Can not intersect duplicated loopcuts into model Hi,

I can't intersect the duplicated loop cuts into the model.
I first made horizontal loop cuts, then i made some vertical loop cuts and duplicated those,
it would be a quick way to repeat the cuts for putting in the windows.
The problem is that the vertical loop cuts do not intersect with the horizontal loop cuts.
I tried intersecting them, cleaning, removing doubles, joining, boolean,  etc. etc,..

Need some help here!
Using Blender 2.70a

Try deleting the face loop under the duplicated portion, then using W>Bridge Edge loops (WE):


Interface floats in window after switching screen resolution Operating system: macOS Mojave 10.14.2
Graphics card: Intel Iris Pro 1536 MB

Broken: 2.8 beta e57ee5934a30
Worked: 2.79

Problem: Blender window goes edge to edge, but interface only renders from the bottom left-hand corner to fill 60% of the screen. Mouse input corresponds to correct scale, but interface renders only in distorted area. Assuming it's graphics issue which can be solved by clearing an interface cache somewhere.

How to reproduce error:

Open Blender on regular-resolution display
Drag Blender window onto display with different resolution
Interface scale breaks (cannot be reset)

How do I completely reset how the interface is being rendered so I can fix this interface scaling issue?

This seems to be a bug. This is considered off-topic on Blender Stack Exchange.

See: What questions should be definitely off-topic?

Also this is to be expected since 2.80 version is not yet released and beta builds are still experimental. The bug should be reported:

You should ensure that you are using up to date graphics drivers, which on Mac OS means you should run up to date OS(it seems yours is up to date already). Blender 2.80 builds are built daily as well, so you can check if the bug is fixed in later builds, but that has little chance of happening if it is not reported.

Other than that, it seems Mac OS is not a perfect environment for doing 3d work at the moment. OpenGL support was dropped by Apple so if this by any chance is caused by a bug in their drivers, it is not going to be fixed in the future. I know it's not pleasant, but you may want to consider using another OS maybe in some sort of a dual boot set-up. It does not seem the situation with Mac OS is going to improve any time soon, it seems it might get worse.


Why is this fluid being stretched into a line? I was trying to simulate an animation of fluid flowing from one cup to another, but after baking the domain, there is this strange shape that stretch all the way out of the cup, and I wasn't sure what had caused it.

Tried turning up the resolution but the domain still stretched far off the cup into a line or something. Please help?

Screenshots:

Thanks :)

Have you tried the following things:

-Change the volume initialization's volume/shell/both settings on the obstacles the fluid interacts with, and seeing how they interact in a scene?

-Checked where the normals are set for objects, especially obstacles, to make sure they aren't projecting weird spaces into the domain?

-Looked at the initial trajectory of the inflow object?

I had similar issues with the fluid sim acting up (found here - Fluid sim is not working right; water forms a flat table with an object, creates a large gap ). The issues were a combination of objects needing their volume init changed, and the re-setting the normals to be inside. Took about an hour of debugging, but since it was my first fluid sim it taught me a lot about how tempermental the fluid sim calculations can be. The fluid sim is certainly a cross between "art" and "science", and you'll need some experimentation to understand how it operates. There's no easy fix, it just takes practice and time.

As I said though, if you can't figure it out after an hour or so, post back. It should be resolved with a bit of parameter spelunking though.


Is it possible to parent bones between armatures? I have 3 separate armatures, A, B, and C. I want to parent one bone from Armature A and another bone from Armature B to one bone in Armature C. I'm trying to make one bone in Armature C offset the other two bones in Armatures A and B whenever it is moved in pose mode. Is this possible? If so, what is the process for setting this up?

There's a method of constraining that works especially well with bones, and avoids unwanted offsets caused by double transforms.

go to pose mode, select the child bone, add a "copy transform" constraint, set it to Parent armature, parent bone, local space both.
The same for the others child bones.

Consider that you can even animate the influence of the constraints.

Another way is using drivers, which are more powerful (you can program curves of influence and many others complex behaviours) but more difficult to explain in a few words; search for info about them, even in this site.


Straightening out ALL uneven UVmap vertices in unison w/o overlapping? Instead of tediously straightening all the edges to align perfectly vertical one by one by one, is there some way to straighten out ALL the UVmap vertices ALL at once (like on the left side all nice nice vertical) without having them mashup and overlap into one --as with happens when I select them all and type S + X + 0?

I would just redo the UV unwrapping to get it straight.

Starting with a cylinder.

Select an edge.

Mark it as seam.

Select all faces.

Unwrap (no special projection, but a straight unwrap).

You should have a straight UV map like this:

Then just scale it to meet your needs.


how to render still images as a movie i already render my animation as still images i want now make a movie from them i went to video sequence editor and import my images that i already rendered and choose the video format that i want and go all over the settings and now as like a saw in tutorials i need press animation to make a movie from those images

but when i press animation its start rendering as video formart i mean its start the prosess that i already wait about 24 h
do i miss something here
please help

Something similar happened to me recently, and it wasn't my first animation rendering.
The output directory specification lacked a final backslash; there was an error message about not opening the output file, but I missed it the first few times. After I corrected my output directory to C:\Animations\ (in my case), rendering went forward properly.


Where does python output go in the game engine? I've been messing around with the game engine for a bit and decided to do some testing with python. What I have set up is a logic brick that executes a python script every time I press "W". The script should then print out a line.

What I don't understand is where the script's output goes. I don't see anything in the console or anywhere else. Does it output at all? Do you need a special bge function to print lines into the console?

That's simple. Go to Window > Toggle System Console

Result:


How to add View-port colour and View-port specular to object in cycle render.? First of all, sorry for my English. I am new to blender animation. I have a problem regarding material colours, my problem is I can`t get colour same like texture shading. any one can help me on this point. I am working in cycle render.

1) Texture Shading Viewport.

2) Render Viewport(cycle render).

How can set colour in render same as texture shading Viewport.?

what you have is this:

what you want is something like this:

what you miss is two things:

There is no light source in the scene. You can have lamps like in the following screenshot, ore use an image in the world background (yours is monochrome), or combine both.

the material setup only has a diffuse shader to it. This shader will only return diffuse color information, so specular lights won't show up anyways, no matter what you try. Mix the shader with for example a Glossy shader, which catches some reflection:

from here you can take it to however sophisticated you want. Add fresnel, maps, vertex colors, whatnot, but without proper material setup and proper lighting, no scene can look cool  :)


Make object from a clone Hi again i will try my best with my broken english to explain :

I have a Plane and Sphere, i link both with the plane as parent and the sphere as child.
After i use in Object Tab the Duplication (faces), so  i have as result a clone (the second sphere).

