side star shapes. Large medium and small. In the stars there are edges and i want to remove that edges. I have remove the large star edge selected a single large star edge and shift+g and length and delete all the edges. The same process not working with the small and medium star. I can select manually and delete but i dont want to do it. How can select the edges at few clicks. blend file

Switch to Vertex Select.
Select center vertex in small star.
Hit CTRL + Numpad +.
Shift + G > Amount of connecting edges.
Switch to Edge Select and delete them.


2D morphing video images I'm trying to morph from one video to another. I've seen some tutorial of how to morph images subdividing the plane and moving vertices, but what I really want is to morph from 2D moving images (video) sequence.
Does anyone know of any add-on/pluggin that I can use to accomplish this?

I was thinking about placing a feature request, since I think that the tracking system can be used to greatly automate this task. Does anyone know the right place to do this? Do you think it is an interesting feature to ask for?

I know there are programs that can be used to accomplish this task outside blender. I'm using gtkmorph to do the task, but AFAIK I have to morph from still images, and morphing a video sequence becomes very time consuming.

Try image sequence import addon. This makes animated images appear on plane. See this video link here.
https://m.youtube.com/watch?v=3UOywRFIpLM&feature=youtu.be

Updated addon link: https://github.com/vicentecarro/ImageSequenceAsPlanes

First create image sequence from a video clip. With that addon, import Image sequence and all animated images appear on plane. Subdivide the plane like a lattice. Alternatively use a knife to divide plane's face. When you move vertrice or reshape the plane, the animated image distorts, useful for morphing your way. Hope that helps.

If unsatisfied, try DragonBones, a free open source software.


Animating Z-transparency in the game engine for multiple objects sharing the same material I have a single material shared between multiple instances of a reference object that is spawned in from a secondary layer. I'm trying to animate the Z-transparency of the sared material but i don't want the animation to effect all the object sharing that material.
How can i animate each object's material separately?
Thanks

You can play a material action on each of the objects. The actions play independent from each other even when you use the same mesh and/or material.

You can indeed animate the object color too.


Mesh not staying fixed to bone when moving I have made a model mesh of a robot type with resricted rotations on speparate object parts.

So there are constraits ie thigh child of hip with Thigh Y and Z rotation locked ZYX Euler. (see pic)

It is not compleat but was moving ok so i started to rig and then parent mesh to the bones.

I was following this link as a base for the animation.

https://www.youtube.com/watch?v=W4TkA5P5Qes

Now in pose mode some of the mesh objects do not stay fixed to the bones.(see pic)

This is my firt attempt at 3D modeling and animation so i may have got a bit too ambitious and hopefully just made a simple mistake.

Thanks for any help

I seem to hava partialy solved the problem be deleting all the constrains on all the objects but am still having some trouble with a few of the objects that have been copied and are keeping their bone constaints and have mesh parts duplicated seperately


My Enviroment Background doesn't show up? I'm trying to do a Space scene on Cycles so i'm using a Star map background as an Enviroment Map, i made the Nodes already, the texture/image shows up on the Preview..but not in the Render, why? It's the last step i need for this render but this is still giving me troubles :/

The environment is not showing up in the render because you have Transparent checked in the Film section of the Render property panel. Uncheck that and it will work.

I would also add that if you DO want to composite the foreground and background element, to leave the Transparent box checked. Then you can enable the Environment render pass and combine the foreground and background renders in the compositor.


Modeling With Single Reference My question is? how to model this kinda complex model with single reference? and its rotated about 20degrees that even more harder, any pro tip,advice, help will be highly appreciated

First of all you have to guess how the back, bottom and part of the top look.

As far as proportions go, a box in orthographic projection at 20 degrees means that it projects about 93% of actual length of the front and 34% of the side. I asked a question here and got the answer for all the angles of a plane rotated in one axis.

As a note the vertical stays at actual length and only the horizontal is shrinking. From the lines I measured, the side distance distance between the points is 2.15 times greater the the front one. However, it’s necessary to understand the form. For example, the back of the side is occluded, and the limit of the back is closer then that of the contour.

If you are dealing with more complex angles, I gave an answer here about how to approach proportions. Hope this brief answer helps.


How to animate 'Bridge Edge Loop' effect I have two edge loops that are moving from animation.

I'd like to apply the 'Bridge Edge Loop' during the animation to keep them connected.

How can this be done? Can any of the plug-ins or add-ons like animation nodes or Sverchok help?

The main issue I see with bridge edge loops and using a mesh for this, is that it will be very hard to control the deformation of the mesh as it moves It would require some rigging (bones and an IK system) to work correctly, in my opinion is too much trouble.

An alternative would be to use curves and hooks.

Here's a curve with some bevel. You can control the radius of each point separately.

To add hooks, select one of the control points, press the space bar and type hook, you''l get the option "hook to new object". That will create an empty.
Do the same for the other segment of the curve and animate the movement of the empties.


Saving the deformations on an object after using soft body Once I have used soft body physics to deform an object, can I save the deformations on the object once the animation is paused? I am applying soft body dynamics, playing the animation and then pausing it at the moment I have the deformations I want. I would then like to further edit the object and position it in its deformed state. Thank you for any help

Run the simulation to the desired frame and then apply the Soft Body modifier in the modifiers tab. This will 'freeze' the current state of the soft body into the now static mesh.


Just want to set viewport to wireframe from script Not sure how best to do this...

I have a very simple question. When I click on the solid view icon in the window I see the console shows:

bpy.context.space_data.shading.type = 'WIREFRAME'

But when I add that to the Text Script window:

import bpy
bpy.context.space_data.shading.type = 'WIREFRAME'

It of course doesn’t run because it doesn’t have the proper context.
I also tried:

import bpy

prev_type = bpy.context.area.type
bpy.context.area.type = 'VIEW_3D'
bpy.context.space_data.shading.type = 'SOLID'
bpy.context.area.type = prev_type

which doesn’t throw an error, but doesn’t work either. I know it must be something simple, but how to fix this? Thanks!

Screen is divided into areas.

An areas active space, matches area type.

2nd script will set the 3d view in that space to solid shading, change text editor to 3d view to confirm.

To set 3dviews  in context screen, find them first

spaces3d = [a.spaces.active for a in context.screen.areas if a.type == 'VIEW_3D']
for s in spaces3d:
    s.shading.type = 'SOLID'

If there are more than one view 3d open, you may wish to only set the largest area, can sort the list by area area (a.width * a.height)


Why is my object not assigned to layer? I disabled the view of all layers, but a certain object is still visible. Why? How can i hide this object or how can i assign it to a layer?

Thx

This is because you aren't seeing all your objects in the outliner.

Your object is parented to another object.
You'll noticed that when the object in question is selected, one of the inverted triangle icons next to the parent object is highlighted rather then another entry.

Click the + next to the parent object to expand the view and show that object's child objects:


Constraints for attaching planar object to multiple poles I have flat sheet of solid material (e.g. 1" thick plywood) whose corners I want to attach to four poles. The poles can move independently of each other in the XY plane. When the poles move, I want to plywood to deform its shape as the poles move so that the four corners always remain attached to the poles. Figure below shows a simplified picture of what I want. Note that the four poles and the plywood are constrained to be five separate meshes. So joining (Ctrl + J) the four legs and closing the vertex path is not an option.

The final output is a mesh, not an animation. The final configuration of the poles is user input and not known in advance (pole centers will always be in the same plane, no z offsets). I want to start from five separate pieces in a default configuration (left figure), move the poles (using Python), have the plywood deform with it and export the resulting mesh.

What has been tried:

Make the poles the parents of the plywood, but it is not possible since blender allows only one parent
Add 'copy location' constraint. But this operates at the object level and not vertex/edge level.

I'm not sure about your constraints, but this might be a solution?

Hook each plane corner to an empty (select the vertex and ctrlH > Hook to New Object).
Create your 4 poles (here I've created one cylinder pole).
Parent each empty to your pole.
Move your pole, the corner will follow.
Give your poles some Limit Location constraints if you don't want them to move on the Z axis or if you want to limit them on a certain X or Y area.


how can i control starting point of particles? I am currently making a river scene. I have a few particle systems running such as grass. I am now trying to add a separate particle system to place cattails, but when I run it, only the tops of the plant are above the mesh. All the normal are correct. I've tried checking global on the location and that works for some, but others it puts in the sky since my scene is hilly. How can I tell the particle system to put the base of the plant at the base of the mesh?

