How to keep the view from snapping to another location when exiting camera view? After placing camera, when one orbits with MMB the view snaps to another place (wherever it was before I entered camera view) which makes one disoriented (see image, notice the selected object and viewer location). Are there any settings in Blender that can change this?

location before orbit command

location after orbit command

Disable the Auto-Depth option in User Preferences > Interface.

There will be still a small jump in the transition but not that big.
Also making your scene larger will help.


Paint high-poly mesh and then bake for low-poly, OR just paint low-poly with normal-map applied? I recently completed my first sculpted game character including rigging and animation. I am still desperately trying to find reasons to do PBR texture paint in blender 2.8 rather than substance but I am still on the fence. For the time being I used only blender cycles.

The steps I took:

Sculpted a very high poly character.
Created a retopologised (low-poly) version of this character.
Baked a normal-map from the high-poly sculpt onto the low-poly mesh.
Added the normal-map to the low-poly mesh and then painted that in texture painter.

My question is "Is it better in general to paint the high-poly sculpt and then bake all the textures (diffuse/albedo, roughness & normal-map) afterwards?"

The upside I can see to that approach might be that if I need to adjust the resulting tri-count of the low poly model I don't need to repaint - I can just make now low-poly mesh and then re-bake accordingly.

I see some quite conflicting information online.

One thing I noticed in painting the low -poly mesh with normal-map applied is that occasionally the paint landed slightly off the target I was aiming for because of the real topology underneath.

The efficacy of workflows can be subjective but I am interested to know if my suggested workflow is better than the one I used or not.

Thanks in advance.

The upside I can see to that approach might be that if I need to
  adjust the resulting tri-count of the low poly model I don't need to
  repaint - I can just make now low-poly mesh and then re-bake
  accordingly.

Well, you could totally keep your old low poly and bake diffuse onto the new one, which would be basically the same.

To answer you question I would prefer to paint directly on the low poly, for the simple reason that what I see when painting will be the end result, and I don't have to unwrap my high poly. Any texturing software like substance painter is made in order to paint directly on the low poly for this reasons, and others (performance!).
Baking diffuse from high to low poly is useful though, in case where you didn't think you'd need a low poly version, but you find out that you actually do after painting your 'high poly' version.

Another reason might be if you want a very low poly version with lots of normal map details (typically, a robot or mech model with lots of screws and small parts). In this case you would texture every parts and bake normal and diffuse, and then do another painting pass to tie it all together and correct baking issues. You DON'T want to manually paint the diffuse of your normal details when they are already baked.

Substance painter is able to generate masks based on normal details 'geometry', which allows to texture normal details (I think it's called 'micro-details' in the software) but Blender don't.

  One thing I noticed in painting the low -poly mesh with normal-map
  applied is that occasionally the paint landed slightly off the target
  I was aiming for because of the real topology underneath

I see what you mean, but this might be due to some stretching in your UVs, or worst: overlapping (but you'd know). Or perhaps your texture resolution is too low compared to the details you want to paint.


Why is 'Inset Faces' insetting faces individually? I'm following tutorial on Youtube. Why can't I inset selected faces like this guy does?

Instead it insets faces individually:

I did exactly what the tutorial said, I also use the same user preference settings but still this problem arises.

I tried to use Remove doubles in a round torso but the result is different:

I don't use Individually Inset Faces and this isn't the first time, I had the same problem while making the shoulder but managed to fix it somehow.

He uses Extrude first then Scale in the process while somehow I can't use that way and end up using Inset Faces instead.

The faces are being inset into two regions because Inset isn't taking into account the Mirror modifier.

Make sure you don't have any more doubles, and immediately after pressing I to start insetting, press B to enable the "boundary" option.


How to rotate edges on their own axis? I'd like to know how to rotate all of the selected edges like the one that's shown below

Select all the edges you want to rotate.
Change pivot point to Individual Origins.
Change Transform Orientation to Normal

Press R button to rotate and Z button twice to rotate around the Z Normal axis of individual edges.


Attaching a flame system to an object I have downloaded a BGE fire emitter file online. Now I would like to know if I could use this emitter to attach it to a vehicle and trigger the animation when the vehicle is collided. Is it possible?

When your (not specified yet) emitter consists of an object that adds other objects from it's own position, you can parent it to another object. This way the newly added objects will be added at the current position of the emitter.

This is useful on engine trails, smoke, fire.


Mirror-ball for fisheye effect with orthographic camera I am modelling a fisheye lens for Blender using a mirror-ball and an orthogrpahic camera as shown below:

Black circle represents the mirror and red lines the orthographic camera and its output/incoming rays. The camera records the environment reflected on the mirror-ball, which gives an equisolid fisheye effect to the final image rendered.

The thing is that I have certain parameters of a lens and need to model the group camera+mirror accordingly as a fisheye equisolid.
Using the equisolid projection equation I can calculate the radius of the ball, but I have doubts about the orthographic scale of the camera. I do not know what should it be in order to obtain the desired results.

For instance, I know that the sensor is 648x488px (4.032mm horizontal size), focal length = 1.134mm and FOV = 160deg (80+80). Then, radius of the ball should be r = 2.268mm according to the following equation:

$ Radius = 2*FocalLength*sin(AngleMax/2) $

I think that the orthographic scale is related to the sensor size and the radius probably, but I would appreciate if someone could help me work this out.

I have found the mirror-ball designed in the internet, but notice that I want to know how to design it myself so that I can create different ones for each lens.

-------------------------------------EDIT-------------------------------------

I have the following setup:

Blue and red lines are separated 5 degrees and cover a range of 180 degrees. Yellow cylinder is located at 98 degrees from what I consider the center (negative y-axis, which goes into the half colored ball).

I place in the middle of the scene (where x-axis and y-axis cross) two systems:

1. A fisheye equisolid camera with certain parameters that has 196 degrees
   of horizontal field of view when rendering in cycles. The render of this
   camera:

2. A mirror ball on the center with an orthographic camera pointing at it.
   When rendering with Bledner Render (image below) the objective is to
   obtain the same image obtained in system 1 with Cycles. In other words, I
   need to design the mirror ball and orthographic camera pair in a way that
   the 196 degrees requirement is fulfilled and there is a very similar
   equisolid distortion (I know it will not be exact because of the nature
   of the procedure, but a good approximation is okey to me).

I am not sure which is the relation between the radius of the mirror ball and the orthographic camera scale (if there is any). I do not know how to calculate the radius of the ball in order to obtain the desired results or if it is an arbitrary value. I have found that radius_ball/(horizontal_sensor_size/2) = focal_length but I am not really sure about this. My question is how to design the mirror ball camera system so that the results are the desired ones.

I have found a pair of radius-orthographic scale values that do a pretty good job (see images above) but I would like to know the whole mathematics behind this and if my assumption is true.

Thanks,

The sensor size or camera object scale has no effect on the projection. It works like this:

It's the camera plane (the base of the pyramid shape) projected into the scene.

render resolution sets the plane's sides ratio
orthographic scale sets the plane size, scale of 1.0 means the camera's plane is 1.0 units wide

You can calculate the camera corners with python:

Export rendered image corners coordinates

You will get them at camera origin where the sensor is, not where the camera border is displayed in viewport. Since the projection is orthogonal this should not matter.


How do you download a blender addon So I wanted to download the blender add-on sapling, but I can't figure out how to download it. I would really appreciate if someone could clarify how to download the add-on.

Is seems that you accidentaly found a bug report on the addon you want to download. There is no download button. To browse available addons go to the Scripts Catalog. In case of the sapling addon it wouldn't be neccesary (see @cegaton's answer).

On the addon's page you find a download link:

For installation see:

http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Add-Ons
Installing an addon


Why can't I loop cut a cone? Why can't I loop cut a cone? I started a new file, created a cone and did nothing but try to loop cut it, and it didn't work.

In layman terms loop cut will only work on geometry with 'clear edge flow' meaning in most if not all cases you should ideally be able to look at it and tell where the cut will go or it should divide your mesh equally into more sections that can be cut again. So it won't work for triangles (3 vertices) or ngons (mesh with more than 4 vertices), What is non-manifold geometry?. There is a simple work around however. Create a cone by adding a cylinder and scaling the top as small as possible without actually letting the vertices overlap, when zoomed out, this is unnoticeable.


Cannot rip multiple disconnected vertices I've searched the internet, and have seen the code which generates this error.  While I've been a programmer for more years than I can remember, I'm still quite new to Blender (and I have a feeling, this can go on for quite a while in spite of handling a massive learning curve. ;-))

Anyway, I am making a model of my home, and I decided I wanted to separate the inner walls from the outer walls to place them in separate layers.  Everything was going fairly well using rip.  I would run across some duplicates, or the occasional mismatch in closeness which weren't merged.  I handled by either merging, then ripping, or removing duplicates.  However, I came across one wall section which just won't rip not matter what.

To me, I'm thinking that somehow Blender thinks one or more of the vertices belong to one piece, like the inner, and the other one or more of 4 belong to the other side, like the outer wall.  And I'm getting the error message "Cannot rip multiple disconnected vertices", which according to the code, could be fixed, but apparently has yet to be done.

Details are included in the code as follows: "When calling edge split we operate on tagged edges rather then selected, this is important because the edges to operate on are extended by one."

So, this appears to be a problem with referencing the edges and what face they belong to, or some such thing.  In a couple of cases, I deleted the faces, leaving only edges and vertices, and the rip worked, in another I had to excise a piece of the inner wall, and then grab and move the edge close, without merging the vertices, to keep the concept of separating the join, or basically unwelding (as I've heard some say).

But, this problem seems to show up a bit, now that it's reared its ugly head, and I'm hoping someone can tell me how to fix the problem mentioned in the code, or explain the difference between a "tagged" edge, vs a "selected" edge.

I have a feeling if this was an easy fix, it would have been fixed in code at creation; so, I'm presuming it's not an easy fix.  This really impairs the Rip function, which is a very nice feature, from my understanding this is a new feature, and I feel fortunate that it exists at a time I'm just starting out in Blender.

So, is there any help out there on either fixing the specific problem regarding why there is a 'tagging' vs 'selected' problem.  I do have a lengthy workaround; but, it would be nice to either see this fixed, or I could report it as a bug, or maybe something totally different?