So now i would like to make a object from this clone (make duplicates real) and work on it, like a new mesh.

For that i have selected the parent (the plane) and do  Shift+Ctrl+A  and as you can you on the last screenshot i have on the left menu " make duplicates real"  but what do i need to do now?

Ok i got it, i needed to do Maj+Ctrl+A just after have made the duplication.
Im not sure to be clear again with my english but i hope it will help someone not just myself ^^


Blender 2.79 physics and simulation I want to create a simulation where there is a core and at these core objects are attracted to it gradually till they form the shape of the core e.g Sphere core like Chibaku Tensei. How can I achieve these, need help.

Here is one approach, there are probably better ones

Turn off gravity

Add the object you want to attract objects to and give it a force field

Set the strength of the field to a negative value. and the shape to "Surface"

Make it a passive rigid body

enable rigid body collision and set bounciness to 0 and friction to 1

Add the objects you want to move and give them a rigid body type of active

If you animate this the objects will move to the body and stick.  You'll need to tune the force strength to get the speed you want.


Make an object into a fluid i am trying to make a fluid simulation of a metallic text melting to the floor and doing...you know, do what fluids do. My issue is that if i make the text a fluid and bake it, the shape gets completely messed up (doesn't matter how high or low the simulation quality and mesh quality are) and is barely readable as you can see here:

Now, is there a way to make the fluid look exactly like the original mesh until the simulation starts? My goal is to make the G you see on the right stay the way it is in the screenshots until i hit play and then let the physiscs take over.
Thank you in advance.

Use the keyframes in the animation to have the fluid properties apply only from say, frame 2. That way, on Frame 1, your G is the normal mesh and it turns into a fluid and do what fluid does only from frame 2.


rigidbody meshes won't move! at all I've been doing some camera tracking and its all been working fine. then when i tried to add rigid body it wouldn't move

sorry if I'm not being that specific but when i bake to keyframes only two keyframes show up at the beginning and end btw my beginning frame is 908 and end is 1040

sorry it turns out i had to go into the rigid body cache and change its starting and ending frames


Is there a way to smooth a surface cleanly without subsurf? I often use subdivision modifiers to give my models a cleaner appearance, but this comes at the cost of too many faces and obviously difficulty in modelling (well, it's partly a hardware issue).
Is there a way (say, a modifier) that can achieve a similar "smoothness" without having to subdivide so much?
Example:
With subdivision on:

With Subdivision offf:

Try settings as follows:

One level of subsurf or as many as you can comfortably handle.
A Laplacian Smooth modifier with a couple of repeats (be careful!); adjust λfactor as desired.
Smooth shading enabled.

The Laplacian Smooth modifier is a really nice way to smooth out your model without adding a ton of verts. From the wiki:

  The Laplacian Smooth and Shape Enhanced modifier allows you to reduce noise on a mesh's surface with minimal changes to its shape, and exaggerates a shape using a Laplacian smoothing modifier in the reverse direction using a single parameter, factor.

If this doesn't work out well you could try just a normal Smooth modifier instead.


How to decrease vertex and Face ? Everyone . This is my private work. I'm trying to upload this model via SketchFab.com bbut this model got too much data and too much Face
Anything i can do to reduce face and vertex ??

I would say the best thing you could do would be to decrease the amount of subdivisions on faces which are less likely to be seen, So for instance the chain, yes they play a valuable role in telling the story of the tank but when a texture is added you don't need as many faces.

So just think of spaces that people wont be able to see. Like the back part and the inside or even underneath it. But great bloody Model mate, I can see you like Battlefield 1.

Also for the pins/bolts/rivets along the tank, are they spheres? If so change them to Hemisphere's.


How do I turn down the saturation of a specific color in the noise texture? I am using the noise texture to fake the dispersion in a glass shadow. It looks cool, but there is a problem, the noise texture has the purple color, while the purple color is not one of the rainbow colors. How do I get rid of the purple color in the noise texture?

EDIT: I am not sure about whether the rainbow has purple or not, maybe it has. But I would still like to know how to twick a specific color in noise texture. I tried using the Hue/Saturation node and it did not work.

You can put the FAC out of the noise texture into a color ramp, which lets you choose your own color for every range of value (between 0.0 and 1.0) of the texture.


Boolean Modifier removing parts of my object I followed all the suggested steps online, such as fixing the normals, removing all the doubles, etc.
These Are The objects:

The Target, (the one with the modifier applied) is the text and the grid is The object used for the modifier:

This is the modifier applied to the target. "Plane" is the last image's object (something like a grid), and the 3d view is the result, it seems very strange and buggy, like the boolean modifier didn't work well.

Any ideas on how to fix this?
I am trying to subdivide the mesh in quads that have all a cube shape, but for example in the outer parts of the mesh, will follow the lines of the mesh. Something like consecutive cuts in two directions.

I know also that I can use remesh modifier, but I think is not a good idea to use it because it takes a long time to process and create a lot of geometry.

I am attempting to create a mesh with lot lines along the x and y axis so that I can separate them using separate by loose parts and get lot of cube similar shaped part of the mesh.

From the way you've set up the boolean modifier, I gather you're attempting to stamp a grid pattern into the front of the text, like this?

If that's not the result you're after, then could you clarify what you're trying to achieve?

If that is the desired result, then it's hard to say exactly what is causing the result you're getting without poking around in the .blend.
Since you already tried the two most common culprits, The next general fix I'd try is sticking a remesh modifier on the text (above the boolean modifier). This will generate a new mesh resembling input, hopefully correcting any non-manifold geometry.


Why does my model render shady / half-black? I imported a Wavefront model (OBJ + MTL) and tried to render it using Cycles. Unfortunately, model renders shady / half-black. It seems that only one wheel looks as expected. I can't figure out what causes this behavior.

I would appreciate any help!

P.S. Source Blend file: https://nofile.io/f/q1ArSbeAva0/Shady_Car.7z

You have custom split normals data on your model, You should to delete it, then blender will recalculate normals properly.

Removing custom norlals in Geometry data section:

Then select all faces and press Ctrl+N


Creating a face on 2 circles of edge while letting the inside of the small circle without face Hello,
I managed to clean all the vertices of the primitives that I join together, removing the faces that where overlapping and keeping a simple shape.
Now is my problem : I need to create the front and back faces. But when I select all the vertices, and make 'F' to create a face, the 2 holes inside the shape are covered.
How do I need to proceed to make the face without covering those holes, letting them empty? (the holes are the small circle in the middle and the moon croissant under it)

The only method I found is to remove the central cylinder, make the faces, create a cylinder and add a boulean to remove the center in the end. It is dirty :/


how to render semi-transparent objects with transparent background as a png with cycles I am rendering out some bubbles for use in a composite Photoshop image, so I need to render as a transparent png with the bubbles semi-transparent.