Particle-duplicated objects will be centered on their origin points, also known as pivot points. You can move an object's vertices with respect to the origin point in edit mode by selecting all vertices and moving them until you have them where you want them in relation to the pivot.

Another option in object mode is to move the pivot with the options shown in Object > Transform > ... (I frequently use "Origin to 3D Cursor" and "Origin to Geometry.")


Object Selection options not showing in 2.8 I am using Blender V2.8. I am a novice user. The options to Add, Subtract from selection which is supposed to be shown below the top bar are not visible on my interface. What am I missing?

Assuming that your problem is not fixed yet, and you are using the latest version of blender (Version 2.82):

If the header is missing like this

then just click on the arrow pointing down at the top-right of the viewport window to unhide it.

The texts were replaced by icons as shown below:

If the Header is missing and you can't find the arrow as shown

then right-click on one of the control buttons at the top of the viewport window to show a Options where you can find the "Header" options And activate the "Show Tool Settings" checkbox found as shown below.


bge mouse move camera I want the mouse to move the camera.  Now I don't want to rotate the camera.  I am trying to make a top-down space themed game.  I would like something where I can move the mouse close to the edge of the window, and it moves the camera in that direction.  I'm guessing I would have to use python, which I'm pretty good at, but I can't find out how to make python move the camera. Any ideas?

No you do not need Python (you can use it but you do not need it).

Concept

Add an overlay scene to your game (if you do not have one already).
Add a plane at each single side of the camera's view. The plane can be invisible.

Now you can add a mouse over sensor to each single plane. When the mouse is over the plane send a message. For example, the left plane sends "scroll left".

Now you can add logic that let the camera move according to the messages it receives. For example, when "scroll left" you move the camera along -Y.

I hope it helps


Modeling complex shape of a monitor backside Right now I'm trying to model the backside of the casing of this monitor

I have tried a NURBS surface but didn't manage to get the desired result. Then I used a regular plane which was a bit better but I couldn't figure out how to make it look smooth and "fluid". Any suggestions?

I am not sure if it is the most efficient way but it can probably be made with regular box modeling and a subsurface modifier.


switch back to previous view I was looking at the normal screen. I wanted to import a .bvh file to put on my armature. I realized that I had not selected "MakeWalk > Load and Retarget" but I am in the Import file selection screen.
How do I get back to the previous screen so that I can select "MakeWalk > Load and Retarget"?
I tried everything in the upper far left Editor Type menu. Nothing
I tried Alt + Z. Nothing worked.
I restarted the program but I would prefer not having to do that if it can be avoided as it slows the speed of my work down.
(I also don't think this is a blend - mode question but it was the tag I found that came closest, please tell me what it is so I can tag it properly and make it easier for the next searcher)

Edit:
It looks like "Cancel" will do it. So instead of loading you cancel out.

As far as I know, you can't go back.
You have to delete what it imported and re-import with the new settings.


What are the advantages of Rigify versus MakeHuman's MHX rig? What are the advantages of Rigify versus MakeHuman's MHX rig? My ultimate end goal is to import my character into Unity3D, and it seems like there is going to be a lot of "cleaning" I will need to do to a Rigify rig before bringing it into Unity. I was thinking of just going with MakeHuman and it's mhx rig. What are the disadvantages versus Rigify in rigging in general and also in a blender-to-unity workflow?

I tested out 2 options...

MakeHuman Game Rig Preset:

MakeHuman > Pose/Animate tab > Rig presets > select game.json
Then export to Blender.

Works like a charm in Blender. It seems to have all the posing that Rigify offers. Imported from Blender to Unity3D and worked perfectly with Mecanim. This seems to be the way to go!

MakeHuman with Rigify option checked on export:

No Rig preset set.
On export screen, select "Export for Rigify".

Works great in Blender. Requires that you filter for WGT (widgets) and delete them before importing into Unity3D. However, some of the deformations don't act right with Mecanim in Unity3D. According to Unity's Docs you will need to make adjustments to parents/skinning/etc in Blender before it works.

Conclusion: MakeHuman's own rig preset wins, for a smoother blender-to-unity work flow, and there are no drawbacks in rigging comparision with Rigify that I noticed.


Is there a way to make the grid bigger in the U.V. screen? Is there a way to make the grid bigger in the U.V. screen? I know scaling the object in U.V scales the texture but what if I need two textures and they overlap? is there layer screens in U.V. editor? Sorry for asking a different question now.

You can have any number of UVs for a single mesh. In the object data tab of the Properties panel you'll find the UV Maps section. Select the verts of your model where you want texture1 to go and hit U-->Unwrap. That will create the first UV Map. Now hit the "+" button next to the window and select the verts where you want texture2 to go and hit U-->Unwrap. That will create UVMap.001. By control/clicking on the names you can change them (for example, "UVMap.001" to "Texture2" so it's easy to find later). You can do this many times but there is a limit (not sure what it is but high enough for most needs). Finally in the node editor Add-->Input-->UVMap, select map and plug into vector slot on your texture node. Repeat for all textures.


Edit mode of baked cloth I am doing this interior tutorial of Blender Guru and at min 31:50 he is doing some changes at a curtain. This is my scene in object mode

When Blender Guru selects the curtain and goes to edit mode he gets this

but when I do that I get this

So he gets the edit mode of the baked object and I get the edit mode of the object before baking ??? What should I do to get the edit mode of the baked object ?

you can see the miracle happen in minute 27:00 of the tutorial, BlenderGuru applies both modifiers, which effectively removes the simulation and bakes the mesh at that condition into the object. As soon as modifiers are applied, no more changes are possible.


Armature Detaches When Joining Objects I am trying to headhack a model, where both the head and body have armature.
When I press Ctrl+J, the armature are joined, but the head moves away and detaches itself from the armature. How do I avoid this?

Check if the head and the body share the same name of any vertex group, in that case rename one of them before making any joint. Then you should be able to join the armatures, join the meshes and have everything working as expected.

Remember that the order in which you select the two objects to join matters: the selected object will be part of the ACTIVE object, and will inherit its name, so - if something doesn't work, probably the armature modifier of the joined model is pointing to the armature with the wrong name, and you will have to simply choose the correct name in the modifier field.

All weights should remain untouched.

At now, as Moonboots said, the head has an armature modifier that is pointing to a non existing armature, if you change this, selecting the new jointed armature in the head's armature modifier, the head should return in its correct position.


How to make a number or letter just out of dots (emitting light)? I'd like to build a number just made out of dots.

Or as a variant, the dots can also sit on the surface.

I made a workaround and built the dots separately, then deleted all the ones I don’t need, but I guess there's a much more elegant way.

Is it somehow possible to arrange all dots within a certain form (in this case the number 0)? How would you do that? With Dupliverts?

Thanks for answers!

Add "text", change it to your desired text, then "convert text to mesh".

Subdivide a few times using W > "Subdivide".

Add a sphere, and resize it, making sure the sphere's diameter is smaller than the distance between vertices. (This is for later if we choose to use the "0's" vertices as the sphere distribution control point.)

Add the sphere's material.

Extrude the text to give it some depth, and add a particle system.
In edit mode, I can see the number of vertices for the mesh; use that number as the number of emitted particles.

Playing with the "start" and "end" will change the placement of our particle spheres.

It looks a little awkward though (since the vertices aren't evenly spread), so you can choose to use "volume" and "grid" instead. Don't forget to adjust the resolution.

Convert the particle system in Properties> Modifiers, then head back to Properties> Particles and remove it. You will then have thousands of separate little glowing spheres making up your text.

Rendered View:

Choose whichever placement suits you best (vertices, volume, etc.), using a particle system gives you lots of flexibility.