I think your problem is that you select all edges which together constructs a face, thats not possible, you have to unselect one edge to Rip that face, but then its same than Split-command to face.


Shader with golden logo, normal map and or displacement map Hi all you shader experts out there!

I would like to set up a shader/material with the following ingredients:

A base wood texture with a normal map and preferably a displacement map to add some realistic wood structure.
A logo/graphic that is reflective gold, and that is affected by the normal map/displacement map at the same time.

So far, I've been able to produce a shader with the wood texture, normal map and a logo on it. No displacement map, though:

I've also managed to set a gold logo material with transparency:

I guess there's a really easy setup to achieve this, but...please help me out here!

You need to make one and unique material with this kind of node organisation (very simplified). You need to use the logo alpha output into the factor of the Mix Shader in order to make a mask and see the background. Of course the left part can be as complicated as you want, with Bump or Normal nodes plugged into the normal socket of the Diffuse etc:


Blender render black sharp lines with antialias I made a music visualizer for blender, and added a few things. Inside blender I had this:
I than made a render:
And if you look close enough you can see that there are some black lines on the edges:
I tried using different types of anti-alias and different filter sizes.I tried to remove it and this happened Which has too much sharp edges, but removes the black lines around the player. Is there a way to remove anti-alias only on some parts? I tried to look on this community but found only for cycles

At the end I found myself the answer by clicking random buttons and found the answer:
You have to tick the full sample under anti-alias.


The difference of subdivision surface modifier between 2.7x & 2.80? This is a plane with 1 level subdivision surface modifier, it seems that version 2.80 using a new method to subdivide and smooth the mesh. This is almostly different from the version 2.7x and other 3D softwares. Why the developers make this change? Is there any advantages of the new method?

Yes, 2.8 now uses Pixars OpenSubdiv. So there is a change on how they are computed and behave.

[EDIT]
I actually can't see why there should be a difference here from maya for instance. You may want to discuss this on devtalk.blender.org.


Blender equivalent of zremesher? Does Blender have an equivalent of zBrush's zremesher tool?

I saw there was a nice retopology tool bsurfaces but it looks like you draw the wanted topology instead of generating it from a current mesh.

There is a ZRemesher port for Blender available as a paid plugin, made by the original author of Zbrush's ZRemesher. Free demo version is available and you have a month to evaluate it yourself. As far as I tested it, it's a real deal, working quickly and resulting in a nice topology (for an automated tool).

https://exoside.com/quadremesher/

https://www.blendernation.com/2019/10/08/quad-remesher-auto-retopology-add-on-released-for-blender/

  The French software developer Exoside has released a Blender add-on version of their new Quad Remesher auto-retopology tool. Quad Remesher is based on the renowned ZRemesher in the ZBrush 3D sculpting suite, and comes from the same coder, Maxime Rouca.


capturing user view movements as a camera? Here's a question just for the sake of curiosity...
I was watching the new Damon Albarn video, the one that features his 3d head. And for the major part of the video it just looks like someone is recording what is seen on the screen of the computer, "camtasia"-like. or something.

But near the end, it start using really realistic lighting and shaders, and it ocurred to me that what actually is going on, is that, somehow they captured the movements the user was doing in the original interface, and used them as camera movements and settings.

I don't know if i am being clear, but do you guys think is possible with some scripting?
Here's the video, near the end, by the way:
https://www.youtube.com/watch?v=rjbiUj-FD-o

This script should fulfill your needs. Basically it uses a modal operator (runs parallel to Blender), takes the current position and view and stores those in an array (records at the currently selected framerate of the selected scene). When you click with Left-Mouse a new camera is created that has your movement assigned to it. Right-Mouse or Esc will cancel the command. You can find it by pressing Space in the 3D-Viewport and searching for "Record View Movement". When you leave the viewport the script pauses recording until you reenter.

Just copy and paste the script into a texteditor and run it once (Alt+P) or write a full plugin (in this case give some credits to stackexchange). Anyway, here is the script:

import bpy, time, bgl, blf
from mathutils import Vector, Quaternion

def bgl_draw_fx(self, context):
    """A drawing routine that we show while our operator is active"""
    font_id = 0  # XXX, need to find out how best to get this.
    bgl.glColor4f(1, 0.3, 0.3, 1)
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 12, 72)
    blf.draw(font_id, 'Recording...')
    # restore OpenGL to default
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

class RecordOperator(bpy.types.Operator):
    """Translate the view using mouse events"""
    bl_idname = "view3d.record_movement"
    bl_label = "Record View Movement"
    def __init__(self):
        self.fps = 1
        self.timer = None
        self.lasttime = 0
        self.recorded_movement = []

    def registerModal(self, context, event):
        args = (self, context,)
        self._handle = bpy.types.SpaceView3D.draw_handler_add(bgl_draw_fx, args, 'WINDOW', 'POST_PIXEL')
        self.timer = context.window_manager.event_timer_add(1.0/self.fps, context.window)
        context.window_manager.modal_handler_add(self)

    def unregisterModal(self, context):
        bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
        context.window_manager.event_timer_remove(self.timer)

    def execute(self, context):
        """Gets called by us"""
        action = bpy.data.actions.new('RecordingCamera') # create action
        curveLocX = action.fcurves.new(data_path="location", index=0) # create curves
        curveLocY = action.fcurves.new(data_path="location", index=1)
        curveLocZ = action.fcurves.new(data_path="location", index=2)
        curveRotX = action.fcurves.new(data_path="rotation_quaternion", index=0)
        curveRotY = action.fcurves.new(data_path="rotation_quaternion", index=1)
        curveRotZ = action.fcurves.new(data_path="rotation_quaternion", index=2)
        curveRotW = action.fcurves.new(data_path="rotation_quaternion", index=3)
        frames_c = len(self.recorded_movement) # get frame-range
        curveLocX.keyframe_points.add(frames_c) # add frames
        curveLocY.keyframe_points.add(frames_c)
        curveLocZ.keyframe_points.add(frames_c)
        curveRotX.keyframe_points.add(frames_c)
        curveRotY.keyframe_points.add(frames_c)
        curveRotZ.keyframe_points.add(frames_c)
        curveRotW.keyframe_points.add(frames_c)
        for frame, (loc, quat) in enumerate(self.recorded_movement):
            curveLocX.keyframe_points[frame].co = frame + 1, loc[0] # set keyframes
            curveLocY.keyframe_points[frame].co = frame + 1, loc[1]
            curveLocZ.keyframe_points[frame].co = frame + 1, loc[2]
            curveRotX.keyframe_points[frame].co = frame + 1, quat[0]
            curveRotY.keyframe_points[frame].co = frame + 1, quat[1]
            curveRotZ.keyframe_points[frame].co = frame + 1, quat[2]
            curveRotW.keyframe_points[frame].co = frame + 1, quat[3]
        # apply created data
        cam = bpy.data.cameras.new('RecordingPlayback')
        camObj = bpy.data.objects.new('RecordingPlayback', cam)
        camObj.rotation_mode = 'QUATERNION'
        anm = camObj.animation_data_create()
        anm.action = action
        context.scene.objects.link(camObj) # link to scene
        context.scene.update()

    def modal(self, context, event):
        if event.type == 'LEFTMOUSE':
            # apply movement
            self.execute(context)
            self.unregisterModal(context)
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            self.unregisterModal(context)
            return {'CANCELLED'}
        v3d = context.space_data
        if v3d.type != 'VIEW_3D':
            return {'RUNNING_MODAL'}
        ctime = time.clock()
        if (ctime - self.lasttime) > (1.0/self.fps):
            rv3d = v3d.region_3d
            # record movement
            current_rot = Quaternion(rv3d.view_rotation)
            if rv3d.view_perspective == 'PERSP':
                current_pos = rv3d.view_rotation.to_matrix().col[2].to_3d()
                current_pos *= rv3d.view_distance
                current_pos += rv3d.view_location
            elif rv3d.view_perspective == 'CAMERA':
                current_pos = Vector(context.scene.camera.location)
            else:
                print('BUG, unknown perspective:', rv3d.view_perspective)
            self.recorded_movement.append((current_pos, current_rot))
            self.lasttime = ctime
        # don't block input
        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        self.fps = context.scene.render.fps
        self.registerModal(context, event)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(RecordOperator)

def unregister():
    bpy.utils.unregister_class(RecordOperator)

if __name__ == "__main__":
    register()

Note: You can combine this with any technique that manipulates the current view (for example flight-mode Shift+F to record the movement and play it back. This is imo one of the best features of this script. Just trigger recording and go into flight mode. Keep in mind that you have to press Left Mouse to keep the recorded animation.


Given a rectangle (4 vertices), how to make ONLY ONE of the corner rounded You can apply Subdivision Surface modifier to round all corners but it will result in all corners being rounded.

How do I make it such that only ONE corner is rounded?

Is it possible?

Use a bevel modifier defined by a vertex group with only one vert selected.


What does the fraction math node do? I am trying to learn some procedural basics. Could you tell me what the fraction math node does? Is the result similar to modulo?

Fract returns the fractional part of a floating-point value, as described by @Merlin, but its treatment of negative fractional parts is not actually the same as Blender's implementaion of Modulo.
If you want to see what a mathematical chunk of your shader tree is doing, it can be quite handy to make it generate a graph.
Fract:

This plane is 8x8 units, with its origin, (so (0,0)), at its center. I've added the annotations, but you can see the function without them.
Modulo 1:

Thanks to @Rich Sedman for the very useful graphing tip.


Snap two vertices into midpoint of them I have two vertices, A and B ,I want to snap/move(not merge) A and B into midpoint of them
(snap into M, MA=MB). Is there any way to quickly do it ? ( my object has many vertices that have to do like that).
Thanks

Select two vertices in Edit mode and type
s0

Explanation:

(Scale 0)

In the image below the tool tip indicates the median point is used for this user operation.

The gold planes had the same relative positions as the cyan planes.  The steps written above were applied to place the vertices in the same location.


About says version 2.46 when I install version 2.79 I have no clue why when I hit the about button, it tells me that it's version 2.46 when I installed version 2.79 using the blender-2.79.windows64.msi! just curious as to why it tells me I have version 2.46 after I install version 2.79???