I tried setting render output to RGBA and checking the transparent option under film, but while the resulting png is transparent the bubbles keep the environment background colour.

The bubbles are definitely semi-transparent, because if I include a coloured object in the scene behind them, it is visible through the bubbles in the render, but I can't find a way to allow the semi transparent material to have any alpha transparency in my png render.

You can use a Holdout shader:

The holdout shader will render as actual image alpha, as opposed to giving the color of the environment on the other side of the object.

Or you could use a Transparent shader, which will allow other objects to be visible through the transparent object:

Note that transparent in Render settings > Film must be enabled, otherwise the holdout shader will appear black and the transparent shader will show the environment behind it. You did mention that you already did this, so you should be good.


Knurled pattern on different types of surfaces What's an efficient way to make a knurled pattern on any surface? I am able to get great results on a simple square surface, but when it comes to anything else it becomes very tricky.

Here's what I made on a simple square surface:

Here's my best attempt on a circular surface. I had to make the pattern on a square surface, then do a knife project to cut out a circle. Then I just put a cylinder behind it...

Here's what I'm modeling. End goal is a game ready asset. These patterns will be used to bake a normal

Any tips would be very appreciated! I'm doing the mag eject button, still need the trigger, safety, and slide release. Would be great to have a better way of doing this to save time.

You could make an inverted pattern that's gonna boolean cut the surface you are going to use.
Then after using it as boolean cut over the surface you want to get that pattern on.

Keep in mind that the pattern you are going to use to cut out the pattern on the object needs to be the inverted version of the pattern. Holes in the object are standing cylinders on your pattern cut-object.

On curved surfaces you could use array and curve modifiers to use the boolean over the surface like so:
The boolean modifier should be applied to the object that's going to have the end result of the pattern. And the operation should be "difference".
This method works for all surfaces you would like to use.


How to use multiple dots in idnames In add-on operators, you are required to give an idname to each operator. Commonly, it is category.operator. This results in calling the operator with bpy.ops.category.operator. When I tried to put two categories: category1.category2.operator, there was an error. Is there a way to put two categories in an operator idname?
I have the same question for registering Property classes: Normally, in register, I would put bpy.types.Scene.name = PointerProperty(PropClass). When adding multiple categories like bpy.types.Scene.category.name, an error occurs that says NameError: category is not defined. Is there a way to put multiple categories on properties?

I tried
 bpy.types.Material['custom_float'] = bpy.props.FloatProperty(name="Test Property")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: 'bpy_struct_meta_idprop' object does not support item assignment

>>> bpy.types.Material[custom_float] = bpy.props.FloatProperty(name="Test Property")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
NameError: name 'custom_float' is not defined

>>> bpy.types.Material.custom_float = bpy.props.FloatProperty(name="Test Property")

The last one was the only one that worked
It looks like underscores are the way to go


Python API: Custom properties for vertices/edges/faces? Is it possible to assign custom properties to vertices (or edges or faces)? If yes, how?

The manual says that custom properties are only supported for datablocks with an ID. what exactly is meant with this ID?

Only objects which are derived from bpy.types.ID support custom properties. These subclasses are listed here: API docs - bpy.types.ID. You access them via bpy.data.

Additionally, Bone and PoseBone objects support custom properties as well: API docs - bpy.props.

The standard API does not support custom data for geometry elements (bpy).The BMesh Module  (bmesh) does however.

Note that custom data layers are rather slow when utilized with Python.

Keep in mind the "propagation" of custom data, the attributes are copied on operations like extrusion - hence, you can't really use it to give each vert / edge / face a unique number for instance.

See also:

Python: assign custom tag to vertices
API Docs - Custom data access


I'm doing something wrong while trying to PARENT an object together I'm doing something wrong while trying to PARENT an object together.

I'm not sure I'm following the steps correctly.

Note the "dotted" string seems still attached to between the Icing & Donut still after "parenting".

Hope someone can solve this problem.

Thanks hugely and regards in advance.

Mike

Apply transformations to both the objects
Select the child object then the parent object, ctrl+p ("keep transform" - this maintains distance between objects)


Rendering issues with fire and smoke in blender internal Im trying to simulate fire in blender. I have applied the material and tried to render it.But there is noting showing in the render result.. Tried other tutorials also but always have some issues with this. Is this because i have a low configuration system? Im attaching my blend file also here. Please help....

blend file:https://drive.google.com/open?id=0B4H_qN6jMkcZa3M0ZTY2VTFjSUk

I took a quick look at your Blend file and it looks like it might be your first attempt at fire in Blender Internal.  I made the following changes to get the Smoke portion of the Flamethrower effect you are working on to show:
  1) Your particle emitter / Flow control (plane obj) looks fine for now.  You can leave it as is.
  2) Your Smoke domain (cube obj) also looks fine for now - no changes needed.
  3) Your Material settings for the Smoke Domain are also okay.
  4) Your one Texture for Smoke requires two changes: First in the Influence section of the Texture Panel you need to check the "Volume Density" property and leave it set to one (1).  Second in the Mapping section of the Texture Panel you need to make sure that Generated is selected.  For some reason this defaults to NO selection that cause nothing to be displayed.  This is the minimal you must do to get the smoke to display when rendered.

Now you can run the animation in the 3D view, once smoke is being generated stop the animation and render the frame.  You should now see the smoke as a very white cloud.  This is a very minimal setting required to achieve a smoke effect.

The Blender Manual actually has a pretty good explanation of the proper settings for this Smoke/Flame effect using Blender Internal.

After you have the Smoke you will want to add a second texture to the same material making the changes to the properties as defined in the Manual.  Note there will be a LOT of tweeking to get the results you desire.

Best of luck.
TC


Keyframed UV map not exporting in .dae? I've made an oversized UV texture and keyframed the mesh face position on the UV map using AnimAll in order to change the image during an animation. Rendering the animation confirms the texture change works.

However, when after exporting to .dae the texture stays the same throughout. Is there a step I've missed or is this a limitation of the file format?

Thanks a lot

Blenders Collada exporter doesn't support Key framed UV's, also not sure if any other applications support exporting them.


Make Particles follow a Black and White image texture I have a black and white image of some text. I would like to instantiate particles only on the black parts of the texture. I'm using the hair particle system and a rendering as object.
I have tried using vertex weight edit modifier but it does not seem to work.
Any ideas on how to do this. Step by step instructions would be preferable as I'm new to blender.
Cheers.