How can I make a hexagonal cone? The result that i need
I've been struggling for this one, I need to make a cone, but the cone is made of little hexagon or honeycomb if you prefer, to give you a much better idea, look at the pyramid of giza the general forme or shape is a pyramid but in reality it's made of cube and cuboid, the same should be applied to the cone beeing the general form but made out of hexagone shapes.
I started with making a hexagon I gave it array then I made a curve circle (Add-Curve-Circle) then select hexagon (Add modifier-Deform-Curve) then set curve object to deform with Circle.
Sscale it to complete the circle then select it add another Add modifier-Generate- Array to make more of the hexagonal circle but vertical.
All good until I rotate it to make a cone

The problem is it always end up the same way the hexagon shape is always stretched at the top

The hexagonal cylinder need to be transform to a cone without stretching at the top or the bottom it's okay if the hexagon at the top is smaller then the one at the bottom (like an evolution but backwards you start big but it gets smaller)

maybe you can use animation nodes
first make your array and use object offset and scale it down a little

then make copies if your object mesh (make sure your base object is in center, actually it doesn't matter that much)

now fun part

Note that instance count and amount in disterbute node is same, also I had to rotate base object along Z , just adjust stuff(nodes values and empty scale and location) to get good result and hide base object.
also make sure when rotating base you rotate its empty as well
if something went wrong try reconnecting nodes (animation nodes dont like ctrl+z)
here is my result with this


Extrude Individual Not Working I'm trying to extrude the faces of a part along it's normals but it's not working. In edit mode in the tools panel I click Extrude Individual but the faces don't move in the right direction. I've tried extruding and right-clicking to make extra faces then moving those faces about their individual origins with the normals coordinate system turned on but that doesn't work. I made another part which is just a simple cylinder and extruding individuals works fine on that one. Maybe there is something wrong with my mesh.

Blend file:

Apply scale (Ctrl+A -> Scale) for target model.

See also: Why is it important to apply transformation to an objects data?


Unwanted hard edges with subdivision modifier This happens everytime I merge some vertices and then apply the subdivision modifier. I've tried removing double vertices and even if I delete the edge that seems to be causing the problem this happens:

It just transfers to the next edge. Does someone know why it looks like it sticks to the original mesh? Any ideas on how to fix it are welcomed!

Check if you have an internal quad, which is made with those edges. If there's a quad, delete it.

Also check the Mean Crease of those edges (1 means hard edge, 0 means soft edge):


How can I get the music file to play in the final animated version? when I animate my video the music doesn't play in the final saved version, even though it plays ok in Blender before animating. How can I fix this please?

Try enabling the audio codec located under the render tab:


Why is this mirror object not reflecting light onto another surface properly? I have a scene where the sun rays should be reflected from a mirror to create this sort of effect:

The problem below was resolved, scroll down to EDIT.

However, I can't get any light reflected from any glossy surface. I set up a simple scene to test it ans here is my result.

And here is rendering.

But the cube stays dark.

I will be very happy if somebody could help me with this.

Blender file:

EDIT:

I fixed the problem with the test file by adjusting light position and size (and maybe something else). For that I added a ground plane and was adjusting the parameters until I got the shadows right.

Increasing the roughness parameter, suggested by Duane Dibbley makes rendering faster and less noisy. However, then it is not a mirror any more.  When the roughness is zero, rendering takes a lot of time and doesn't look like it is going to finish.

The roughness setting is insanely low, which makes the reflected light beam very narrow. If you increase the roughness, the light will be spread in a wider beam. This will, of course, also make the reflection of Suzanne somewhat blurry. In the image I've included, I have it set to .1, but I also tried .01 (10 times the .001 you have), and that made the interior of the cube visibly brighter.


Is there any way to put camera inside the sphere? I'd like to use the inside of the sphere as the background image.
Is there any way to do that?

Try flipping all the normals toward the inside of the sphere. Then what ever space scene you map to it can be seen from inside it.


Separating parts of a 3D object for isolated functions in Unity I am curious how I would accomplish the following:

I have created a level with walls, ceiling and flooring (all as one solid 3D object).
I then want to be able to import the object into Unity and once in Unity, I want to be able to select only the walls and give them a tag "wall" as well as be able to drop a texture onto the walls using unity and only have it texturize the walls, not the entire game object.  Same for flooring and ceiling.

Unity imports work just like the Blender inspector shows. If you have a Blender scene named Shapes and it has a cube and sphere, when you take it into Unity you will see a empty named Shapes that has children called cube and sphere. The whole scene can be moved by selecting the Shapes empty or you can do it individually with the children. You can do whatever you want (components, materials, textures) on an individual child or scene wide level. If an object is parented, lets say cone is parented to cube, it will show up as a child in Unity.


Adding geometry detail from textures to a low-poly model for 3D printing As the title says I'm trying to take some models from a video game and use them for 3D printing. The models are (understandably) low-poly but they do have textures with a fair amount of detail.
My endgame is to 3D print the models for use as miniature figurines in the tabletop wargame Warhammer 40,000 produced by Games Workshop (don't worry, I don't plan on selling the 3D printed models). In this game, the actual physical miniatures have far more detail than the low-poly 3D game models.
Here is an example of the textured and non-textured 3D model:

... and here's an example of the physical miniature:

I'm sure I'll have to do some manual tweaking regardless (the holes at the end of the gun barrels, for example) but I am wondering if there's an easier way to transfer detail from the textures back into the geometry of the 3D models. My best guess at the moment is some sort of depth/height/displacement map or projection, but I really don't know.
While searching I couldn't find any tutorials or advice on this exact subject so I thought I would ask here. I also own ZBrush and Substance Painter if it isn't possible to do in Blender. I just don't want to have to do it all manually unless there's no choice.
Anyway, please let me know if you have advice or suggestions on how to approach this problem!
Here is a Dropbox link for the models and textures: link.

The supplied textures aren't displacement maps, just color maps.
So any results will be... well... suboptimal :).
The miniature was definitely modeled manually.
Displacement using the provided textures - vs - original model with no displacement


Script to Toggle Fullscreen Area (Blender 2.8) I am working on a script to automatically take screenshots of a dataset of .stl meshes and I’d like to have only the .stl object framed, that is with all menus, tools and other buttons hidden. The result I am trying to achieve with a script can be reproduced with the CTRL + ALT + Space keyboard shortcut in the UI.
This has already been discussed here, although it’s not working as desired for me. I have adapted the script so it works on Blender 2.8 as explained here, to no avail.
Also, although my issue is similar to that described here, it is neither working for me.
Could anyone help?
Cheers!

Solved. What I was looking for was indeed really close to the issue discussed in this post.
Here's the code snippet that does the work:
import bpy

context = bpy.context.copy()

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        context['area'] = area
        bpy.ops.screen.screen_full_area(context, use_hide_panels=True)
        bpy.context.space_data.show_gizmo = False
        bpy.context.space_data.overlay.show_overlays = False

Hope it can be of some help to others!


Magic texture with emission This is a very nooby question but is there a way to have a (magic) texture with an emission (in EEVEE)?

I think you want to go to the node editor and plug the texture into the color of the emission shader of your material.

You can control the strength of the emission shader in the node editor.

If you want the emission shader to light other objects, in Eevee the emission shader doesn't light other objects unless you add an irradiance volume (shift + A -> Light probe -> irradiance volume) and wrap the scene you want with it and then bake the indirect lighting in the render tab.


Transformation hotkeys stopped working in blender 2.82 There is something strange going on with my blend file. Although pressing S in Edit Mode to scale my meshes works just fine. In Object Mode S doesn't do anything.

This started to happen with a very large blend file and I'm not sure what option I might have accidentally triggered to cause this. I'm not allowed to scale new objects or even old ones in Object Mode. The same applies for G and R (grab and rotate). When I go to the Object Properties to edit the properties, I'm able to rotate and move the object though.

Q: Is there any way getting the hotkeys to work again?

A file with removed content and only a single cube (and maybe some shaders and textures as its still 5mb)

Uncheck the Locations option in the Tool Settings bar:

or in the Tool and Workspace tab in the Properties Editor:


Blender hide "safe - frames" how to hide these frames when looking from camera?

Safe Area marks for the frame can be toggled with the safe Area box on the camera settings

But in the image on the question there are no "safe" marks: the red outline appears when you lock your camera to view or when you use a render border. In the first case press N to access the View section and uncheck "Lock Camera to View".

If you are using a Render border you can clear it with Ctrl+Alt+B.

If the issue is that the camera view (the brighter rectangle) is too small on the screen, then press Home to have the camera view fill the window.

(This works even when the camera is in locked to view mode).

If the camera is not locked to view, using the mouse scroll wheel (Or Numpad + and  Numpad - or Ctrl+ and Ctrl-) will make the camera view larger (or smaller) on the screen.

The other lines on that gigantic motorcycle are likely lines of objects that are parented to each other.


How do I assign a shortcut to something if it isn't listed in User Preferences' shortcut list? I'm trying to assign a shortcut on the user preferences to the "select pattern" command, but it doesn't seem to exist.

The Input panel in the User Preferences is for searching for shortcuts that already exist. As there isn't a shortcut for Select Pattern already, it won't appear in there.

To add a shortcut, go to the menu where Select Pattern is (Object Mode> Select> Select Pattern...), right-click and choose Add Shortcut. After entering a shortcut it will now be present in the User Preferences when you search for it.