Guess I had version 2.46 installed and did NOT realize it. So when I installed 2.79, it installed to a different folder (Blender instead of Blender Foundation which is what 2.46 installed to). I was opening the wrong version and didnt realize I was doing so.


Trying to learn basic animation using curve and array modifier and get this to loop I am a newbie to Blender who is realizing i need to slow down and learn the basics.  I can use a curve and array modifier to make an object fill up and follow this curve.  I'm assuming there is a way to get this cylinder to appear to be endlessly generating from the origin. Is the only way to do this to set up a procedural animation?  I'm pretty confused and especially confused by the procedural stuff.  thanks.

Create a cylinder and a curve, give you cylinder an Array modifier (with Merge option enabled) and a Curve modifier, apply the Array modifier, unwrap with the Follow Active Quads mode, give it a material with Texture Coordinate (UV output) > Mapping > Wave Texture > ColorRamp > Diffuse > Output, keyframe the Mapping location value to animate the flow:

file : https://pasteall.org/blend/1fcbf941ca724e03a017d3af9291a4d0


How do I create a solid object/cube So I want to create a solid object or cube. My big problem is that when I create a cube, the cube is hollow - that is, I can create a cube, subdivide it, and then delete one of the faces, and it is just a hollow, empty cube.

How do I create a cube or fill a cube so that it is full? I want to have layer after internal layer.

Blender is the wrong type of software for this. Of course software exists for solid modeling, typically CAD software or simulation software.

With Blender and similar software you define the outside shape of objects (mesh modeling). When it comes to cutting them apart and make them look as if they are filled you would use boolean operators (either directly or as modifier) that simulate filled objects. They calculate new outside faces to make it look as if the inside of the object is filled. Or you would create the geometry and the faces by hand.

So what you want is not possible with Blender. It depends highly on your specific goal if you need to switch the software or if it is better to adapt your process to Blender.


Duplicate objects randomly in a delimited zone Is there a tool (a module or a easy method) to duplicate an object many times, randomly in delimited zone (the inside of a sphere for example) ?

Rather like the airbrush tool in a raster graphic editor (illustrated below), but instead of drawing dots, it would duplicate a preselected object :

Note : I don't wish to use particles systems to duplicate objects (I need to keep control on positions)

See this question for details on how to setup a particle system for distributing objects inside a shape.

Once you've done that, you can convert a particle system to real objects with ⎈ Ctrl⇧ ShiftA or the convert button in the modifiers panel:

Note that this won't remove the particle system, so remember to delete it if you are done with it.


Transform Vertices by Matrix around Custom Point I need to scale the vertices to 0 around the median point as here. Should get something like this

I use Mathutils and multiply the Matrix.Scale(as Axis I take the average of all vertex normal) by Vertex Coordinates. But then I get something like this

I don't understand how to scale Matrix by my Origin. For Origin, use the average coordinates of the selected vertices

import bpy
import bmesh
import mathutils

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

verts_sel = [v for v in bm.verts if v.select is True]
verts_co = [v.co for v in verts_sel]
verts_nor = [v.normal for v in verts_sel]

axis = mathutils.Vector(sum(verts_nor, mathutils.Vector()) / len(verts_sel))
axis = axis.normalized()

origin = mathutils.Matrix.Translation(sum(verts_co, mathutils.Vector()) / len(verts_sel))
mat_sca = mathutils.Matrix.Scale(0.0, 4, axis)

mat_out = origin * mat_sca  # combine transformations

for v in verts_sel:
    vert = mathutils.Vector(v.co)
    v.co = vert * mat_out

bmesh.update_edit_mesh(me, True)

Actually there are two steps, (1) scaling the vectors w.r.t to normalized normal, then (2) translating them w.r.t to normalized vector, so you have to do it separately.

You are doing correctly and only one step is remaining. After the transformation of vectors (vert * mat_out), you have to translate them w.r.t to the origin.

import bpy
import bmesh
import mathutils

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

verts_sel = [v for v in bm.verts if v.select is True]
verts_co = [v.co for v in verts_sel]
verts_nor = [v.normal for v in verts_sel]

axis = mathutils.Vector(sum(verts_nor, mathutils.Vector()) / len(verts_sel))
axis = axis.normalized()

origin = mathutils.Matrix.Translation(sum(verts_co, mathutils.Vector()) / len(verts_sel))
mat_sca = mathutils.Matrix.Scale(0.0, 4, axis)

mat_out = mat_sca  # Do not combine transformations

for v in verts_sel:
    vert = mathutils.Vector(v.co)
    # you have translate the "transferred vectors (vert * mat_out)" w.r.t origin
    v.co = origin * (vert * mat_out)

bmesh.update_edit_mesh(me, True)

But you can also achieve same result without script,


How to Make the Bricks Shake Like an Earthquake Simulation My next task to do with these bricks is that I need to get them to animate like there is an earthquake making them shake.

Here's what I got so far. I got two sides of bricks on each side and I want to animate them like an earthquake.

I got an image here for an example.

What your result may look like.

Go to the Graph-Editor. Set a (location) keyframe for your cube, then select the "Z Location".

Press N to bring up the side panel, and select modifiers.

Add a noise modifier and controll your Earthquake with Scale, Strength, Start, etc.


Making solidify modifier inside shape conform to the outside shape Here's a cut section of the top of my bottle. I would rather like the inside edge to conform to the outside edge (as I drew on the right side). Is there a simple setting that allows this?

I'm lacking the information I'd need for more than an guess, and it should be taken to account that I have less experience using the solidify modifier than certain others. That said, the first things I'd check are that:

you've applied scale and rotation to the object, before applying the solidify modifier;

you have the origin of the bottle object located in the center of the bottle object; and

you've chosen the proper pivot point before applying the modifier.


Combine png image with a background color for a shader I have UV mapped a PNG image (Has no background of course) onto a Taurus shape
The image appears as I'd like it to, but I cannot figure out how to change the colour of the Taurus. I'm selecting the subsurface colour but nothing is changing.
is it possible to change the colour in some way, but having the numbers intact as they are?

Thank you.

There are multiple options, but the easiest would be :

Put a hue/saturation/value node between your image texture and the principled BSDF, then tweak the hue to get the desired color.
Note : The downside is that you have to "guess" which hue you will get by tweaking the hue factor value.
Since your texture is black and white, you can use that as a mask to get the desired color. Insert a mix rgb node between the image texture and the bsdf, then tweak the Color2 input to get your color like so :

Note : You can disconnect the Color1 input from the mix RGB node and set any color you wish for the numbers.
You can also use a mix shader and use the color for the factor, that way you can have a different roughness value for the numbers and the rest of the clock for example. I have used diffuse shaders for the sake of simplicity but you can use Principled bsdfs :

Edit :
Since your image may not be exactly black and white, it could mess up the masking factor. I'd recommend inserting a color ramp, setting it to "constant" and moving the white slider to 0.5 like so :


Copy animated viewport color to another object I have animated (set keyframes) for the viewport color of an object (cube). Now I would like to copy the animation / keyframes of the color channels to another object (cube.001). But I don`t want to copy other channels (like transform,...). How to do that?

You can do this by either copying the keyframes themselves or by sharing Action data in an NLA strip. Using NLAs means that changes made to the shared Action on one object will also be reflected in the behaviour of the other object.

Method 1, Duplicate Keyframes:

Select only the Viewport Color keyframes from your source object in the Dope Sheet.

CTRL+C to "Copy".

Notice that the Transform keyframes/channels are not selected.

Add a single dummy keyframe to Viewport Color on your destination object.

Select only the Viewport Color keyframes from your destination object in the Dope Sheet.

CTRL+V to "Copy".

Delete the dummy keyframes if they're still there.

Method 2, Shared Actions:

Place the keyframes for Viewport Color specially in their own Action datablock, and then push that Action onto an NLA track for both of the objects:

You can now add another NLA track or active action to keyframe the other properties of either object.


Can blender make online games Is there possibility for one to make realtime online blender games? Tried looking up the net but info very scant.

Depends on what you mean with "realtime blender online games".

Blender

Blender is a model editor and not sufficient to act as a game frame work.

BGE

The BGE is a full fledged game engine and can be used to create "realtime games".

There is no build-in network support. You can communicate over a network via Python. This means you have to implement it by yourself (strong Python and network skills required).

Other Game Engines

You can use Blender to create assets to serve a game running on other game engines. It is up to this other engines to provide network support.


Mouse cursor BGE low resolution I divided my display size by 4 for my window having 420x360 resolution, this is what I need for my game, but while in fullscreen mode the cursor is stuck in the area of window instead of extending over the display area. This makes it impossible to select anything outside the initial window box. Doubling the resolution doesn't create this issue though, I wonder how to fix this..

In case this is usefull, I used a script to track the mouse and move an object which acts as a cursor independently.

import bge

cont = bge.logic.getCurrentController()
mouse = cont.sensors['Mouse']
cursor = cont.owner

width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()

mousex =  float(mouse.position[0])
mousey =  float(mouse.position[1])
x = (mousex  / (width/2))  -0.75426
y = (-mousey / height) +0.35371

cont.owner.worldPosition = ((x), (y), (0.0))


Video material not rendering? I gave my character his face with a material that uses a video file in an image texture node. In material view, it looks fine, but in rendered view, it does not appear. Can anyone help?

Here are the nodes BTW:

Looks like the normals on the mesh are wrong/inverted. UV mapping has to be resized and offset completely for the texture to show up and Unwrapping shows an "warning" message. I suggest to rework your mesh and generate a clean UV Map.


The best way to do twist-like bridge? I just wonder if there are any ideal solutions to do this without using lattice deform, etc. Thanks!

Update:
I found I've been using a more regular and simple thing for illustration. Now what I really mean can be seen in the following image.

(This is quite puzzling me when using any current way I suppose, I mean, keep original loops un-twisted. but to twist the bridge.)

Added twist offset option to the bridge tool r58609 (will be available in 2.69 or any recent build).


How to make an area transparent? I want to make the black portion in my model transparent so that inside face can be slightly visible. How can i do this?

In CYCLES select the mesh you want to be transparent. Go to the Object header and check the Transparency box.