In the image above on the middle see a particle system with an indication at the bottom that a texture is attached.  On the right side you see the location to change the texture and to specify its influence as density.  You press + New to create the texture reference you need. You can ignore the filler on the left side.  This writing is not a tutorial.  Please supplement this with a tutorial as specified above.  This is to show the primary panels to start your process.  You will replace the abstract texture with your texture.  Then if you prefer/need you can invert your texture in the texture panel or invert it before.  So you can flip the colors from black to white and white to black very easily. You can look at the headers of the panels and icons to navigate to the correct place.


Making several holes in cillinder that are offset from cylinder center I'm looking for a reliable technique of creating a 3D printable base for my Z5740M Nixie tube. The base it requires is called B13D but it was never actually sold. It's just a 3mm tall cylinder with 13 holes that are offset from center by 9.53mm. Holes are spaced by exactly 25.7° with two of them being farther apart.

Making holes is easy. Just add another cylinder and then use Boolean modifier set to subtract. But the precision is the key. I would like to ask if there is a technique I can use to keep that 25.7° separation exactly right. I was even thinking about using python to script the scene, but maybe there is a faster "manual" way to keep the angles and distances exactly right?

Add your cylinder, and make it the proper size for the baseplate.

After that go ahead and add another cylinder. Go into edit mode (Press Tab), select all vertecies with A and then move the cylinder out to the first hole position, and scale it properly. Exit Edit mode when you're done. Your thing should look like this now.

Add an empty next. (Shift A -> Empty and select whatever you want). Select the small cylinder now, and go to the modifiers tab. This will be on the right hand menu and looks like a wrench. Hit "Add Modifier" and select "Array". Uncheck "Relative Offset" and check "Object Offset". Set your empty as the object, and set the count to whatever you desire. This is what the modifier should look like.

Select your empty again, and rotate it around the Z axis by 25.7° (Hit R, then Z, then type in 25.7). Leftclick when you're done. After that select the big cylinder again, and add a boolean modifier. Set the type to "Difference" and in the objects section select the small cylinder. If you're not happy with the positioning at this stage you can move the small cylinder around in edit mode to get it lined up properly. Hit "Apply" on the boolean modifier of the big cylinder when you're happy. You can delete the small cylinder and the empty after that, if you want to. This is what I'm left with.

To recap what we've done: We've taken a small cylinder, and copied it 13 times (that's the count in the array modifier). After that we've told blender to offset it based on an object, and selected an empty for that. We've rotated it by a desired angle, and the small cylinder copied that angle as well. After that we substracted the small cylinder from the big one and are left with the final product.


Rigging a character and adding controlls issue So I was rigging my low poly char and when I was doing the kinetic inverse thingy for my arm it just spun the entire arm and spine around and I don't know what I did wrong https://gyazo.com/0814389d1cb7da5a3d5045bd30f3d79d?token=a409b6a09f7abc895a9abfebeade9209

Sometimes you gotta change the pole angle yo 90 or -90, is a thing of inverse kinematics in blender. Let me know if that helps !


Im modeling a Aircraft(Mig9) but i don't know how to procced with the cockpit As the title says

Im a newbie and im not sure how to model the cockpit of the aircraft. Im not looking for a super detailed cockpit but not a low poly as well.

Watch/follow any "make a car in blender tutorial" and you will know how to make the cockpit of your plane.

try (Modeling a Car: Honda HSV-010 GT):
http://darkscarab.com/view/43


Will this graphics card work well for cycles? I'm considering buying the GeForce GT 610 2048MB on Amazon for $42.99.

Does this card work well for cycles? Is there a better alternative in the same price range? I want a basic graphics card that will speed up my occasional renders - nothing terribly fancy.

Absolutely! Although with only 48 CUDA cores, it might be rather slow... A slightly better one might be this one:
MSI GeForce GTX 710


How to temporarily disable pose transformation in Weight Paint mode? Is it possible temporarily disable pose transformation when in Weight Paint mode? Like it happens when a mesh is in Edit mode?
If it's not possible temporarily then maybe I should employ some standard tactics like somehow saving pose transformations into a temporary keyframe, clear all transformations in the original keyframe, weight paint, and restore all pose transformations from the temporary keyframe?
Edit 1: Screenshot based on thibsert answer

Select the Armature. In Object Data Properties, enable Rest Position.
Don't forget to re-enable Pose Position once you're done.


Odd STL result, but I don't know why So I drew a threaded cap.  This is my first attempt.  It looks OK in Blender but when I view the resulting STL file in an STL viewer, it looks very wrong and I don't know where to begin to fix it since it already looks ok in the modeler.

Ok, I figured it out.
When you HIDE an object and forget that you hid it... It will be there in your export laughing at you.  Don't be like me... remember your hidden objects.


Transforming Objects Into Other Ones How would you animate a cube in Blender Cycles Engine to transform it smoothly into a human model I already made?

Best bet is to use the Cast Modifier to morph the cylinder into a sphere shape.

The trick to get it to work well is:

Have a good number of evenly spaced edge loops along the cylinder length as well as concentric edge loops on both caps
Then set the mesh surface shading to Smooth and add a 1 level Subsurf Modifier before the Cast Modifier
Select Sphere as the cast type and then you can keyframe the Factor from 0 to 1
You may need to increase the Radius amount if the cylinder is longer than my example.


How can I connect a corner of a face to an edge of another face the easiest way? How can I connect that in the easiest way?

Add an edge loop (Ctrl + R) to the main object aligned with the vertex then merge them (Alt + M). You can also merge them at center, at the position of the first one or the second one. After that, you can merge the other vertices to reduce the number of triangles...


Multiple materials on one exported model in UE4? I want to have two meshes that can have their own material applied in Unreal Engine 4, and have them be exported as the same file. Example: A chair that can have a material for the seat itself, then a different one for the legs of the chair but still be the same model. I tried just exporting with the multiple meshes in the same scene, but the material gets applied to the whole object rather than the specific part I want to materialize. Any info regarding this subject is appreciated. Thanks in advance and have a great day :)

If I understand you correctly, you want a mesh that has 2 different materials applied to it?
Then just model 1 mesh in blender. Select the faces that you want and assign them to "Material 1". Then select the other faces and assign them to "Material 2".

Export as an .fbx and import in UE4. UE4 will automatically make 2 material slots on your mesh. (They are called "elements")
Then you can just drag and drop one material into one slot and another material onto the other slot.


Blender B-bone become huge and blocky First time post here! So when I am doing my rigging and switch view to b-bone
it suddenly become huge and block like the in the image.

Anyone know what's wrong?

It is fine in octahedral though...

Thanks!