Local Space does not work with Transformations Modifier I'm trying to rig an object's wheel in a way that when I translate a bone of it in positive Z LOCAL axis, that wheel object to rotate accordingly on the positive X LOCAL axis.

The problem is that when I translate the bone in local, the wheel is rotating in WORLD Space and NOT LOCAL as I set it up.

So the modifiers look like this:

Extrapolate checked
Source: Location - Z: min. 0, max. 2
Source to Destination: Z -> X
Destination: Rotation - X: min. 0, max. 90 degrees
SPACE: Local Space -> LOCAL SPACE (this one does NOT work, it acts like it is World Space!)

Why? How can I make it act as I set it up?

(Vocabulary correction: it's a constraint, not a modifier).

Your constraint setup looks fine, it should work as you want.
I recommend you check again the local axes. Especially the bone, since the local axes of a bone do not correspond to the scene like for every other type of object.

First, set your Transform orientation to Local :

Then select your object in object mode, it should show you right away.

For the bone, it's a little bit different. To check a bone's local axes, you have to switch to pose or edit mode first, then select it. (Or enable the axes display option of the armature.)


How to check if two meshes intersect in python? I need to check if two meshes intersect or not. At the moment I have some python code to find intersections of world axes aligned bounding boxes, next step would be to implement check for mesh intersection for objects with intersecting bounding boxes.

In Blender Python API I found only very low level functions (like check if ray intersects a triangle), unless I'm missing something using them for my purpose would be slow and inefficient. Is there some kind of python library I could use?

By the way, I think all I need is already implemented in rigid body physics: it has a noticeable reaction when objects are intersecting, and seems to be well optimized. But I think I cannot access its internal data like if there is mesh intersection, so I have to continue with my own implementation. Please correct me if I'm wrong.

What I'm actually trying to achieve is to be able to do something with intersecting objects, for example search for intersecting objects in selection, and then delete or select them, but it all boils down to checking if two meshes intersect or not.

There's unfortunately no way to use the Bullet physics engine to test for collisions. So you really have to ray_cast() to find intersections.

The 3D Printing Toolbox addon comes with a self-intersection checker. I quickly adapted the code to test for intersections between two objects:

import bpy
import bmesh

def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):
    """
    Returns a transformed, triangulated copy of the mesh
    """

    assert(obj.type == 'MESH')

    if apply_modifiers and obj.modifiers:
        me = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False)
        bm = bmesh.new()
        bm.from_mesh(me)
        bpy.data.meshes.remove(me)
    else:
        me = obj.data
        if obj.mode == 'EDIT':
            bm_orig = bmesh.from_edit_mesh(me)
            bm = bm_orig.copy()
        else:
            bm = bmesh.new()
            bm.from_mesh(me)

    # Remove custom data layers to save memory
    for elem in (bm.faces, bm.edges, bm.verts, bm.loops):
        for layers_name in dir(elem.layers):
            if not layers_name.startswith("_"):
                layers = getattr(elem.layers, layers_name)
                for layer_name, layer in layers.items():
                    layers.remove(layer)

    if transform:
        bm.transform(obj.matrix_world)

    if triangulate:
        bmesh.ops.triangulate(bm, faces=bm.faces)

    return bm

def bmesh_check_intersect_objects(obj, obj2):
    """
    Check if any faces intersect with the other object

    returns a boolean
    """
    assert(obj != obj2)

    # Triangulate
    bm = bmesh_copy_from_object(obj, transform=True, triangulate=True)
    bm2 = bmesh_copy_from_object(obj2, transform=True, triangulate=True)

    # If bm has more edges, use bm2 instead for looping over its edges
    # (so we cast less rays from the simpler object to the more complex object)
    if len(bm.edges) > len(bm2.edges):
        bm2, bm = bm, bm2

    # Create a real mesh (lame!)
    scene = bpy.context.scene
    me_tmp = bpy.data.meshes.new(name="~temp~")
    bm2.to_mesh(me_tmp)
    bm2.free()
    obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp)
    scene.objects.link(obj_tmp)
    scene.update()
    ray_cast = obj_tmp.ray_cast

    intersect = False

    EPS_NORMAL = 0.000001
    EPS_CENTER = 0.01  # should always be bigger

    #for ed in me_tmp.edges:
    for ed in bm.edges:
        v1, v2 = ed.verts

        # setup the edge with an offset
        co_1 = v1.co.copy()
        co_2 = v2.co.copy()
        co_mid = (co_1 + co_2) * 0.5
        no_mid = (v1.normal + v2.normal).normalized() * EPS_NORMAL
        co_1 = co_1.lerp(co_mid, EPS_CENTER) + no_mid
        co_2 = co_2.lerp(co_mid, EPS_CENTER) + no_mid

        co, no, index = ray_cast(co_1, co_2)
        if index != -1:
            intersect = True
            break

    scene.objects.unlink(obj_tmp)
    bpy.data.objects.remove(obj_tmp)
    bpy.data.meshes.remove(me_tmp)

    scene.update()

    return intersect

obj = bpy.context.object
obj2 = (ob for ob in bpy.context.selected_objects if ob != obj).__next__()
intersect = bmesh_check_intersect_objects(obj, obj2)

print("There are%s intersections." % ("" if intersect else " NO"))

Select two mesh objects and run the script. It will print the result to the system console.

Note that there's a special case: If, for instance, a cube is fully inside another cube, it will report "NO intersections" - since there are none. But if you think of the objects as solid bodies, they do collide.


How do i rotate set of models that make a bigger model(a car) to 0°? How do i rotate a set of models(created from main model, i call them submodels, the project i am working on is a car mod for a computer game(Beamng [Link for forum post][1],

Basically i imported the model from a website(after i got permission from the site, provided i dont make any profit for the end project and it will be avaible for everyone(everyone who owns the game legally atleast)

When i imported the model, it got rotated 0.6 something degrees in W/E directions, how do i rotate whole model to 0 degrees(as it should be)?

I know i could like join the submodels(set of models making a car body, eg chassis, doors, bonnet, lights, glasses) whit ctrl+J, but that might/will break my UV maps and all the job i have done on it....

These are the files of the model i have right now, part of the original problem was fixed(model rotation, but axis rotation still remains)

https://drive.google.com/file/d/0B6vRqq08Rx2JeTdqYzRicGJaMDA/view

https://www.virustotal.com/en/file/bd2528331b1fea82a6d84998460b89e4997fa0b9317a0a39fabbc5497a21efe0/analysis/1500458932/

If you select several objects and begin a rotation using the r key they will rotate as a unit, preserving relative position and orientation (unless pivoting around Individual Origins).

If the pivot point that blender picks (default is median) is not to your liking, you can change the pivot point to something like Cursor or maybe Active Element.  The 3D Cursor can be set to any coordinate using the n sidebar.


Is there any way to get a quick render, like OpenGL for cycles and fisheye camera? Is there any way to get a quick render, like OpenGL for cycles and fisheye camera? Maybe deleting all the materials alltogether, or giving them wireframes? (this could be the best option) ?

override all the materials from the layer tab :

to add wireframe to all objects :

import bpy

for obj in bpy.data.objects:
    if obj.type == 'MESH':
        obj.modifiers.new("temp_mod", 'WIREFRAME')

run this and all the objects will be in wireframe render then use this script to remove it :

import bpy
for obj in bpy.data.objects:
    if obj.type == 'MESH':
        obj.modifiers.remove(obj.modifiers['temp_mod'])


How to cancel Constraint "Track to" for a specific keyframe So I'm having my camera follow my spaceship around and at the end of the scene I want it to stop. On that keyframe, I want it to stay at the view it was positioned at before I cancelled it but when I do, it just goes wherever and I have to manually position it, which doesn't get too good of a result and looks funny when I put the image strip in video editing.

Track To constraint has a value slider called Influence, that goes from 0 (no effect) to 1 ( full effect) you can keyframe this as much as any other value in Blender.Selecting the camera, go to Constraints panel, go to the last frame you want the Track To constraint to have effect in, mouseover that value, press i it turns yellow and adds a keyframe, go to the frame you want to elliminate the constraint's effect in, change the value to 0, and repeat the previous operation to add a keyframe.