Go to the Material header, add a new material and decrease the Alpha value in the Settings panel as pictured below.

You may also change the color of transparency.

In BLENDER INTERNAL do the same things in Object header as shown above. Next go to the Material header, check the Transparency box and decrease the Alpha value in Transparency panel.

If your model is one solid mesh (does not consist of many loose meshes) you may add a transparent material to any part of it (any faces) you like.
Create the transparent material (using methods I've shown above) and assign it to the desired faces.

Here's the result.


Faster way to rotate top view by 180 degrees When working in top view I would prefer the view to be 180 degrees rotated along the Y axis like in the image. I can rotate the view when in top view by pressing numpad+6 a bunch of times, but it's a bit tedious to do every time. Is there a faster way than that to do what I want?

There's a related question Can the 'top' view be rotated by 180° around the Z-axis by default?, which asks if the top view can be changed by default, which it evidently can't, by what I'm wondering is if there's at least a quicker way to get to that desired view?

You can use ShiftNumpad 7 then Numpad 9.

After that Numpad 9 will invert the view.

Globally: Numpad 9 goes to the opposite view. But for top and bottom view using Shift set it to rotate 180 degrees.


Baking a Fluid at 150res crashes, but baking at 300res doesn't? I've been having this problem for a good week now. I have a very simple scene set up. Water comes out of a pipe and lands in a pan. There's literally nothing else.

That being said, whenever I try to bake the fluid at 150 resolution, my computer crashes. I noticed when attempting to bake with Task Manager open that Blender's ram usage goes up to 6GB (I have 8GB and am getting more this Summer). After I view the spike, it crashes.

I haven't always had this problem with baking, as I baked this scene at a resolution of 300 and had no problems. I would like to think that the linked scene would be harder to bake because the cup is a deformed shape, and this scene's pan is a square object (less geometry). Please correct me if i'm wrong.

Here's my fluid settings for the scene I'm trying to bake followed by my fluid settings for the cup scene (bake-d without issues).

The cup scene obviously would require more RAM, right? It even says so, so why can I bake that scene, but not a less demanding one? Its also worth noting that I have been able to bake the pan scene multiple times before it stopped working. Is there some kind of cache I might have filled up? I have tried reinstalling Blender and clearing the fluid cache folder.

Here's my RAM usage when baking the cup scene:

As I mentioned, when I bake the pan scene (at less than half the resolution as the cup scene) my RAM usage flies up to 6GB and crashes my computer.

Crashing .blend file:

The issue with the extra ram usage comes from the tubing you have the inflow located inside. While the rest of your scene appears to be simpler than the glass simulation, this pipe as an obstacle around the inflow object is where blender is having trouble. It appears that the biggest issue is the bend in the pipe.

For a solution, cut the pipe as it passes into the domain and disable the fluid obstacle settings for the pipe outside of the domain.

The easiest way to do that would be to select the end of the pipe and the next edge loop and use P->Selection to separate the end into a new object.


How can I move the pivot/gizmo to (0,0,0) in a Python script? I'm brand new to python, and blender scripting.  I'm just trying to make a simple script that will move my current selected object(s) pivot to (0,0,0) in world space -- ie. move it to the origin.
I'm sure this is very simple, but I looked everywhere online, and couldn't find this simple question answered.

Apply location sets local origin to global
Via the UI can set an objects origin to global origin (scene (0, 0, 0)) by applying location CtrlA Location
equivalent of calling
bpy.ops.object.transform_apply(
    location=True,
    scale=False,
    rotation=False
    )

At a lower level.
Method to set the origin of an object to a global location, without moving the object ie the vertices remain in the same global location.
Setting the origin for each object to geometry
Set origin to bottom center of multiple objects

Get the local coordinate of the new origin
Subtract it from all coordinates
Set the global translation to new origin location

Test script:
import bpy
from mathutils import Vector, Matrix

def set_origin(ob, global_origin=Vector()):
    mw = ob.matrix_world
    o = mw.inverted() @ Vector(global_origin)
    ob.data.transform(Matrix.Translation(-o))
    mw.translation = global_origin

# test call

set_origin(bpy.context.object)


Achieving both manifold and good sub-div: how is it done? I have a line of small extruded circles on a surface, representing rivets.  I'd like to sub-div the result to make it as presentable as possible, then it will be 3D-printed and so it has to be manifold.

If I fill the surface with a big ugly ngon, the sub-div result is very pleasing but it's not manifold.  If I subdivide the surface properly it is manifold but the sub-div is really ugly.  I know I could probably fix this by selecting certain edges and making their crease value 1 but is there any easier way to achieve a good result, as I've an awful lot of rivets to add.  Images below, original file here:

... where the top row of rivets has the properly filled surface, the rest are face-filled.

3d printing is an ideal application for boolean modeling, it works much better than trying to work with a single large subsurf model: Many objects with variable need for detail, the need for a manifold model, no need for texturing, and no need to bevel the edges after combining the objects (because of the resolution limit of printing). Be careful: Simply applying a subsurface modifier doesn't necessarily make the model look better. For example you actually want the rivets to have a sharp edge to the surface to look more realistic. And subsurf causes artifacts with n-gons, like the rides in your cylinder faces.
Here's what I would do for your model (I can't show pictures, I'm on my slow laptop and blender crashed when opening your file, likely because of the huge amount of vertices caused by your level 6 subdiv):

Turn down the subdiv on your model to make blender lag less (and put the "render" subdivs to zero (= as many as "view"), I'm not sure which of the 2 gets chosen on file export)
Enable the addon "bool tools" in preferences, it comes preinstalled with blender
Model your main subway hull with very little detail, something like 6 vertices across the whole width, and only a single face thick. This way you can easily adjust the shape later on. Add a subdiv modifier and a solidify (be careful that the curves aren't too sharp so the solidify doesn't create non-manifold geometry). You can use a mirror modifier, but you can also just work on one side and in the end delete the other and mirror destructively for perfect symmetry
Model the window, use less detail than in your model and let a subdivision surface modifier do the smoothing. It is best to model the window flat on the ground extrude vertically via modifier, and move it into place later, this makes placing the rivets easier and allows duplication of the window so you only have to model it once
Model a single rivet. Use a cylinder with much less vertices, e.g. 8, and let a subsurf do the smoothing. Extrude the central n-gon without moving and scale it smaller, so you don't get the ridge artifacts from the subsurf
Place rivets along the window. Duplicate your rivets instead of copying, so you can still easily make changes affecting every rivet. There are many ways to do this, if you wanna be fancy you can use an array and a curve modifier to automatically add them with a certain distance between, but you can also just manually alt-d duplicate a rivet, left click on a place on the window, and shift-s snap selected to cursor. If you do it that way be careful that the rivets intersect the window before you add the booleans
Boolean union the rivets to the window: Select all the rivets, and select the window as active object, then use the lower boolean-union button from the bool-tools addon in the left toolshelf, to add boolean modifiers for all rivet objects.
Place the window on the main model, intersecting it. Model a rough stencil object inside the window and going outside the main model on both sides, select it, then the main model and use the boolean difference from bool-tool. Then select the window object, then the main model, and use the union button from bool-tool.
Model the lights the same way, first a boolean difference with the main model, then a boolean union.
You can easily add more rivets anywhere on the main model with duplication and then boolean union.

When you model this way you can change the subdivision level depending on the needed detail: e.g. the main frame will need more subdivs than the little rivets. And the main problems of boolean modeling, restrictions on beveling and ugly geometry for unwrapping, texturing, and subsurfing, dont matter for your use case.


Import scene into VSE with different camera size I am preparing a video in 1920x1080. This is a presentation style video, meaning it has some slides and some images. Some of those images are  direct renders from blender, but instead of rendering into an image and then importing, I am just adding a scene strip into the video.

However, the render camera in the scene is in portrait format and when I insert the scene into the video, everything gets squashed like in the image

Is there any way to fix this? Do I have to use a 1920x1080 in the render scene?

You need to add a Transform Effect strip and adjust the settings to fit, however, this can be a tedious process, so here is a script that will simplify the process:

First, run or install this script:
https://raw.githubusercontent.com/tin2tin/blender-reset-aspect-ratio/master/reset-aspect-ratio.py
Add a transform strip to your strip that needs rescaling.
Select the Transform strip.
In the Sidebar find the Reset Aspect Ratio and click it.


Hair disappears in particle edit mode once ive got my hair all sorted i go to particle edit mode to position it and stuff but its all suddenly gone and all i see is the model the hair is on??

anyone help??

In Blender 2.8, to see the hair in Particle Edit mode you need to have overlays switched on.

To see the children in Particle Edit mode, open the tool bar (press N) and in the Tool tab there is Options. In that tab is Viewport Display where Children needs to be switched on.

The Path Steps will display less/more of the children hair length.


What is the difference between the trackball and turntable style view modes? Blender has two methods for model navigation using the viewport, namely turntable and trackball, with the default being turntable.  When I use trackball instead, I can feel that something is changed, but I can't seem to be able to explain the difference to someone who has never tried it before.  How can I explain, in a technical or non-technical manner, the difference between the two rotation modes?

I'm surprised at the analogy used in the wiki concerning Turntable. This is a turntable for scultping with clay. This lets you rotate around the vertical axis so you can see all sides and judge their proportions accordingly. This is why the mode is called turntable.

(reference, Denise Ferragamo)

Trackball lets you rotate freely around a point in 3D space, this is like picking up the object with your hands and rotating it around until the point of interest is visible.


BGE logic editor won't play action In blender game engine i have a main menu scene with 2 buttons and the main menu board,with surroundings.
I have set up an action for the main menu to slide (rotation)(Main menu slide) and saved as an action.

I have a:
sensor: Mouse over and mouse click - controller: and - actuator: Action(cube action) and Action(main menu slide)

when i click on the button it applies Action(main menu slide) on the button instead of the main menu.
So the question is... how do i apply this action by clicking the button without the action affecting the button instead of the original saved action?
(i would add blender file but idk how to add a file to this specific online help page)

Actuators always operate on the object they belong to.

That means you need to activate the actuator at the main menu rather than the one at the button.

In your situation it might be worth to send a message (when the button gets clicked). The main menu should listen to that message to play the action. Use a unique subject to allow other messages with other purposes.