You can scale them in edit mode with Ctrl + Alt + S


Rendered animation looks poor All frames were rendered out at 1920x1080 and for 60FPS but it looks like it's 720p at a much lower frame rate. I don't know what's causing this, but I wanna fix it while I'm re-rendering the frames (There were missing entities due to a goof I made.)

It's 15120 frames if that helps at all, and the frames themselves look clear as day.

Rendered it out as an image sequence and frame step is one. I'll get my file uploaded for y'all.

https://drive.google.com/file/d/1sjnCSbtqH9cx-cG1-aXa43tp9c7jkbok/view?usp=sharing

File is up. Lemme know what's up ASAP, please and thank you all so much.

So, did you export a video? Or an image sequence?

I would strongly guess that you have used a very bad codec (or bad settings for that) while converting to a video file.

I would suggest to render out .pngs (or any other uncompressed image format) and then afterwards convert those to a movie.


Rendering problem - only rendering one layer? I am doing the Blender Guru Donut tutorial - in my viewport, if I click on rendered view everything looks fine, but when I go to actually render the image, only part is rendering. Did I click some button by accident that is making this happen, and if so, how do I fix it?

The top is a screen shot of my viewport, the bottom is a render.

Thanks for helping a noob]1

Found the answer - in the outliner I had an object that had the "eye" turned off so that it wasn't visible in the view window, but it was part of another collection that was turned on, so it became visible in the rendering (Donut was peeking through it). The collection needed to be turned off (uncheck box) and the problem stopped. Thanks to Igor Svara for his help.


Key frames don't paste and flip properly or at all in dope sheet okay so I am trying to make a walk cycle and have the first 13 frames set up with the following sequence Contact > down > passing > up > Contact and I would like to mirror and flip this animation to complete the loop. However when I paste the flipped pose it only pastes the spine or any single bone that doesn't have a left/right equivalent of itself.

Flipping each bone individually doesn't work either and messes up the animation. I checked every bone and each of them have been marked correctly with a left and right tag with all of them correctly parented to the right bones. I'm not sure how to fix this. Please help, I could do it manually but i would prefer to find out how to fix it since i have to do this again for a run/sprint animation as well and it would make things go much smoother.

Not sure if answering my own question is allowed but maybe this will help someone figure out what's wrong with their rig if they come accross this issue.

So it turns out that for my specific case I had the arm and leg bones directly connected to the spine by another bone (clavicle and hip bones) which somehow messed with the ability to flip a set of keyframes. So I remade the armature from scratch with the same bones and had the arm and leg bones separate but still parented to the spine and it all flipped perfectly fine. I found a lack of memory also prevented a certain amount of keyframes from being flipped, so the less bones to animate the smaller the chance you'll get this bug.


How do I get rid of an edge? How can I get rid of the selected line?

If you want to get rid of the edge without creating a hole :
In edit mode, Select the edge,  press X then click dissolve edge.


When I copy and paste the shader nodes and objects from a blender session to another one I lose some characteristcs What I did has been to copy and paste the teeth and the gums from the original blender file to the blender file that I'm using and an odd thing is happened : the yellow color of the teeth and its brillance is lost,as well as the reddish color of the gums. Do you know the reason ? thanks.

Go to the render context of the properties editor. Set render engine to cycles. Scroll down to Color Management panel and expand it. Were it says view transform change from filmic to RAW. Change look to none. Change exposure to 1. Change gamma to 1.1.


How can I make this surface in blender...? How can I make a surface like this....? I made this using nurbs in maya. Please Help. Thank You :)

There is basic support of NURBs surfaces in Blender. Basic is the keyword here. Check docs for detailed information about them: https://docs.blender.org/manual/en/dev/modeling/surfaces/introduction.html

In this example I've started with Surface NURBs Curve (marked as 1., red color) after moving and subdividing to achieve desired shape I've Duplicate it and made its reflection on X axis - S>X>-1. Than I've selected both Curves and made a segment - F. After some more tweaking individual vertices, subdividing surface and selecting Endpoint on V this is a result.

Also I've added Subdivision Surface Modifier.

In conclusion, it is possible, but it's really painful in Blender as it is lacking many mesh modeling tools. Read the docs and maybe you will be happy with them.


How to make a mask anti-aliased? I created 2 masks in Blender's mask editor. In 1 frame of my video I created the initial mask points by using Ctrl-Click. In the other frames, I dragged them to the correct position. In the node editor, I used the "Feather" option for both of them (but I don't see any difference with or without it).
Afterwards, I noticed that one mask is anti-aliased, while the other isn't:

How can I make both masks anti-aliased?

I found the answer to the question myself.
I had drawn the first mask in a counter-clockwise direction, and the second one in a clockwise direction. That caused the second one to look different (feathering at the inside instead of the outside).
The solution was to right-click the mask and choose "Switch Direction".


Blender stopped recording the rotation keyframes I'm using Blender 2.92 and I've made an animation in around 110 frames using the Auto Key option. But suddenly Blender stopped adding keyframes upon rotating the controllers. It allows me to animate the movement only. I can't even animate the scale for the controllers that have the scale functionality either. I am using the Vincent model rigged in Blenrig. I checked the channels, they're not locked, restarted my computer, but no joy.
Moreover, I can animate the rotation by using the Rotation channels in the N panel.
File attached for your kind support.
https://www.mediafire.com/file/gxf397m7lq4eh02/Vincent_Animation.zip/file

your end frame is at 113 so Blender will not autokey your animation over this end frame. If you raise this to ...e.g. 1000 you can auto - keyframe a bit more time.


Donut glass cup render has too many grains and speckles + denoiser come out distorted, shadow is also too opaque. What settings may I try out? I feel I am nearing completion of the tutorial but am still having gaps in knowledge on how to render light properly.
2.92.0 blender file: https://pasteall.org/blend/6474d6f8bd5f4b1abbabaa41478e7e6a
Overview layout:
Lamp:

128 sample before denoise:
128 sample after denoise:
1024 sample 1080p 100% render before denoise:
1024 sample 1080p 100% render after denoise:
I've been trying different Light paths, but I honestly don't understand the extent of how they interact with each other. I haven't seen any example of what those numbers should be in the tutorial either, if someone knows please let me know. Previously turning off 'Filter Glossy' under caustics improved the shadow but it is now again a little bit too opaque, dunno when that happened. :D
Not too sure what I am missing out so any suggestions would be lovely! Thank you in advance

I just loaded your file and did this: checked both denoising checkmarks

viewport result:

render result:

is this ok for you?


my brush setup got destroyed when open in node graph i'm in texture paint mode and i created a new texture brush, so i click '+' and name it 'stars'. Then i go to far right panel, in the texture tab, i open my new created brush and change type to "Marble". The problem is when i now go to node editor and try to load my brush nodes, everytime i turn ON 'use Nodes' , rather than loading my current selected brush setup, it destroyed my brush and reset to the checker one. Is it a bug ? or did i do something wrong ?