Cant get my compositing to layer my objects quite right I got this render where i am attempting to get multiple renderlayers to play nice, im trying to get the water and the ships to appear in front of the stars, but for somereason the star-particles wants to be in front of the objects, i have unsuccessfully tried mask-layers and obj-index, but im quite new to this. if anyone has any tips on how to simply ad my 2 new layers to my compositing tree that be tight :)if images are too dark, or if my question isnt understadable ill be happy to explain more :)

The cause of this issue is the add node just before the final composite node. The node is simply adding the values of the pixels regardless of which is on top. A better way to do it would be to use the Alpha over node, although it's unclear from the images you posted if the render layers with the ships and water have any alpha information. Alternatively, you could set the node to mix instead of add, and then use the object index passes as the factor for the mix node.


Blender texturebaking not working (combing all textures into one) I created a 3d model with a 3d scanning software called meshroom
. When I import the model into blender, the material of the object is divided into many textures (Pic.2). Now I try to combine them all into one. I have to say I never did this before, and so I watched two videos on YouTube.
(https://www.youtube.com/watch?v=9airvjDaVh4)
(https://www.youtube.com/watch?v=MH7Xdol5erw)
I created a second UV map called UV2 and created a node group in all textures with the image texture (called horse_color_bake) I want to bake it on (just a black 1024x1024
image). Then I just clicked on bake after changing the values on diffuse and Color (Pic.3). After I waited for some time, blender just crashes. Before that I get a note which says: "
Circular dependency for Image "
texture_1017.png"
from object "
horse 1"
. In another file I added the same textures on two cubes and tried it as well. It worked there perfectly fine. I hope you can help me. Thank you very much in advance.
Pic.1:
Pic.2:
Pic.3:

This may help to solve your problem (Without having the scene here):


Seam Painting Problem I recently unwrapped a model and began painting over a seam but for some reason it still leaves this odd mark (highlighted in the red box). My Bleed is set to 8 pixels but it still gives me this odd look.

Ensure that the UV islands are not touching. If the bleed is 8 then the island distance needs to be 16.


How can one rig a Stirling engine? (Piston) I've only done a very little animation and rigging before, and I keep getting stuck trying to rig the pistons and rotor of the Stirling engine I built.

What should happen is that one piston moves in as the other moves out, and through the attached arms, the rotor should spin. Animating the rotor and the piston heads was easy enough, but getting the arms that go from the piston heads to the end of the shaft arm to move right endlessly confuses me.

Each end of each arm moves differently over the course of a cycle. With animating, I can't figure out how to interpolate so the arms stay where they should.

With armatures, I have tried for a while, but keep getting stuck when it comes to how to have one end of a bone moving in a circle while the other end is moving in a straight line.

Edit: The answer below elegantly resolved my problem, so i've updated this with the finished .blend file in case it's useful someone else.

Here is the .blend file:

This is really not my area, but here is what I could come up with purely using constraints. I suppose you could use a similar setup with a rig by applying a equivalent constraints to the bones.

Parent an empty to the rotor $A$ at the correct arm tip position $B$.

Parent both arms $C$ and $D$ to $B$.

Correctly position both pistons $E$ and $F$. Add the same constraint setup to both consisting of (by this order):

One Limit Location constraint set to Local Space where you only limit both minimum and maximum $X$ and $Y$ to $0$
One Limit Distance constraint set to On Surface to $B$ and adjust the distance parameter to match the arm shaft length.

After setting up both constraints switch their order so the Limit Distance is before the Limit Location. This is so the Limit Location is set before and guarantees the pistons aren't inadvertently moved out of place.

After that proceed to add the same constraints to both arms in the form of one Track To pointing to the corresponding pistons $E$ or $F$.

If you animate rotation of the rotor you should end up with a setup similar to this:

Disclaimer: Due to unknown facts as Haunt_House points out there seem to be a slight lag/imprecision with the pistons moving slightly out of sync with the rest of the setup. This is likely due to limitations on the way Blender calculates constraints, solving the last one without guaranteeing the first one is still met.


Is there a bpy.data.objects equivalent of bpy.ops.object.modifier_apply? I'm trying to use Blender without invoking the GUI. How do you invoke the bpy.ops functions without a GUI? Is there a bpy.data.objects equivalent of by.ops.object.modifier_apply for instance?

As far as I know, there's no single low-level command that does this like the bpy.ops.object.modifier_apply operator, but this is possible without operators.

You can do this by using the to_mesh method, which generates a new version of the object's mesh data, if you wish - with modifier's applied.

In this example I'm generating a version of the mesh data with modifier's applied, and assigning it directly back into the source object's data.

This updates the mesh geometry, but doesn't remove the modifier (since we simply generated a copy, and haven't actually applied the modifier yet).

So eventually all we need to do is to remove the modifier using the object.modifiers.remove(modifier) method.

import bpy

obj        = bpy.context.object
myModifier = obj.modifiers['Subsurf']

# Apply modifier to existing object data
obj.data = obj.to_mesh(
    apply_modifiers = True,
    scene           = bpy.context.scene,
    settings        = 'PREVIEW'
)

# Remove modifier from modifier's list
obj.modifiers.remove( myModifier )


Is it possible to procedurally render a mesh by generating a cloud of 3D RGB points? I want to render monsters by procedurally generating a cloud of 3D RGB points representing their bodies. In other words, I want to be able to create a function:

def gen_3d_points():
  points = []
  ... arbitrary code ...
  return points

That will return all points to be rendered. Is this possible in Blender? How?

Make a mesh that is a bunch of loose verts as a master object.
Make a small sphere and make it a child of that master object.
On that master object enable Dupliverts (2.7)/Instancing on verts (2.8).


Cannot find UV Mapping options on tools shelf I'm a programmer and making graphics is something very difficult for me, but for one project I need to apply a panoramic image to the inner side of a semi sphere.
So I found this tutorial on how to unwrap the sphere https://www.youtube.com/watch?v=yc0b5GcYl3U
it all went fine up to the part where he uses sphere projection. Look at the time 2:20+. He's got the UV Mapping (Direction, Aling) on the toos shelf. But there is nothing like that in my blender setup (2.73). Just look at my screenshot

Where can I find those options? Or how can I unwrap this semisphere to something like a rectangle like the guy does on the video?

You will see the options, you're referring to also, when You click on the little + sign visible on your image on the left ,right next to "History"


Camera shortcut keys for Mac keyboard What are the short cut keys to change between the views like top view, front view and things like that in a mac keyboard. as the kets 1, 2 and 3 are now being used for switching between the edge, vertex and face mode. I am a beginner, please do let me know.

Thank you for you help team..:)

Using 2.8, and an iMac.

I'm also having trouble to this problem and start finding ways to fix it on internet or by myself here what I found hope this help


Color ramps with normals, 2.8 Eevee Style See screenshot of my implementation

In the previous blender versions, I would often create a backlight effect by using a color ramp and normals modifier in the default material settings.

The idea is to create a backlit effect or in some cases a color-based-on-angle effect that you see in some car paints.

I believe it is judged relative to the camera, so I have been unable to reproduce this effect in Evee.

How is this implemented?

I found one solution through random experimenting:

A freznel input feeding into a color ramp. I used constant for my own toon applications, but I suppose this would also work for a smooth effect.


Export STL who to increase scale range When exporting to STL blenders scale range is limited between 1000 and 0.01.

But in script/addons/io_mesh_stl/__init__.py it states:

102     global_scale = FloatProperty(
103             name="Scale",
104             soft_min=0.001, soft_max=1000.0,
105             min=1e-6, max=1e6,
106             default=1.0,
107             )

How can one increase what looks like a hard limit inside UI, to get the whole scale range? In particular, I wish to be able to export at scale 0.001 without resolving to change the global scene scale.

The code snippet you posted is from the ImportSTL class. The ExportSTL class is defined below as follows:

    171    global_scale = FloatProperty(
    172        name="Scale",
    173        min=0.01, max=1000.0,
    174        default=1.0,
    175        )

You can simply change the values, save the file and restart blender like so:

    171    global_scale = FloatProperty(
    172        name="Scale",
    173        min=0.00001, max=1000.0,
    174        default=1.0,
    175        )


"." nor "f" work to viewport zoom on a selected object I need to have a zoom on selected object working. Old tutorials state it's the numpad period, my keyboard doesn't have a numpad. I saw a post saying that the function has been remapped to F on 2.8, but that doesn't work either. I can't find the command in the keymap settings.


How to make irregular Honey Comb I tried to make this pattern using metaball particles inside volume.
But couldn't acheive this pattern.
DO you know how can I generate a mesh with this porous structure ?

In a regular triangulation of a regular quad topology, vertices connect six edges, and its Dual is a hexagonal mesh..

So as @Leander has hinted in the commentary ..