I hope it helps


How to record an object changing its shape? I want to record a short animation in which a simple object would totally change its form and grow into a complex form with space inside. I tried with simultaneous extruding and key framing it, but at the end it recorded just the last version of the extruded object. I would also like the camera to move in circles around the object and then jump inside it. Is it possible to do it in blender?

As you set key frames, be sure to move further down the timeline before setting another key frame. A key frame just sets the value of the properties you are choosing at the current time. If you want to make the changes "live", you can too. In the bottom right of your Timeline, there should be a red button icon that will record your changes and make them key frames as you change it. This isn't quite as advisable IMHO because it gives you less control in the long term, as it marks a new key frame every frame.

I'd advise using an emphasis on the key part of key frame (har har) by creating key frames with a start value and end value at your start frame and the frame where you want the animation/change to end.

For instance, if you want a sphere to grow in size you would set a frame at the start frame with a set value for scale, then 30 frames later set another key frame with a higher value of its scale. This would look like the sphere slowly (or quickly depending on how far apart the key frames are).

This will work for changing the location of the vertices as well, if you use edit mode and select the specific vertices you want to move and change their location. Mark a start key frame and an end animation key frame where they have moved to your desired position.

Edit based on first comment from OP:

For your use I'd probably just create a particle system if you want a bubbling effect like on a cauldron or soda. If you want to use those objects after the burst out of the main object, you can key frame the objects by right clicking the Location/Rotation or Scale slider in the Object Properties tab, and selecting "Insert Keyframes". You will want to set a keyframe at the start frame, and then keyframe another frame further on where the bubble have come out of the object.


Triangles forming in a mesh with no triangles when rendering it appears in both in cycles and blender render, there´s no difference between the preview and final render, whats causing it?, i don´t have triangles in my geometry

Try removing doubles by selecting all and pressing w then remove doubles.

Also,you have ngons which is automatically converted into triangles when rendering,so if it is not flat it will appear like this,


Why objects reflected in the mirror are darker than original, as they were not receiving light The curtains are dark in the mirror image, as they were the original object but not receiving the light of a point lamp that i used nodes to define color and strength (blackbody and ies texture). The mirror shader i got from one answer here to "realistic mirror", but the result is the same when I use a simple glossy bdsf, GGX (or others), white (RGB=0.8,0.8,0.8), roughness=0.000.
The other problem is that the translucent light that comes from  the window is different too...using "realistic mirror" it is brighter, and the simple glossy it becomes green! (I'm using cycles, an HDRI map for world and a point lamp)

You seem to have a (diffuse?)BSDF shader plugged into a glossy shader, this is not allowed by blender. Instead, add a mix shader, plug them both into it, and then plug the output into the material output.
This is just an example:


Artifacts with Anisotropic Shader I am experiencing artifacts in cycles like this:

The unusual thing is that the shapes displayed here do not exist in my geometry. There are no overlapping faces, the object has no depth, its shader is mix of anisotropic and transparent, explode modifier is applied to it, but this happens before the object explodes.

What could be causing it?

Blend file

The Anisotropic shader works using a Tangent to control in which direction the reflections get squashed.

If you don't specifically tell it which tangent to use, it'll compute a tangent from the geometry itself. I assume because your model is perfectly flat, it had a bit of trouble doing this predictably.

So instead, pick one of your UV maps and plug that into the Anisotropic shader's Tangent input:

The reason those artifacts appeared to come from geometry that doesn't exist is because you're using an Explode Modifier that modifies the mesh.


Mirror Function in Modeling I am a beginner with Blender, I have the newest version of 2.9. I have been successful using mirroring in sculpting mode. However, I cannot get mirroring to work fully in low-poly modelling. It works with grab, extrude and scale tools, but not with others, such as loop-cut or poly-build tools. Is it something I am doing wrong, or the software currently doesn't support it?
For example, in the screenshot shown, I have made the extrusions from the cube successfully with the help of mirroring on Y axis turned on, and now trying to use loop-cut tool. But it does not repeat my loops on the other side.

I don’t know if this function is in sculpting, but it is in the mirror modifier! In blender 2.79 in the modifier is a mirror, in the settings there is a function "Adjust edit cage to modifier result"

Enable all functions in the modifier window, and try different actions, watching your model!


How can i move my camera? I know how I can rotate but how can I move up and down or sideways? Google didnt found anything useful

I read I can do it with Ctrl + c or . but the first one just fixed the camera at a point where it made everything even worse and . just did nothing

To move objects you need to select them then press G to Grap and transform them. After pressing G you can press x or y or z to move along a certain axis.

To move the view in the 3DView, use Shift+Middle mouse button and move your mouse


Glass, transparent to background video Im trying to render a glass on a transparent background(video sequence).

Problem:
The transparet background that shows in the glass, is my "Shadow"plane. (from my layer 2.

I would like the background to be from my video, and not background from layer 2. (3d World)

I have not found any information about this.
My node setup for my glass is:

(Glass BSDF, Trabsparet BSDF,Fresnel)->  (Mix shader)-> (Material Output(Surface)

I've setup my two layers.

1) For object:(Glass object, and a smoke object inside my glassbowl...)

2) For shadows: Plane for casting shadows onto my transparent background(video)

And my lights thats on both layers.

The white background shown, is my glassbowl is the "Shadow"plane in layer two, the smal sphere is my smoke object in layer one.
As you see the video background is not showing on my glassobject.

Ive made my glass transparent for my 3d world not my video

Im not alowed to add more than two photos beacuase i dont have enough "skills"/ Badges.

Related answer.

To only gain the reflection and refraction in the sphere, you have to simulate your environment.

Roughly model the shapes of your environment.
Assign a material to the environment object. Use and Emission BSDF. Input the background image as a texture with Window Texture Coordinate.
In the viewport, the image will be mapped to the object according to its position in the (2D) window. From camera view, this will look correct.
Since the camera is not supposed to render the environment object, turn off Camera in the object cycles settings.

From BlenderGuru:

  Just like with the Camera coordinates above, the Window coordinates
  are not used very often. In the past I’ve used this to stick camera
  footage onto a plane behind my scene, so that some glass materials
  would correctly refract what’s behind them and the models would be
  more accurately lit by the environment in the footage, but that’s
  about it.

The render will be more realistic if you add more geometric and have more than just the window frame textured since the reflection of a glass sphere will reflect 360°.


Import DAE (collada) does nothing I am importing a DAE file (a couple of different ones, acutally) and in both cases I get nothing in my scene.

The Blender Scene shows only render Layers and World, no geometry or objects.

How do we debug this? Is there a Log or something that tells us what is failing?
I get no errors, messages, nothing.

I am using the Collada importer that came with Blender 2.78... is there another importer I should rather use?

These DAE files do not come from Sketchup... Does it matter?

thank you

Gio

This is more for reference for other users having issues with the DAE Format.
It could be that the Collada DAE version being used for your assets is 1.4.0, where as Blender only seems to read 1.4.1
Try using Autodesk's FBX Converter tool on the DAE files and you will be able to use your files in Blender.


Why do the output colours differ from the input when using Filmic Blender in the VSE? As discussed in Colours from imported MP4 screencast video look dull in Blender, I recently stumbled across what I perceive to be an oddity with the new Filmic colour management: When working with imported 24bit images or video files (i.e. non-HDR) in the VSE and the colour management is set to Filmic, the colours in the output will not correspond to the input (see screenshots in question linked above).

This does not line up with how I thought Filmic works: My understanding so far was that (very simplified) it would scan the input for the maximum intensity and then scale everything down so that this maximum intensity becomes 1.0 (=pure white) - provided the input does contain intensities greater than 1. However, if I'm only working with 24bit input material, then this should never occur, shouldn't it? Or is Filmic not able to detect this limitation in the input material and always assumes a "buffer" on top of the 1.0 intensity?

To clarify: I already figured out how to get the desired output for the VSE (i.e. do not use Filmic). This question is exclusively about the Why of this solution.

Your understanding is incorrect. Filmic  blender does not scan the image to find high and low values. It does not normalize the image. There is a so-called "tutorial" out there that is spreading wrong information.

Filmic blender works with with fixed parameters. Data within those parameters gets mapped to display referred values. Unless you feed images that are in scene referred values and within the range used by filmic blender, it makes no sense to use filmic blender's transforms for the VSE.

Even if you where to linearize display referred images, you would need to bring the scene referred values to the proper range to use of filmic blender's transforms. Most images imported into blender get linearized to display linear values (0 to 1). Filmic blender works on values much larger than 1, white would be around 16.9 in scene referred values.

Your images would need to be linear EXR files (with scene referred values in the range used by filmic blender) or they would need to be log encoded, to be linearized using the proper transform to fall within the range used by filmic blender.

Please read the following link to learn more about filmic blender:

Render with a wider dynamic range in cycles to produce photorealistic looking images


How to make an object be sensed if it is No Collision in BGE I am making a space game, but I need to make a boundary. I have four cubes and I'm using a property sensor to detect them and then display text, but I don't want the spaceship to collide with them and when set the physics type to "No Collision", the ship doesn't sense the boarder. How can I fix this? Thanks!

Enable "Ghost" on the object to be sensed (Properties/Physics/Physics)


Connect edge with perpendicular edge Is there a way to connect the selected face (white in the image) to the edge in front of it?

Result should create two vertices in the facing edge and simply merge the selected edge with the newly created edge.

Hope I made myself clear.

The fastest solution in this case may be using a knife tool. Press K and snap the knife to the vertices. After pressing the LMB press C to make the cut go straight and cut the longer piece horizontally. Repeat the process for the other vertex. Now you can use a bridge tool to connect pieces (and then dissolve the unnecessary edge). You may also use a snapping tool (vertex) to connect pieces and then remove doubles.


Addon: Render burst - doesn't work as expected It should do a Render batch for selected cameras, but it just keeps repeating the same camera and I can't cancel it. I have to kill it with task manager.
 Video:

You need to use the newest version with 2.81+ compatibility.
It's available here on GitHub, and here's a cleaned-up version by @p2or.