Thanks

The Texture Nodes Editor is pretty useful if you are working with making brushes except that it isn't safe when setting up a brush before enabling nodes. Pretty much all the time I use it, I set up the brush in the node editor before adding anything in the texture stack. The default when starting is the red and white checkered node, and from there you can add what you want and build a pretty complicated setup - but if you try to nodify your existing brush, it will negate all the previous effort, so start in the node editor if that is what you want.

You don't normally need to though unless you are combining procedurals together as a single brush/brush mask.

Edit: For 2.80 beta, we have seen this node system removed for now. There are possibilities after Everything Nodes is worked on that we will see and even more robust system for manipulating texture brushes with nodes and using them in the texture paint system.


How to get all of the meshes that are attached to an armature via Python? I know that I can get all of the meshes in a scene by doing this:

 for obj in bpy.data.objects:
     if obj.type == 'MESH':
          # Do stuff

But let’s say I have an armature named rig in the scene, and I have several meshes that have been parented to that armature and have been weighted.

How can I loop through all of the meshes in a scene that are attached to a specific armature?

You can loop through all objects and check if they are parented to the armature.

rig = bpy.data.objects['rig']
for obj in bpy.data.objects:
    if obj.parent == rig:
        # Do stuff
        pass

If some objects are only connected via the armature modifier, simply check that the rig is the object of the armature modifier.

rig = bpy.data.objects['rig']
for obj in bpy.data.objects:
    if (obj.type == 'MESH' and
        rig in [m.object for m in obj.modifiers if modifier.type == 'ARMATURE']
        ):
        # Do stuff
        pass


Using python, how do I delete all text in a text block, without using cut? I need to delete(or replace) all text, but without using Cut, because it copies the text to the clipboard. How do I do this?

Text blocks have a clear() method which will clear all lines:

import bpy
bpy.data.texts['Text Block Name'].clear()

Alternatively, if you need to access each line individually, Text blocks have a lines property which you can loop over, setting the body property of each line to a blank string (""):

import bpy
t = bpy.data.texts['Text Block Name']

for line in t.lines:
    line.body = ""


camera settings to imitate my camera Well, I want to imitate the same camera settings in blender as in photograph that I have taken, in order to edit rendered stills into the same picture I have captured. However I'm having trouble setting up the camera in blender to simulate my camera.

Maybe someone can tell me how to set up the camera?

The picture was taken with a large format camera on a 4x5 film format ( that is 4 inches by 5 inches) with a 121mm lens.

How would I set up a blender camera to simulate this perspective?

farge format film cameras are not included in the camera presets, how can I set them up in blender?

You can match a camera in blender.

Select your camera
Go into the camera properties.

Set the Focal length of your camera to 121.

Set the Sensor Fit to Horizontal

Set the width value to 127 (which is 5 inches in millimeters).

You will need to make your image resolution fit a 4:5 aspect ratio.

Enter the camera properties
Set the width and height accordingly.

To make a new Preset click on the plus sign next to cemera presets

Add a name to it (Click on save focal length if you want to include the lens in the preset).

Once created the preset will be available for future projects.


Make particles follow true (material) displacement I'm experimenting with some procedural surfaces and I have a particle system on it. The problem is that, even though I'm using material displacement, the particles lie flat on the mesh.

Is there a way to get them to follow the displacement?

I have tried baking the displacement and applying it as modifier but it didn't work, because the baked map was very imprecise.

I will also have the same problem with a fluid simulation, I think.

EDIT: the baked map is clamped, even though it shows correctly in viewport

Also make sure you checked "Use Modifier Stack" in particle settings


What is the shortcut to close up / zoom to face / vertex / edge while modelling? What is the shortcut to close up / zoom to face / vertex / edge while modelling?
I mean, the button or shortcut to see the part of the model that you are selecting on detail, maybe for big models?

View selected is Numpad . (the full-stop/period/decimal point on the numpad)

It is also available from 3D view > View > Align View > View Selected.


Make a point in a line follow an object I have a line that connects two objects. I would like that when one of those objects moves, the points on the line follows the objects, so the line always connects both objects.

How could I achieve that?

Use hooks.

Hooks will allow you to parent vertices (or control points in a curve)
to empties or vertices in other objects, so that the deformations are controlled by the parented element.

read the following links:

Attaching a curve by its endpoints to two spheres

Is it possible to assign a parent to a control point of a curve using animall?

How to make an object's vertex follow another object

How to make a wiggly animated curve?

Dotted line on curve?


3D Printing Causing Issues I have only recently started using Blender and have spent free time following the donut tutorial by Blender Guru. I’ve created my first model, a box to hold our remote controls

It all looked ok until I exported it into STL file for Prusaslicer - it looked horrible! Lots of red bits, split layers and a additional false floor.

When I went back into Blender I added 3D Toolbox and get a big list of things that I assume I need to resolve to allow me to print successfully.

With such errors like
- Non Manifold Edge
- Bad Config. Edges
- Intersect Face
- Zero Faces
- Non-Flat Faces
- Thin Faces
- Sharp Edge
- Overhang Face (I suspect these are ok as they are probably lettering etc)

My question is how to resolve the issues?

There is a lot, you can check before printing.

-triangulate faces to make them planar. Go to edit mode select all and triangulate

-check if the normals are as they should be, by turn on face orientation in viewport overlays, any red is a bad sign.

-You can turn on a 3D-print addon where is an option to make manifold, also when in edit mode under mesh>clean up there is a few tools that deal with bad geometry.

-ultimately, which iam using when working with a chaotic and more complicated models, there is an awesome voxel remesh. When you set a right voxel size (by try and error) it makes your model clean for print, but in hight mesh density, so I usually use a decimate modifier after that, to make it more "light" to work with.

In your case, it needs some repairing after the boolean. I went to edit mode selected all and triangulated faces. After that I used 3D-Print add-on and clicked make manifold. it did some cleaning. I think it should print completely fine.

Not all warnings are dangerous for print. Like overhangs, it just informs you that there is a place that needs support. Or zero faces - the size that trigger the “degenerate” test to result in that, if you would select all your mesh (in edit mode) scale it and you’ll see the toolbox will not find any “0 faces”. Problem could be intersecting faces or non-manifold.