Install the shipped 'Tissue' Add-on
CtrlT or use the modifier to triangulate the mesh
Use one of the Add-on's 'Dual' operations.

The regions of the mesh which were quad grids will become hexagonal grids.


(Beginner) Large metal ceiling optimization I'm pretty new to blender.

I am trying to render a large metal ceiling (over 120m long) (see image)

you would not see through it
you would not see the edge
as it is on the ceiling, the vertical faces would be quite dark

Directly modelling all of it seems like a sub-optimal way to do it.

What would you say is the best way to go about it ?

My first thought was to try and use bump/normal maps, but i'm not sure how to proceed.

Yes, it's calling "bake textures" in cycles. How do I bake a texture using Cycles bake

You may do repeating sample square texture, use it on square mesh and array it thru modifiers. If you use evee render - just make baking texture in cycles.


How do I make my object look smooth without using the subdivision surface modifier? Sorry if I phrase this incorrectly but I was following a tutorial for a character model (the link should be below, end of part 4 and beginning of part 5) and I don't understand how he got the body to look so smooth. I tried applying the subdivision surface modifier but it only made my object look flatter, like this:
It originally looks like this in sculpt mode:
And like this in Object Mode:
I want it to look smooth and not so blocky like in the tutorial:
https://www.youtube.com/watch?v=wdsY4BtlcpQ&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM&index=5

Thank you for your help

P.S.: Sorry if I added too many pictures to get my point across. Also, I am a novice at Blender, and yes, I know, even without the blockiness of my character's body, it doesn't look like the one in the tutorial. I'm doing my best so please disregard that if you can.

I think most of the effect you're seeing comes from switching the default Shade Flat (which uses a single Normal per face when shading, from what I can tell) to Shade Smooth (which interpolates -- that is, smoothly averages -- between the face normals to get useful normal information in between the basic face normals).

For example, here's an Icosphere with Shade Flat on by default:

And here's what happens with Shade Smooth turned on (in the sub-menu indicated in the above image):

Secondarily, you may also find it useful to use the Smooth Vertex (from the Vertex sub-menu in Edit Mode) transformation to improve the smoothness of the model. I believe Daniel Kreuter, the YouTuber who made the tutorial you're following (I recognize the mesh-work, having followed the same tutorial myself in the past), makes liberal use of Smooth Vertex; he explains this in one of the tutorial's earliest videos (and that he likes to hotkey it to the 'Q' key).


Automatic Weights Deforms The Whole Thing I have a body mesh, added a simple bone setup accordingly and used automatic weights, but it always deforms the whole thing in a weird way. I left all the settings default in 2.8, is there something I'm doing wrong?

do not edit bones in pose mode. only edit them in edit mode. pose mode is only for posing the rig!

go to pose mode and ctrl + a to select all. then press alt + g and alt + r and alt + s to set it to default position. edit in edit mode. then do automatic weights.


How to enable Grid in User Ortho View? I need the grid to be enabled after rolling a side view with Shift Numpad 4/Numpad 6. How do I enable it?
Thanks.

In blender 2.81, when in an orthographic view, you can enable the grid in Viewport Overlays:


Cycles render layers - make overlapping parts transparent I am using Blender Cycles to render the following 2 layers:

However, I would like the overlapping parts in image 2 (see arrows) to be transparent, not black. I have already searched for many things here (alpha over, mask layer, etc), but I still don't know what I need to do exactly in order to make those black parts transparent.

If your two layers are House and Grass:

House will look like this:

This says that all the objects in the scene are on layers 1 and 2, the house is on layer 1, and it should be covered up by layer 2 (the grass).
Grass will look like this:

This says that all the objects in the scene are on layers 1 and 2, and the grass is on layer 2.


Flipping the pose on the x axis is pasted incorrectly So for the past few hours i have been trying to animate a simple walk cycle but couldn't because
when i try to flip the pose on the x axis it doesn't paste it correctly. (Blend File)

The pose i copied:

And this is the pose i got when i fliped it on the x axis:

Both pictures are viewed in the same angle .
I checked the armature names in case it didn't fit the naming convention but there's nothing
wrong with it .
I complitely redone the rigging multiple times just to be sure but it didn't change anything.
Everything other then the legs are pasted correctly.

The bones of your right leg are not well oriented, you must have duplicated your left leg instead of symmetrized it. So delete the right leg, bend a bit the left leg (always better to show Blender in what direction it is supposed to bend), symmetrize it. As you'll see you'll need to correct the IK Pole Angle of the right lower leg (0°). It should work.


Why do my vehicle's wheels appear to rotate backwards? I'm animating the rotation of a truck's wheels, and they have a clearly visible tire tread. Everything works, but I'm getting a severe case of the frame-rate aliasing problem which means that at certain speeds my tires appear to be rotating backwards, or slowly, or even not at all. It's bad enough that I'm not sure I'll be able to deliver a movie that would help people to understand our technology.

My keyframes are designed to show the truck accelerating from a standstill, then decelerating to a standstill, so I run through a wide range of rotation speeds.

I also have rotating gears in a gearbox, and the problem's bad there too. Teeth, you know...

I understand why this is happening (periodic geometry advancing spatially but sampled at the frame-rate - it's a temporal aliasing thing)... but I'm wondering if anyone has come up with any methods for mitigating its visual impact. Note that I'm observing this in the 3D window. I haven't yet tried rendering a movie; but I don't expect I'll escape the problem in the rendered output.

Any wisdom?

Would motion blur help?

Motion Blur would be my answer for a good reason! If you blur something it will appear moving. Also Its like in real photography, if you are using cycles you can set a value for the shutter. set it to something around 0.8 to achieve best results. In real movies the wheels actually also appear moving backwards. You could do a slow motion. Or you could try to higher the framerate.


EEVEE 2.80 toggling render visibility based on camera view I suspect this is possible, but don’t know where to start. I think drivers might be the key. I want to animate EEVEE render visibility of 24 objects off when the object leaves the camera FOV and on the frame before it comes back into camera FOV. The reason I want to do this is to omit Principled BSDF calculation of materials, bounces etc when objects are outside the frame to shorten render time. NB: everything is inside a Torus if that factors into the answer. Thank you Blender geniuses!

For EEVEE is useless, because all effects like reflections, AO, etc are rendered in screen space, no object that left camera frustum is calculated at all. For Cycles this option called "Camera Culling", and located in Simplify settings:

And in Object properties:


How to make the chacter detect stairs and react to it I don't know much of python, and I would like to make my character detect the stairs and look down (2 degrees in x axis) when upon it. I've tried using a Near sensor in the stairs (like a beacon) sending the Message "stairs" and make my character detect the message, activating the Motion Actuator to rotate in X. The problem is when the Message is detected by the character, he starts an endless rotation - a loop. I guess he is rotating 2 degrees again and again. How can I make him look down while upon the stairs and get back to the default rotation (0 degrees) afterwards? Thanks.

It sounds like you need to change the action mode to play, and you might have it set to "loop stop" or "loop end".

Here is a list of the play-modes for your benefit.

PLAY- plays the action once on a positive pulse.
PING-PONG- plays the animation forward and backward
FLIPPER- plays the animation first forward, then after a negative pulse plays it backward.
LOOP-STOP- will play the animation over and over as long as it has a positive pulse.
LOOP-END- Like loop stop, but even after positive pulse is gone, it will finish playing the animation cycle it is in.
PROPERTY- plays the animation based on a value from an existing game property.


Make particule collection retain keyframed movement I'm trying to replicate the tutorial from "Animating Huge Crowds in Blender - Lazy Tutorials" (https://www.youtube.com/watch?v=xWq-ZPMhai8&list=PL4Dq5VyfewIxxjzS34k2NES_PuDUIjRcY&index=5)

As a TL;DR; this consists of modeling a set of people with a simple walk cycle and using these as particles so that you can simulate a crowd walking.

The problem I'm facing is that, although I see the people move their arms and legs, they're stationary. On the original tutorial they actually retained the Y movement that was keyframed before using them as particules.

I can get some sort of animation (ex: using Boids physics) but not the same effect as on the tutorial, where each element on the collection actually had a different walk speed, which reflected on the particles individual movement.

Try changing the Particle Settings
I went through this tutorial today and ran into your question when I was following the same steps and seeing that my Collection of "People" were only moving forward in the collection, and not as Particles.