Don't forget to enable it in Preferences > Addons


How could I transform the vertices of my mesh to appear in Perspective view, as it does in Orthographic view? I have a model that appears to have fake depth, where objects in the geometry are smaller rather than further away. That said, the model looks fine in orthographic view (if you position the camera correctly) and appears there as it actually should appear in perspective view.

In perspective view, of course, the objects that are "further" away are smaller than they are supposed to be when you get close to them.

How could I transform the vertices of my mesh to appear in Perspective view, as it does in Orthographic view? As far as I know, it would involve:
1) translating each vert along the x and z world planes as they appear on the perspective screen coordinates to line up with the same vert on the orthographic screen coordinates.
2) scaling the mesh along the world y, eyeballing it until everything starts to look correct.

The first step is where I find myself rather stuck. Anyone got a way to tackle it?

This sounds like a job for math, python, and bmesh.  You'll have to have an understanding of the mathematics behind orthographic and perspective projections so that you can compute replacement coordinates for the vertices.

Once you have the formula, you can write python which iterates through the vertices of the mesh and rewrites their coordinates.  Something like this:

obj = bpy.context.active_object
for v in obj.data.vertices:
    v.co = funkify(v.co)


Need help with clothing my character mesh I'm not entirely sure how specific I can be, but i need help with adding cloths to my character. Every tutorial I've seen so far are all tight fit clothing so it just looks like everyone is wearing under armor. I want to learn how to make it a bit more baggy, especially the pants. Is there anyone who can help me?

Lets see if this helps.

Select all the faces of the mesh your want to make clothes for.
I did face select, then i highlighted all the faces. (Photo above)

Duplicate that mesh by hitting 'Shift + D', then press 'enter'. After this you want to scale the mesh by going to your tools manu and hitting the 'scale', 'shrink/fatten', or 'push/pull' tab. (photo above and below)

To make the mesh "baggy" or thicker you can add a modifier like 'solidify'. (photo below)

change the 'thickness' value to get the desired results. (photo below)

these were my results.(photo below)

Thats it! now just shape your clothes to the desired shape and/or add a subdivision surface modifier to make it smoother. Then if you want you can sculpt the clothing, but thats all up to you.


Noise texture not working on two planes at same time i have two separate planes, i have applied same noise texture in both the planes.
The problem is that it's only working on one of the plane.
Herein the image, you can see the upper ,although having same texture, is not showing the texture in lower plane.
What should i do now? Please help.

You have two objects selected in Object Mode. The actual selected object is the one highlighted in a lighter orange. That is a) the last object selected and b) the Active object. You are seeing the Material attached to the active object.

As you can see in this screenshot, I have both objects selected as you do, and it appears that both have the same Material, but they do not.

If I invert the order in which I select the two objects, making the top plane the active object, you can see that the material is, in fact, different.

Select just the topmost plane and see what changes in the Material Editor.


Make dialog windows windowed and not fullscreen by default I don't know what I changed but since a few days ago all context windows appear in fullscreen. But this causes problems, that all blender windows will get black. How can I change that new dialog boxes aren't displayed fullscreen?
This happens at least since 2.83
So how can I chose this:

Instead of this:

In the system preferences > Interface > Editors > Temporary Windows , change  File Browser from Full screen to New Window.


How to keep a transformation after "set parent" if "clear and keep trasformation" doesn't work? I'm using Blender for architecture modeling and I'm having a problem with the clear parent command.
I made a fence repeating a mesh on a bezier curve with the "make parent" and follow the father.
Now I want to work on this fence in edit mode but I can't really do it, I can just change the initial object and it changes all the elements along the perimeter.
I tried the command "clear and keep transformation" but it doesn't work as I expected.

There is a way to turn my fence a mesh more editable?

I took 2 screenshots

before clear parent and keep transformation

after clear and keep transformation the elements are gone.

Shift + P   and choose Clear and Keep Transformation.


Is the "Fit camera view to viewport" function accessed via the "Home" hotkey available in the UI somewhere? I can hit NumPad 0 to enter camera view, then press Home so the camera fills the window. But I haven't been able to find this functionality anywhere in the UI.

Can someone tell me where that function can be found in the UI?

Or is it available exclusively via the Home hotkey?

Those are two separate functions, and have two separate places in UI menus:

or, you could find them through space bar search menu. like:


How to move an object over a deformed surface and make in follow the surface? So I modelled this boat and a lake using ocean modifier.

As you can see when it moves, it intersects with the water. Sometimes it's under water and sometimes over it.
Anyone knows how to make it move over the surface such that it adjusts itself on Z axis and only a part of it is underwater at  all times(Like real boats).
Apart from keyframing it to move properly, I have tried everything
Any help is greatly appreciated
Thanks in advance
Blend File: https://pasteall.org/blend/963dfcbdfd6b468a9f2712981165494d

Create a plane with enough subdivisions, and give it a shrinkwrap modifier with target ocean. Add a vertex group with all vertices to the plane.
Then use copylocation constraint on z-axis to your boat and the vertex group. Hide your plane.


Rendered environment map is misaligned to World I modeled a sun, placed it up in the sky of my scene, and rendered an HDR image to use as an environment map.

The problem is that when I then make a World material and load this image into the Environment Texture node it is totally out of alignment with where the sun object is in my sky.

My camera is in the World center, and I've tried various rotation settings, including clearing its rotation. No luck.
I've also tried to shift the alignment of the Environment Texture node's image via its Vector input, but that caused nothing to show up at all.
Any ideas what I need to do differently?

To transform an environment texture you'll want to manipulate the Generated coordinates:


Export FBX to Unreal I have created a couple of models (with materials applied to them) that I have applied subdivision surface in adaptive mode. Some of them in Catmull-Clark mode and some other to Simple mode.
I want to import my models into the Unreal Engine, and I am wondering which is the best way to maintain the subdivision.
There are options under the Geometry sector with Smoothing (Normals Only, Face, Edge), Export Subdivision Surface, Apply Modifiers etc.
Additionally, should I export my models as high poly or as low poly? I will apply later in Unreal Engine a specific modifier like in Blender? Or there is not this option?

Thank you!!

It all depends on your game. although unreal is good at handling high poly assets if you do LOD.
The smoothing option is for smooth shading.

My recommendation would be to make range of tris budget count for assets (like up to 2k tris for none important and up to 12k tris for important, although if its a vr game you can go higher it's up to you and your target hardware and frame rate)


How do you access the object that a PointerProperty points to? I have created a PointerProperty so that I can specify a target object that I want a my script to act on, but I can't seem to find any information about how to actually use the pointer property once I have it.
I have created the property in the register() function:
bpy.types.Scene.targetObject = PointerProperty(type=bpy.types.Object)

And I'm drawing it successfully in my tool's control panel:

But how do I actually operate on the selected object? ie:
# throws error "AttributeError: 'tuple' object has no attribute 'name'
print(bpy.types.Scene.targetObject.name)

bpy.types.Scene has a property targetObject that is a PointerProperty. That means instances of bpy.types.Scene have a property targetObject that is a bpy.types.Object (or None).
# This prints the targetObject for the current scene
print(bpy.context.scene.targetObject)


Render row.operator not working I am working on an add-on for Blender 2.83.1, which adds a panel to the sidebar. On this panel, the user simply has to press some buttons from top to bottom to achieve the goal (creating an animation of an electron density cloud).
The last button is of course rendering, but I can't get it to work. I am using row.operator('render.render(animation=True)'), but when running the script, the button does not appear. I am doing what is stated in the API I believe. row.operator('render.render') does work, but doesn't give an animation, but a single frame.
The render has to be done using Eevee, I don't know if this makes a difference...
I really hope someone can help me!
full class:
class PT_Make_animation(bpy.types.Panel):
    bl_label = "Animation"
    bl_idname = "PT_Make_animation"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'e- Density Plot'
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout

        # Create the circle, add camera and set
        row = layout.row()
        row.label(text= "Change the camera settings", icon='TOOL_SETTINGS')
        row = layout.row()
        row.operator('setup.cam_operator')

        # Start rendering
        row = layout.row()
        row.operator('render.render(animation=True)')

I think it is meant to be something like
row.operator("render.render", text="Render Animation", icon='RENDER_ANIMATION').animation = True


Unable to select face I'm following this video tutorial and I'm unable to select the floor (by left-clicking on it) as the instructor does.  I've included a screencap of my UI and it seems to match his.  What am I doing wrong?

It is probably because you have x-ray mode enabled. When x-ray mode is on you have to click the dot in the middle of the face to select it. If x-ray is disabled you can click anywhere on the face and it will be selected.


How to make blender listen to a commandport so other apps can send code to it? How to make blender listen to a commandport so other apps can send code to it?
I wanted to ask if there's a simple script or code to tell blender to listen to any code sent by a other app by listening to a commandport simmlar to maya's method.
In maya the only code I need is

import maya.cmds as cmds
cmds.commandPort(name=":7002", sourceType="python")
cmds.commandPort(name=":7001", sourceType="mel")

At this point In maya I can send any code with what ever app I want in python by sending it through port 7002, simple and easy.
I want to know if I can do something similar with blender
I tried SublimeBlender but it only worked with sublime when I tried using other apps to send code to port 8006 nothing happens, I need a less complex way to make blender listen to a port to take incoming code from any app not just Sublime.

In short: AFAIK Blender doesn't come with such a feature built-in.

You could start an HTTP server and listen to incoming requests. You'll have to use multithreading (can get hairy) if you don't want to block Blender's UI, though. Another approach could be an asyncio socket server. Also see this SE question: send instructions to blender from external application.

Be sure that you only run this on trusted networks, though, and/or use proper encryption & authentication to protect your Blender.


Is it possible to specify a complex rendering area in Blender? I am trying to render a complex object (suppose this is a torus). The area occupied by the object itself is much smaller than the area of the object bounding rectangle. I only need to render this object.

The surrounding scene is not important to me (besides its effect on the object lighting). I try to adjust the object material and I often have to rerender the scene.

It takes a lot of time, so I want to throw out the rendering of all the excess. I know about rendering boundaries, but this only works for a rectangular area, which is not effective for a torus. Can I somehow define the rendering area including only interesting object?

My guess how I could do it:

Disable some tiles during rendering.
Determine the non-standard ray density distribution for tracing.