Baking Ambient Occlusion: Almost entirely black When I try baking an Ambient Occlusion map from multires modifier, the Bake Type option "Ambient Occlusion" is not given, only when the box is unchecked:

To remedy this, I duplicated my multires-object, applied the modifier on the duplicated mesh and just baked it with ambient occlusion as bake type (with "Bake from Multires" unchecked of course). I made sure the original model that still has the multires modifier NOT applied to it is hidden in rendering, but the ambient occlusion map is almost entirely black when baking is done.

I then tried a different workflow, selecting high poly first, then low poly (with multires entirely removed in case it causes issues), then checked "Selected to Active" and hit bake. It's always the same result, it's always black:
I checked the normals: They're all good. I tried checking the Ambient Occlusion box under world settings. I've experimented with ray distance ranging from 0 to 0.00005. And on a side note, a few new white dots appeared on the still mostly black texture at 0.00005, but I have no idea how far to go for it to do something since 0 changes nothing, and overall this still feels wrong since it's way too dark:

I really don't know how to solve this. What could be causing this issue?

To this day I don't know exactly what that checkbox "Bake from Multires" does. I had once read that it was a relic from old times (Blender 2.79 and older)...?
Anyway, you can bake the AO in a different way, with the Ambient Occlusion Node, and then bake it as "Emit".
Baking Preparation:

Switch to Cycles, under Color Management, set View Transformation to "Standard" (to get a map with pure colors.)

In the Shading editor, switch to "World" and set the background color to pure white (#FFFFFF). That's the light for the AO map.

Turn off any other lights in the scene and make sure you render only the objects for that you want to bake the AO map. ("Camera" icon in the outliner.)

Baking:

Select the material of the object's that you want to bake. In the node editor, add an Ambient Occlusion node, and a Color Ramp and plug that in an Emitter node, and that into the material output. Adjust the Color ramp to get the desired shading of the AO map.
Add an Image Texture node and select it (= image for the baking result)

In Cycles, under Bake, chose Bake type "Emit", leave "Bake from Multires" unchecked
Check the render settings, select the object, and hit bake!

Clean up:

Save the baked image
in Color Management, set View Transformation back to "Filmic"
Restore the light setup (World background, Lights)
Turn on, the rendering for the objects you want.


Old School Ghost Model Trying to create a 3d Ghost like the kind with a sheet and two eyes. I've created the sheet, textured it and put it on top of a sphere. Looks great but I don't want the sheet to drop onto the object underneath. I want it to start out already draped over the sphere. Any help would be great. Thanks.

TL;DR You need to select vertices on your cloth mesh that you would like to pin and create a vertex group for them. A hook modifier needs to be added to the cloth object with Object set to the sphere and the Vertex Group to the one you just created. In the cloth simulation the Pin Group has to be set to the vertex group as well.

This is a little tutorial for a pinned cloth simulation.

Create a sphere which will be used as collision object.

Add a plane and scale it to the size of the cloth you would like to have

Add a subdivision modifier in the modifier tab and set it to Simple. Increase the Viewport subdivisions and apply the modifier.

Switch to the physics tab and add a cloth simulation to the plane. Make sure to reduce the tension and compression to make the cloth less stiff. You can configure the cloth settings however you like, the options below are just an example. Enable Self Collisions.

Select the sphere and enable Collision in the physics tab.

Play the animation in the timeline. The cloth should wrap around the sphere. Once you reached a frame with a shape that you would like to use as a starting shape, press pause and switch to the modifier tab. Apply the cloth simulation modifier.

Now switch back to the physics tab and create another cloth simulation with the same settings as before.

With the plane selected, switch to edit mode and select the vertices you would like to attach to the sphere during animation.

Go to the object data tab and create a vertex group. Assign the selected vertices with the Assign button.

In the modifier tab, add a Hook modifier to the plane.

Move the Hook modifier to the top using the arrow buttons and set the sphere as object and the vertex group. The modifier ensures that the vertices in the vertex group follow the sphere.

Switch to the physics tab again and set the vertex group as the Pin Group. This will ensure that the vertices stay in place and don't slip.

You can add another subdivision modifier, set shading to smooth until your happy with the resolution. Add it before the Cloth modifier if you want the subdivisions to be included in the simulation.

Now you can animate the sphere. Once you play the animation from the start or bake it, the cloth should stay pinned to the sphere.


Textures on animated boolean moves with object I want to ask you about the settings for a texture in an animation I'm making.

It is just a cylinder going through a cube and making a hole in it. It is working with a boolean  modifier set in difference mode, but the hole gets the texture of the boolean and moves with the cylinder. I need the texture stay fixed when the cylinder moves. I have tried all the configurations and can't find a way.

Please help!!

First start by making the texture "stay fixed" on the cylinder.  You can probably accomplish this by making a longer immobile cylinder which is then boolean intersected with a moving cube.  Then use that composite object to make the hole in the cube.

http://www.pasteall.org/blend/31488

The sample blend illustrates this.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans#Materials documents that any new faces created in the process use the first material slot in the object hosting the modifier.  You will notice the cube has two materials.

You will notice that I have hide_render=True (the camera icon is greyed out in the outliner) for the drill objects.

The immobile drill cylinder has a UV map I created by marking seams and unwrapping with a cylindrical projection.


Compositor won't load image! The viewer node just shows a black picture. I've checked "Compositing" in render settings. Neither inputting the render result directly nor inputting an external image file seem to work. I'm just learning how to use the compositor and I don't know what to do. Help!

Edit: I'm using Blender 2.76.

To make composite nodes up and running, check two things:

Ensure the Compositing option under Post processing in the Render tab is checked.
Ensure the Compositing nodes are enabled. In the Node Editor, Compositing Nodes tab check Use Nodes:


Converting Quaternions to Euler in the Graph Editor I have imported a camera animation that came from a collada file. When I open the graph editor I see the rotations as quaternions.

How do I convert that to euler. I need to see euler in the Graph Editor.

thanks

NOTE: OK, I select the camera and change from Quaternions to XYZ Euler in the transform panel but the graph editor continues to show the animation in quaternions. I see that this box just changes the visualization mode on the transform panel instead of changing the keyframes that already exist. Any real way to convert existing keyframes from quaternions to euler?