I wanted to make sure to check the same things I went through to solve the issue:

Under the Collection of the Particle Settings
Checking the box Whole Collection changed my particles to move like they were in the collection, rather than just marching in place

Hope this helps any who see it, checking this box wasn't in the tutorial as I know.
Not certain this is the proper fix but this is from the documentation:

Whole Collection
Use the whole group at once, instead of one of its elements, the group
being displayed in place of each particle.

from Blender API


Object not showing up in Blender 2.8 render I've created a scene and every part of it is visible as intended in the realtime render view.

However, when I do my final render the hill object is invisible and only the grass particle system shows through.

I really don't know what is causing this so any suggestions will be appreciated.

Make sure "show emitter" is checked in the render section of your particle settings


Can't see any objects anymore I went to hit Numpad 5 to switch out of perspective mode but I accidentally hit another key. Now my scene looks like this:

All of the meshes are still there:

What can I do? I can upload the .blend if needed.

Thanks to Polosson's help I discovererd that I was on a different layer.
For others with this problem make sure your layers looks like this

And not something like


Blender python default function not recognized? I'm trying to apply rotation and scale to all objects, but blender apparently doesn't recognize its own functions.

I've copied this answers code and get the following error:
'Object' object has no attribute 'transform_apply'

For such a simple function there seems to be little speak of it, I suppose because no one else is having trouble with it. How do I figure out what's the problem?

import bpy

for obj in bpy.context.selected_editable_objects:
    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)

That error indicates that no objects are selected when the operator is run.

The for loop you show should prevent that, so you must have another copy of that (or another) operator call, or you are trying the one line by itself to get the error.


Seeing through objects in Game engine I used sculpting on a plane, and things looks great. However, when I press P to play, the whole ground become a mess. I can see through it in various places, and there are also nasty looking black edges everywhere.

another problem, I made a UV Sphere to display the sky, but when I press , P to play it disappears!

Your problem is very simple to fix. your normals are reversed.

You can easily see which faces are pointing inward by enabling Backface Culling. This enables you to see though the back of faces like you do when you press P.

You could also enter edit mode on that object, and enable the normals visualization.

On high-polly models such as this one, this may or may not help much.

to fix this you could manually go though and select each face that is pointing the wrong way, and flip the normals by pressing the  Flip Normals  button.

You Could also select all of your faces and press the  Recalculate  button, to recalculate the normals. This sometimes works, and sometimes it makes it worse. It is a good idea to try this first, because there is always Ctrl+Z for the times when it does not work.

In this case, it made all of the normals point the same way, but then they were all pointing the wrong direction. Simply flipping all of them could fix this easily enough. Sometimes more complex objects can confuse blender and recalculate them quite wrong.

For your sky object, see  this question


How to make objects in foreground appear darker than the background? I was watching Coco and there was a scene that reminded me of other previous shows/movies that had something like it. I was wondering how to make the foreground appear darker than the background, does anyone have a clue as to how to do it?

An example would be two characters fighting. They are shown dark but the background is still full of light and action. Or just characters looking at something in the background like a volcano:

There are two fast ways this could be accomplished.

The first way is through lighting. Make the background brighter, and don't cast nearly as much light on the foreground. The light would still bounce around, lighting up the foreground a tad bit, but that's natural and would still look good.
To emphasize this effect even more, turn up the brightness of the background lights, and turn down the exposure.

The second way would be to use render layers, and composite the foreground over the background using an alpha over node. This way, you could finely tweak the colors, saturation, and value of both the foreground and background individually, making awesome results. So, basically, you'd darken the foreground to almost nothing, but keep the value of the background and maybe even boost saturation.

Hope this gets you going in the right direction!


BGE: How to set the Constraint Axis to an object coordinate I need to constrain an object using the axis of another object (my problem is related to the axis direction: there is no "distance between objects" constraint; you have to use the local or global axis to check). So, I made this parented object that tracks the whole time to another one, and from it I want the Y axis.

Using this tutorial for reference, I did the following:

#CONSTRAINT
direction = cont.actuators['Direction'] #the constraint actuator
face = sce.objects['Facer'] #the facing object
faco = face.localOrientation[1] #here we are (this gives me a 3x3 matrix)
                                #but i only want to use the Y value
                                #I’ve tried out even 0, and 2 but wont work

def constra():
    direction.direction = faco #this isn't running as it should
    cont.activate(direction)

There are no errors in the terminal. It's just not doing what it should do. I think I'm wrong, and he didn't want the orientation of the object, but some other stuff maybe...

Does the object need to be parented? I will make an example that presumes it doesn't. If you explicitly need parented objects, this script will not work as it is.

If you transform the orientation matrix of the source object into an euler and then pass it on to the target object's world orientation as a matrix, you should get what you are looking for.

In a nutshell: get matrix -> change to euler -> modify euler -> change to matrix -> give to the object you want

Hook this up to a TRUE level pulse triggering sensor with a frequency of your choice.

import bge
import mathutils

sce = bge.logic.getCurrentScene()
face = sce.objects['Facer']
facY = face.worldOrientation.to_euler()[1] #Now we have the Y-axis rotation
facTar = sce.objects['Facingtarget']       #This is the target object we modify
newRotList = [facTar.worldOrientation.to_euler()[0],facY,facTar.worldOrientation.to_euler()[2]] #Now we have a list
newRot = mathutils.Euler(newRotList).to_matrix()   #Now we have the matrix we need
facTar.worldOrientation = newRot    #The orientation has been modified


Duplicate of an object vanishes when starting the blender game I have a scene where the player can move left to right and can collect coins. I managed to program the counter, but when I duplicate/copy the first coin, it does not render into the game.

Is there a way to copy more coins into the scene without all but one vanishing?

If you are duplicating the object with the animation then the animation is your problem.

See if you have the location keyframed the location is locked to those keyframes. If you duplicate and move that animated object, as soon as you play the animation both objects are going to be in the same place (same location in the animations).

This gif shows the problem

What you should do, and what X-27 said to do in the comments, is to add an empty in the same location as your coin. Then parent the coin to the empty. Now move the empty to position the coin. To duplicate it again, select both the coin and the empty and put them where you want.

In this gif I show how to duplicate animated objects.


Inverse Kinematics Documentation I am currently writing a thesis and for the practical part I use blender to simulate something with the Blender IK Solver ( and iTaSC).
Are there books etc about the implementation or the usage of the Blender IK Solver/iTAsC available?

I could only find the Blender documentation.

I do not know of any books on this specific to blender.

Developers rarely write books on the details of particular implementations, and for blender, any implementation documentation outside the code base will most likely be found on the wiki. Details of techniques and algorithms are generally best studied from the original paper(s).

As mentioned, blender is open source, so you can read the source code in git yourself.

Skimming it, it looks like the wiki is actually fairly detailed here. It also mentions the original paper which may be helpful, if you have access.

Since iTAsC was originally designed for robot control systems, you may want to look at literature in that area.


Why does this model unwrap despite having no seams marked on it? I am very new to Blender and wanted to use the program to UV unwrap a 3D Pokemon model from the games to use it as a sewing pattern. Now after watching some basic tutorials about unwrapping and marking seams I've noticed that the model itself unwraps on certain edges with no existing seams or anything and I don't know why. I haven't found any help while Googling my problem yet and am hoping I can get some help here!
This is how it looks without adding seams and no UV unwrapping, just selecting the whole thing in UV editing mode:

And this is after adding my own seams and UV unwrapping it:

This is where I got the model from

All primitive objects in Blender are unwrapped by default. So when you add your own seams and try to unwrap it, Blender discards the default UV and tries to unwrap UV according to your defined seams.
In your example, it looks like someone already unwrapped it and exported it as obj. So when you import it, you get the UVs but not the seams.


Clip stops at frame 100 I added a clip (19s) by drag and drop in Blender (Layout). When I press the play button, the clip works normally...till frame 100, then the picture stopped but in the timeline it moves forward.
Frame start is 300 and Frame end is 1600.
Does anyone know how to solve this problem?

Solution: Problem was the object data properties frames. It was 100. Thanks guys.


My reference image won't show! So I've just started using Blender (2.74) and wanted to use a reference image.

So I made a reference image in Adobe Illustrator and saved it as JPG, then dragged into blender. It's not visible, even though I am in Orthographic Mode (Yes, I've tried googling it)

I have also gone to "properties" and enabled background image, and I have tried changing the axis of the image and then changed the camera to the axis. I could of course make a plane and place the image there, but it would be anoying every time I go into wireframe mode.

It's extremely frustrating! Can anyone help me out? Thanks for reading.