Unfortunately, I did not find the standard functions and plugins for this. Maybe someone has already solved a similar problem and knows the solution.

You could put your model on a renderlayer and then model a plane with a custom shape hole on another layer and then tick exclude and mask for that layer on the model-layer.


List of vertices per face I'm trying to write a script in blender that will take an object and save it to PostgreSQL db. All I need to do is to get the list of vertices per face in a clockwise manner (how postgis knows inside vs outside). I am starting with a simple cube example. The syntax I need for a cube follows:

NOTE: the first node is repeated to close the face

SELECT ST_GeomFromText('POLYHEDRALSURFACE Z(
   ((0 0 0, 0 0 1, 0 1 1, 0 1 0, 0 0 0)),
   ((0 0 0, 0 1 0, 1 1 0, 1 0 0, 0 0 0)),
   ((0 0 0, 1 0 0, 1 0 1, 0 0 1, 0 0 0)),
   ((1 1 0, 1 1 1, 1 0 1, 1 0 0, 1 1 0)),
   ((0 1 0, 0 1 1, 1 1 1, 1 1 0, 0 1 0)),
   ((0 0 1, 1 0 1, 1 1 1, 0 1 1, 0 0 1)) )');

So far I can access a list of faces and a list of vertices, how can I get a list of vertices per face (clockwise) so it prints as above. Here is my current effort:

import bpy

ob = bpy.context.active_object
me = ob.data
bm = bmesh.from_edit_mesh(me)

for f in bm.faces:
    if f.select:
        print(f.index)
        for v in bm.verts:
            print(v.co.x, v.co.y, v.co.z)

@@@### EDIT ###@@@

OK, so here is where I am now, getting close.
I've included rounding to make it easier to understand.

print("SELECT ST_GeomFromText('POLYHEDRALSURFACE Z( ")
#print("="*40) # printing marker
for polygon in current_obj.data.polygons:
    verts_in_face = polygon.vertices[:]
    #print("face index", polygon.index, end=" ")
    #print("normal", polygon.normal)
    print ("((", end=" ")
    #
    for vert in verts_in_face:

        print(
        str(round(current_obj.data.vertices[vert].co.x, 1)),
        str(round(current_obj.data.vertices[vert].co.y, 1)),
        str(round(current_obj.data.vertices[vert].co.z, 1)),",", end=" ")
    print (")),")

So it still needs the first vertex to be repeated and if it is the last 'print' exclude the last commas. I have commented out the normals indicator incase extra needs to be added to ensure the clockwise construction direction.
Result:

(( 1.0 1.0 0.0 , 1.0 0.0 0.0 , 0.0 0.0 0.0 , 0.0 1.0 0.0 , )),
(( 1.0 1.0 1.0 , 0.0 1.0 1.0 , 0.0 0.0 1.0 , 1.0 -0.0 1.0 , )),
(( 1.0 1.0 0.0 , 1.0 1.0 1.0 , 1.0 -0.0 1.0 , 1.0 0.0 0.0 , )),
(( 1.0 0.0 0.0 , 1.0 -0.0 1.0 , 0.0 0.0 1.0 , 0.0 0.0 0.0 , )),
(( 0.0 0.0 0.0 , 0.0 0.0 1.0 , 0.0 1.0 1.0 , 0.0 1.0 0.0 , )),
(( 1.0 1.0 1.0 , 1.0 1.0 0.0 , 0.0 1.0 0.0 , 0.0 1.0 1.0 , )),

This way starts with mesh loops rather than vertices, because, although it seems true, I can find no guarantee that polygons list their vertices in order with respect to their normals. (Maybe someone can correct me on that.) So there's a bit of extra wrangling.

As is typical of 3D applications, loops are ordered anticlockwise with respect to forward-facing normals, so have to be reversed, and the (formerly) last element repeated.

import bpy

me = bpy.context.object.data

# per-poly lists of loop indices
pli = (p.loop_indices for p in me.polygons)
# .. to per-poly lists of vertex indices
pvi = ([me.loops[l].vertex_index for l in ll] for ll in pli)
# ..to per-poly lists of vertices
p_verts = ([me.vertices[id] for id in idl] for idl in pvi)

# floating point precision
prec = 2

co_lists =[]

for v_list in p_verts:
    co_str = '    (('
    co_strs = []
    for v in [*v_list[::-1],v_list[-1]]:
        co_strs.append(f'{v.co[0]: .{prec}f} '
                       f'{v.co[1]: .{prec}f} '
                       f'{v.co[2]: .{prec}f}')
    co_str += ', '.join(co_strs)
    co_str += '))'
    co_lists.append(co_str)

DBstr =  "SELECT ST_GeomFromText('POLYHEDRALSURFACE Z(\n"
DBstr += ",\n".join(co_lists)
DBstr += " )');"

print(DBstr)

If nothing else, maybe you can pick the slice  [::-1]... [-1] out of it for reversing and repeating your elements, and/or the str.join() for dealing with your extra terminal comma.


Mesh in Black even after applying a Texture Folks,

I spent quite a bit of time carefully reading through several posts that seem relevant to my problem and actually trying out all suggested solutions to no avail.

Basically, I'm back to modding for Skyrim and just wanted to try getting a simple mesh imported to the game before I start creating actual armors and such. But the problem is I can't even get a texture show up on my experimental mesh. I didn't have this problem with Blender 2.49b, but now I'm using 2.76b (I admit I'm baffled with all the changes!).

Here's the link to the .blend file (NSFW) for your scrutiny. I'd appreciate any tips/feedback as to how I can get the texture to show up on the custom mesh.

Thanks a lot in advance!

You have no lighting. A sun lamp can shine some light on your textures, both in texture and rendered view.

The reason the body texture shows up is that it's material has an emit value of 1.0, so it is 'emitting' it's texture as light, while the clothing has o.o emit. Note that the emit value doesn't emit a light that other objects interact with.

You could also enable shadeless.


How to copy weight paint to other arms So I'm attempting to weight paint a model that has six arms floating away from the main body. My issue is that I satisfactorily weight painted one of the arms, but now I want to copy that arm with its weights to all of the other arms. Unfortunately, the weights don't seem to be copying correctly, and I'm unfamiliar with how to go about transferring them. Does anyone have some tips on how to go about doing this?

I've copied all of the arm meshes, so they should be exact duplicates, and I've copied all of the skeleton bits for the arms, so they should also be exact duplicates, it's just a matter of transferring weights from one arm to another.

In this image, the selected arm is the one I weight painted:

Trying to attach the Blend file through BlendExchange, but it's giving me an error, will keep trying if the file is necessary.

A bone moves vertices that have a vertex group weight that matches the bone name.

Starting with the weight painted arm, in edit mode select the arm and use P->separate by selection. In object mode, duplicate the new arm object and move it into position for another arm. Rename the vertex groups in the duplciate arm to match the corresponding arm bones, eg. rename arm1_upper to arm2_upper. Repeat for each arm.

In the original mesh, delete the arm meshes. In object mode, select all the arms and then the body, use ⎈ CtrlJ to join them into one mesh. Each arm bone should now move the matching arm.


append shader⊶node group from another blender file - in update style I created a lot of node group in file template.blend as template.
Then, I created C1.blend, C2.blend, etc, using node group from template.
To use the node group in template, I simply copied & paste an object that has material reference to the node groups.
It worked very well.

Today, I find that some of the node group are wrong, so I update them in template.
Below is an example that my node group was wrong.  It is sometimes also related to node missing (e.g. must add 1 before the next operation).

How to update all copied node groups of C1.blend to match the change in template?
Similar question :
How to remove duplicated node groups? , but this old one aimed to use the oldest version, not the most updated one.

AFAIK There is no direct link back to the node group in your template file once the group is appended so what you would have to do is appending the new group and replace the data-block of the old one:

You might want to use python to automate this process for all materials within the blend file:
import bpy

D = bpy.data

for mat in D.materials:
    if hasattr(mat.node_tree, "nodes"):
        for node in mat.node_tree.nodes:
            if node.type == 'GROUP':
                if node.node_tree.name == "Template v1":
                    node.node_tree = D.node_groups['Template v2']


Make sine wave around a circle? Ok I found this question with no answers - Sine wave on a ring and How do I make a curve in the shape of a simple wave form (sine)? to make a sine curve. I need what the first question asked for -

I now have the sine wave curve, but I need it to go around in a circle. How can I achieve this?

EDIT:

Simple script

Translate the circle primitive into a sine wave.  The primitive circle distributes the verts x, y coords in a circle.

The z coordinate is adjusted to oscillate in a sine wave.

import bpy
from math import sin, pi
verts = 128 #  verts per circle
radius = 1 # radius of circle
freq = 16   #  how many phases of sin wave
amp = 0.1   # amplitude of wave
# angle per vert
apv = freq * 2 * pi / (verts)

context = bpy.context
bpy.ops.mesh.primitive_circle_add(
        vertices=verts,
        radius=radius)
ob = context.object
me = ob.data
for v in me.vertices:
    v.co.z = amp * sin(v.index * apv)
me.update()


nla editor - meta strips on multiple object base? so far, I thought that NLA meta strips were good for sorting a whole scene's animation (and beyond). But I only found functionality on a per-oobject base.

What I mean:
in my animation setup, several objects' animations are so closely linked together that it does not make any sense to edit them one by one. As the animation became more complex, I needed a way to efficiently tweak several objects' animations / timing. An example:

An armature is controlled by several IK target objects, which are part of a path animation. while the path is also animated. Over time, it becomes near-impossible to edit each object one by one in a timely manner.

I need a way to group these object's animations. So far, I thought that this can be done by meta strips. But it seems to be impossible. (if so: why? It's so basic...)

Is there a way (even if it's an addon) to do this efficiently (emphasis is on efficiency, as modelers are always on a time pressure...)

I think this add-on may help you to achieve what your are trying to do. Please see the link for a video download and an explanation by "coyhot" the author.

Animation Joiner

Description of the content (from the link above):

  Join them all !

  So, I'm proud to present my Animation Joiner. I designed it with
  dynamic simulation in mind, but I found it could be usefull for
  character animation, too. My goal was to merge animated objects into
  only one mesh, animated by a MeshCache modifier and a PC2 file.