Screenshot:

Reference images are visible when you are in orthographic top, down, back, front, right or left view. The shortkeys are, respectively: Numpad 7, CtrlNumpad 7, Numpad 1, CtrlNumpad 1, Numpad 3 or CtrlNumpad 3. And also in camera view Numpad 0, with thanks to cegaton :)


Some part of my character is not very well lighted I have a problem with the lights,because this is a topic that I have never studied well. I don't understand because the scene that I created is not lighted very well. I'm using the sky texture as background in cycles render. I have also placed a sun light on the scene and I have increased its strenght,but it seems that it is not working. Problem is that the facial features,the shoes and the hands of the boy are too dark. Instead,the girl is better lighted...can you give me some suggestion ? thanks.

You can find the blender file here :

blender file

NB : The character models come from blendswap. I have only modified them a little. Credits goes to the original authors.

Even though this is quite a simple mistake beginners only make, we are here to help you and you are here to learn!

As I have seen from your file, you have used a point light as your only light source. If you make this a sun lamp you will have directional light that will emit the whole scene from the same perspective. The point light emits light in all directions from one point. Your characters' faces are casting a shadow onto other parts of the face because the lamp is not shining from the front of the characters. Here's what you can do:

Rotate the lamp on the X-axis towards the characters. Not literally on a 90-degree angle, but on a slight angle. Maybe rotate it like 35 degrees. The light now hits the front of the characters.

You can also add a plane with the surface facing towards the characters from behind the camera. Get it about as long as the space between the characters. Also make it as high as them. You should add a new material using the emission shader. Play around with the strength values until you like it. You can also play with the position of the plane. You can also get it up a little higher than the characters and make it face it their way too to get a little more contrast of the curves of their shape.

I hope this is working out for you. Good luck!


How do I get precise foot placement in animated walk motion? Controlling a walk cycle's timing and foot placement is one of the many things I do poorly... and I wonder if it is because I am missing or do not understand a Blender control device or approach.

While (I think) I understand FK and IK use, I am using them to get natural-looking motion but not so much to control precisely the resulting placement of feet: where/when the feet land and where they are pointed/rotated. I use empties and paths to move the armature through the scene, but again not knowing how to precisely use this approach to target individual "LeftFooptStep1" or "RightFootStep6" onto precise locations, rotations and frame numbers.

In 3ds, for example, your walk cycle can:

ID footstep placement after first iteration.

Allow editing of footstep orientation.

Allow positional editing and animation to assure placement through cycle

And can even be animated to give slipping and sliding.

And, as it happens, those are all things I need to do on my current project:

Precise placement (position, orientation, time) of footfalls within walk cycles
Undulating surface interactions
Synchronization of two or more characters' walk cycles' footfalls and timing.

EDIT=================

I will accept this answer since it adds considerably to my understanding, and I am sure I am not using it to its fullest yet. That said, it does not do everything I'd LIKE to have, but it certainly seems to do a lot of stuff I need to have.

The wikie suggests that the Floor must be level: "Note that it is only capable of simulating entirely flat planes, even if you use the Vertex Group option. It cannot be used for uneven floors or walls."

I probably do not fully understand what they intend that to mean, since I am able to vary the Z position and have the Floor constraint assist. I have not worked with rotation yet, but have seen tutes suggesting I can get some of what I want.

Thanks!

In short, use the Floor constraint. I'll come up with an elaborate answer when I find time. Don't get confused by the name. The constraint can also be used for walls.


Fire looks better in 3D viewport then in render? When I take an object and click "quick smoke" and set the flow type to fire, it looks very good in the viewport. However the render looks terrible. Here is an example:

Viewport-

Render-

It, for some reason, has a black outline. I saw this problem much more when I too the monkey, set to to quick explode, then added a smoke domain. The viewport looked so much more better then what the final result looked like.

Also, is there a way to make the fire not fill up the domain and look like a square in the final result?

The viewer is broken regarding images with alpha, and composites them incorrectly. Never trust it. Never rely on it.

Composite your work using the Alpha Over node against an image and you will have an accurate rendering of your fire.


How to completely evenly light a 3D molecule model I have a 3D model of a molucule with a camera that is rotating around it. I have tried adding lights here and there but I can´t get the model evenly lit. Whenever I render it, it looks good, but then also has some stupid dark spots from not being lit that I can´t get removed. Please help, as I am very new to blender.
(I want some minimal shadows, to better highlight the depth)

you can try mixing a BSDF shader with an emission node applied to the molecule: the emission shader will give some extra lights to the model (if you add too much emission the object will be flat with no shadow, so play with the right value of the strength of the emission)


Unable to scroll wheel zoom with a Wacom Intuous Pro - Seems to think I'm Pressing Shift? I'm not sure if this is an issue with my tablet drivers, or with blender. I am using a Wacom Intuous Pro with touch is enabled so you can use two fingers to scroll wheel up and down.  I've been using this for ages in blender and it's been no bother.

Then, a few months back, for some reason unbeknownst to me, whenever I try to zoom in on Blender 2.79, the camera pans vertically. (As if I was holding down shift).  On blender 2.8, it just does nothing, but the tooltips at the bottom change to Pan View, Set 3d Cursor, and Move. (Again, as if I was holding down shift)

I've tried reinstalling Blender and my graphics tablet drivers. to no avail. There are no special program specific shortcuts set up in Wacom Tablet Properties.  And it works in every other application and game just fine.

Any thoughts for anything I can check? it just seems to think I'm pressing shift when I scroll wheel.

Also, as an additional thing, this is also true using the Touch Ring, on the side of the tablet. It just really thinks I'm pressing shift.

Wacom Tablet Driver versions are the latest: 6.3.38-2

To solve this simply change one of the touch ring functions, in Wacom Tablet Properties, to "zoom". This will stop the issue.


Rigged model won't let me select bones On this model of a deer i noticed i can not longer select the bones with right click, i also noticed two bone icons in the Outliner, when i select the one on the right it selects the bones but not the model, and i right click a new bone it selects the mesh instead.

You got "Restrict viewport selection" enabled mate. Disable it and you will be able to select bones as usual.I highlighted this option on your image:

And off the topic, you should fix normals on your mesh, by going to Edit mode, selecting all faces and pressing CTRL+N.


How to enable CUDA rendering without running as root? I am using Linux Mint 17, and I am very happy that I was finally able to get my GPU to render on it. My problem was that I needed to properly run Blender as root.  However, when rebooting my computer, I need to run Blender in root again to make the GPU rendering work.  This would be fine, except for the fact that everything written to the hard drive by Blender is owned by root, and cannot be edited unless running everything in root.

I've heard that installing nvidia modprobe will allow programs that use CUDA processing without running the program as root.  I have tried to install this in a number of ways, and it doesn't appear to be working.

Does anybody have any suggestions?  (It's possible that I'm not properly installing modprobe, but I've tried both suggestions on this answer: CUDA rendering on Linux Mint or Ubuntu variants)

Unfortunately I don't have nvidia/cuda on my system, but I happened to notice information that most likely will solve your problem.
See this link first about information how to install nvidia drivers and enable cuda just to check that you're setup is fine.
And then have a look this forum post where
Nusaman is using blender with out root (forum post #12).

To recap:

make sure that you have latest drivers installed. (Nusaman used: cuda-5.5.22-1 and nvidia-334.21-2, but he's using archlinux)
Start blender or some other cuda program (like cudaminer) as root.
Then close that program (could be that firts render something with blender+cude as root)
Start blender as normal user

What I gathered from multiple sources is that nvidia cuda drivers need to be loaded and for some reason initialison of cuda needs root, but will work with normal user after that.

Please note that you might need extra dkms and dev packages also, to get this working.


Shape of the brush is oval not a circle. why? WHATS WRONG WITH THE BRUSH SHAPE?????
I tried rotating the brush but nothing happend. Help.

Your image texture is square but the UV mapping is not, it is wider than the actual mesh so the mapping has an opposite effect of narrowing the circles in the texture. You should check with a simple uv color grid to see what the mapping is first - but if you fix your uv mapping to be equal for the texture, then you should see the projection line up correctly.

This isn't a problem with your paint brush settings, but a texture UV mapping issue.


How do I add thickness and add a material to hair particle mesh I've converted my hair particles to mesh because I want to use them in a game engine. I currently have two problems.

I don't know how to change the thickness of the hair (I've tried a solidify modifier)

I can't assign a material to the mesh.

Here is a photo reference:
Thanks
Liam

select particles and go to materials properties. You can hide the surface with particles and use a duplicate for see the bald.