  Why a PC2 file ?

  PC2 is a binary cache file format, wildly use in production. It can be
  nativaly streamed in 3DS Max and Blender, but can also be used in
  Maya, Lightwave, Houdini, and many others. Because Blender doesn't
  have Alembic support yet, PC2 is for me the best to way to interchange
  animated object between 3D packages.

  But when I wrote this addon, I wasn't thinking of interchange format.
  I was thinking of dynamic simulation, and more precisly Rigid Bodies.
  I work a lot with rigid bodies in Blender. And the most difficult part
  of the job is to manage cache files, specialy when you have thousands
  of debris. I dreamed about a technic where you can manage multiple
  debris as easy as only one mesh. And that's the goal of my addon.

  Reducing the complexity of the scene

  Select your debris, set the path to the PC2 file and click on Join
  Animated Objects. After few seconds, on the next layer, you will find
  only one animated mesh using a MeshCache modifier, streaming a PC2
  file. Now, you can duplicate (linked) the mesh and multiply the number
  of debris without rising the usage of the memory. And you can even
  offset the animation ! If you generate two PC2 files for the same
  debris, you can also crossfade from one Meshcache to another by using
  the Influence parameter.

  Because you now have only one object, you can add any modifier on it,
  like a Bevel for instance. But you can also emit particles from all
  the debris really easily. You can even duplicate (linked) this object
  and add a Collision modifier on it. By this way, particles will be
  emitted by the debris, but they also bounce on them ! Try to do that
  when you have hundred of debris ... not so easy.

  Same thing for the smoke : you can try to emit smoke from the debris,
  with a duplicated object set as a collider. With only two objects, you
  can see the smoke flowing through every holes in a falling wall !

  Reshaping and retiming dynamic simulation

  Because you have only one object, you can deform it during the
  animation by using a lattice of even shape keys. In the demonstration
  video bellow, you can see that I tweak the position of only one debris
  because it intersect with another one. You can also emit particles and
  use an Explode modifier, followed by a Solidify to generate more
  smaller debris.

  MeshCache can be animated using different options. One of my favorite
  is the one named "Custom". Because, you can timeremap you simulation
  by only creating keyframes, slow it down (the position of each point
  will be interpolated !) if you want to create a slowmotion shot of a
  falling building, without the need to simulate it at an higher
  framerate !

  Maybe I'm wrong, but I think it's easier for Blender to manage fewer
  objects with an high polygons number than a lot of objects with fewer
  polygons. I think it's because of the dependancy graph. So, if you
  take a look at the first image of this post, 4 millions polygons are
  used to generate debris of all the buildings. But I can run the
  animation at 3 FPS and it only take 500 Mb in RAM, because of the
  instances used in the scene. And last but not the least, Cycles start
  almost immediatly when I launch an interactive rendering !


Bringing in Multiple Animations of a Single Armature to Be Used For One Animation I have created 3 animations using one rig in separate .blend files, a walk in place, run in place, and a simple front flip. If I were to create a new file with this rig in it, how would I go about importing the keyframes of each action into one file so I can chain them together? In the future, is it a big mistake to do the animating in separate files?

Assuming you're in the file you'd like to combine the actions in:

Goto File >> Append
In the file manager, navigate to the file with the walk/run/front flip.
Click on the actual .blend, you'll see a bunch of datablock categories (Action, Mesh, etc).
Click on Action.
Select on the action you want to import, and click Append.
You should be able to load this action in the Dopesheet/NLA now.  Note that this action won't update from the original file.  If you wanted that, do the above, except clicking Append on the menu, click Link.


How to make a material with texture in Blender 2.8? I'm trying to apply a blue texture to a material, but the texture is not displaying in the 3D view port.

I'm using blender-2.80-387c1f2e0d5d-linux-glibc224-x86_64

What should I do? What I'm missing? Bellow is the .blend file.

File

Here is the node setup to achieve the result:

And here is the .blend file:

LINK


Why isn't my hair connecting? This is my first time using hair particles and I've managed to figure out many of the settings, but I can't for the life of me figure out why it's sitting above the emitter. I tried checking the B-Spline option as a similar post has as an answer, but it didn't do anything (If anything, it made the gap worse). Are there any other solutions?

It looks like your subdivision surface is on a lower level than the particle system. You can change it in the Modifier tab.

Compare these two pictures:


What is this mode that is causing everything to be evently scaled? I accidentally pressed a hot key. And could not find again. In this mode, everything is evenly scaled.

On the top right of your viewport, next to 'Global', you have an icon with 2 circles with dots in them. This means that your transform Pivot point is set to individual origins. Which means that every selected objects/face/edge will be scaled individually. If there is a hotkey for this I don't know it, but you can switch it by clicking on the icon and choosing whatever you want, by default Blender set it on Median.


Planning a mini ramp build playing around with bender to optimize my material use to build my 6 year old daughter 2 mini ramp (or quarter-pipe).
Building the main structured posed no problems but now I am trying to "bend a piece of plywood". The idea is I create a cube of the plywood dimensions and place it in the curvature of the ramp. That way I have excellent visuals if it fits and how much I need.
I tried simple modifier but it tends to change the size of my plywood.
What is the best way to make this work?
Plans are used from: DIY Skate plans

So basically: bend the selected box (plywood sheet) onto the curve of the quarterpipe

Ok, seems that the problem I was facing was mdue to the positioning of the cylinder to the "plywood". Once I created a circle on the same origin I could bend the plate to my wishes. Now just figuring out the exact amount of degrees but for now close enough.
This gives me a rough estimate what the plate will cover


Scaling down the keyframes I'm trying to understand how to stretch and scale exactly the keyframes of my animation. Let's say that at the beginning my animation was composed by 66 frames that I want to render at 24 fps. Later I stretched the keyframes to 110 because the character's movements was too robotic. Now I want to come back to 66. I gone to frame 1 on the dope sheet and I scaled down the frames a little,but the position of the characters is not aligned with the background images that I used on the beginning to make the poses. I need to understand what's the method to know exactly how many frames should I add to 66 the make a fluid animation at 24 fps and how can I scale the frames from 110 to 66 to match the starting background images. Check here to see what happened when I tried to scale down the frames. Thanks.

In the animation editor, position the 2D cursor to the frame you want to use as the "origin" for your scale operation (probably the first frame of the animation) and set the pivot point to "2D Cursor".

Select the keyframes you want to scale. Press s to scale, x to scale on the x-axis (time), then type 66, and press Enter. Then press s, x, then type 110/ to scale by 1/110, and press Enter to apply. This will scale your keyframes' timekeys by a factor of 66/110.

The keyframes will probably not align perfectly with entire frames. Blender's interpolation system can handle this just fine. If you want, you can snap them to entire frames by pressing Shift+S and choosing "Nearest Frame".


Can't use the Ctrl+2 shortcut to add a SubSurf Modifier This is not so important for me, but still when i try to put a sub surface on with control 2 it won't work for me.
I can always put it in the modifiers panel but it always bugs me why i cannot do it...

When i press Control + 2 it shifts the camera slightly...

I got emulate Numpad on and the shortcut keys are like they should be...

Can you please help me?
Thanks, Anton Pogromskyy

You have the Emulate Numpad preference enabled. This is fine, but it means you will need to reassign your shortcut for adding SubSurf Modifiers. In Preferences search for keyboard shortcuts starting with the name "sub" and you'll find what you need.

Edit: In the screen shot you just added to your post, while it appears to be set up fine, what isn't obvious is that Emulate Numpad is overriding those. You'll need to change the shortcuts or disable Emulate Numpad.

Edit 2: Here's a screen shot of my configuration. I'm using Emulate Numpad, and so I've set up my shortcuts in the format of Alt Cmd Numpad1 (for numpad keys 0~5).

You can also see that I have not done so for Sculpt Mode, so you can compare. As soon as Emulate Numpad is enabled, Blender registers the horizontal row of number keys as numpad keys, and this is the reason for what's happening.


How to see if particle system is a hair system, with Python Currently,I have this code that checks to see if the active object has a particle system.

import bpy
if bpy.context.object.particle_systems:
    print("There is a psystem!")
else:
    print("No psystem!")

This works. How can I make it print true only if there is a particle system AND that particle system is a hair system?

Below gives a list of all hair particle systems on the context object.

import bpy
context = bpy.context
obj = context.active_object

hair_particle_systems = [ps for ps in obj.particle_systems
                            if ps.settings.type == 'HAIR']
if len(hair_particle_systems):
    print("%s has %d HAIR particle systems" %
             (obj.name, len(hair_particle_systems)))


How do you fade an image over video in the VSE I am trying to do video editing and I want an image over the video, but I don't want it there permanently. I want it to fade in and out, kind of like transitioning or animating.
I am not sure how to do this. I have seen it done in adobe premiere and people say that blender is a good free alternative.

In the Video Sequence editor press N to bring out the tool bar.
Then select the video strip you want to fade out and insert keyframes for opacity , change to a different frame, change the opacity and insert a new keyframe:

( to create a key frame hover the mouse over the opacity press the right mouse button or press I)

For other kinds of transitions/efects please refer to the Sequencer Effects Manual


Why doesn't the boolean modifier work for me? I want to use the top half of the circle to make a cut but whenever I apply the boolean modifier, the circle just stays there and becomes attached to my other object.

I've managed to make the cut in a standard cube but not sure why it's not working for this...?

That's because of the limitation of approach of how inner/outer surface are calculated in Boolean modifier. Current Boolean uses Carve library. Carve will perform boolean operation only if the intersection of two meshes is a closed loop of edges.

As shown in your image, the object is not a closed manifold one, which confuses the edge classifier. This is listed in Boolean modifier limitation.

To solve this, I suggest adding a Solidify modifier on top of Boolean modifier, with a very small Thickness Value (such as 0.00001). After applying both modifiers, you can press W > Remove Doubles to clean the mesh, and select all faces, then press Ctrl N to correct normals. (This sounds like a trick, but it works in this case, since there's nothing you can do with the current Boolean approach, which got its own advantages as well as limitations)

Example file

By the way, in the coming 2.70, Boolean modifier supports ngons, which means you can generate much better and cleaner results (as shown in above image). You may want to give it a try.