Select the camera object, (still in quaternion rotation mode) copy script, paste into text editor, run script.  It will create a set of rotation_euler fcurves matching the quaternion rotation.  If all goes well manually change the rotation mode and clear the quaternion keyframes.

import bpy
from math import tan, atan
context = bpy.context
scene = context.scene
order = 'XYZ' # euler rotation order desired
cam_obj = context.active_object
action = cam_obj.animation_data.action

frames = []
fcurves = []

for index in [0, 1, 2, 4]:
    # search for rotation euler kfps
    fc = action.fcurves.find("rotation_quaternion", index=index)
    # make a list of frames that have quaternion rot keyframes
    if fc:
        frames.extend([kfp.co[0] for kfp in fc.keyframe_points])
        fcurves.append(fc)
# run thru and keyframe in

for f in set(frames):
    scene.frame_set(f)
    cam_obj.rotation_euler = cam_obj.matrix_world.to_euler(order)
    #cam_obj.rotation_euler = [atan(tan(d)) for d in cam_obj.rotation_euler]
    cam_obj.keyframe_insert("rotation_euler", frame=f)


Find active camera from Python I could just use:

obj_camera = bpy.data.objects["Camera"]

to get the camera, but it is possible to have a scene with multiple cameras.

So if that is the case, how can I choose the active one?

The property you are looking for is 'Scene.camera'.

If you have 'python tooltips' enabled in the user preferences you can hover over the camera field in the 'Scene' tab of the 'Properties' area, to reveal the python code for this property:

The code to access this property for the current scene and assign it to a variable is:

obj_camera = bpy.context.scene.camera


My particles are halfway inside the floor, can I move them up the z axis? As you can see, those bullets are halfway in. Floor normal face is facing the right way. I fiddled with most of the settings, but haven't found a way to raise them on the floor.

Haalp?

Blend file:

The easiest way to fix your problem is (from the file you uploaded) rotate your bullet object on the x axis by -90 degrees in object mode, then apply the rotation on your bullet with ctrl-a.

The reason your bullets are like that is because blender thinks that (for some reason) the y axis is what should be facing up. Rotating the bullet as describes above sets the origin point of the bullet on the bottom relative to the y axis.


Streaming camera view on image plane I want to create animation with smartphone which will be translate view from one of cameras. Can I somehow connect phone_screen/image plane to camera view? Or will it be simpler to make another animation and somehow play it on plane.

Have found solution. it's simpler to create another animation and play it on any surface, but it can be difficult to synchronize video on phone screen and environment, if you wanna simulate phone camera effect in movement.


How to make grease pencil stroke full opacity? I've been trying to use blender (2.80 - from Ubuntu repositories) for 2d animation. The 2d animation screen I'm presented with guides me towards using the grease pencil for drawing. But now to the problem.

My grease pencil stroke appears to be about half-opacity and I can't find where that gets set. I've found I can change both the stroke and fill properties in the "Materials" pane. When I set them both to solid black, then the fill will appear black as expected, but the stroke will appear grey both in the viewport and in the render output. If I change the color to 100% red, it will appear unsaturated red.

I did find that if I change the world background color to blue and the stroke to red (in materials), then the stroke color will appear purple. And having multiple strokes intersect will increase the opacity. So I'm pretty convinced there is some default opacity (effectively anyway) for strokes (but not fills) somewhere that I haven't found. I suspect it's probably somehow due to the "lines" layer being different from "fills" layer, but I can't find any differences!

I've never really used blender, but I have tried do mess around with it in the past - maybe I changed some ancient setting years ago to make this happen?

I went through all the options I could find on all the default panes in the 2d-animation workspace and disabled any custom colors (or set them to black) and set all the opacities for everything to be 100% (IDK what onion skinning is, or what the viewport display controls) and none of that seemed to work. I searched Google for variations of "blender grease pencil stroke opacity" and only found more complicated issues (eg: a bug from a few years ago with grease pen on top of 3d geometry) - not instructions about this apparently basic behavior. Even in the documentation seems to just talk about how you just set the color to what you want - but not so for me!

Ugh. So I had been messing with this for an hour. But after posting, I tried to do it from scratch and discovered the "strength" slider.

So the solution is - at the top of the screen, move the "strength" slider from the default 0.6 to 1.0. And you've got full-opacity lines!


using boolean modifiers and shape keys in animation what i am trying to do is an animation exactly like the shown above, which is captured from youtube. for the sake of simplicity let's talk about the far left split cube.

so as little as i know i thought so far the only way to do it, preferably in python, is to successively add and apply a boolean modifier in difference operation with object set to the sphere, after that adding a shape key to allow me to keyframe the cube's mesh shape, meanwhile changing sphere's location in this direction in small increments, and repeat. to put it clear all of that successively in each iteration of a for loop.

so here is the problem, applying a modifier for a shape keyed object is not even supported in blender. moreover i intend to use this in a far more complex animation, and i am not sure will that be reliable, or will it freeze when i execute that script?

so i wonder what is the best way to do it, and how is it made in this video?

I think this would probably be a lot easier if you made a dummy object used as subtraction for the Boolean Operation.

Just model a pill-like cylinder object ending in a spherical cap, possibly starting from a UV sphere, then use that in the Boolean operation.

You can then hide it, make it unrenderable, possibly even parented to the real sphere, and use it instead as the Boolean operand, and it should easily simulate the desired effect.


Points extruded in object mode but not edit mode how do I get rid of these lines For some reason there are extruded lines and points when I am in object mode on the model's left shoulder, but these lines do not show up in edit mode. I thought it might be the weighted paint but it doesn't seem the case. How do I reduce/get rid of these lines.

I seemed to have overlapped my points and duplicated them during edit mode and making them deformed in object mode.


Warning when applying modifier via Python? I am creating an icosphere and subdivide it.

When I do it in the GUI console, no warnings.

However, when I put these code into a script and invoke it by blender --background --python ..., I get the following warnings.

warning DM_ensure_tessface: could not create tessfaces from 240 polygons, dm->type=2
warning DM_ensure_tessface: could not create tessfaces from 960 polygons, dm->type=2

What does this warning mean?

No errors here. Make sure that the context is set to Object Mode and save the file:

import bpy

# set context
bpy.ops.object.mode_set(mode='OBJECT')

# get active object
target = bpy.data.objects['Icosphere']
bpy.context.scene.objects.active = target

# apply modifier
bpy.ops.object.modifier_apply(modifier="Subsurf") # apply_as='DATA'

# save the file
bpy.ops.wm.save_as_mainfile(filepath=bpy.data.filepath)

Command line:

blender -b <path-to-blend-file> --python <path-to-python-script>


How to move a bone in pose mode using python? Knowing the names of the bone and the armature, I would like to animate the bone by setting the location and/or rotation of the bone starting from say frame 24 to 48. I'm an absolute beginner and I googled but I'm still confused.

I use this code to translate and rotate:

bpy.ops.transform.translate(value=(0, 1, 0), orient_type='GLOBAL')

bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL')

They work only when I manually select the bone (by clicking it). so I tried to use this code to set the active bone but it didn't work:

bpy.data.objects["Armature"].data.bones["Bone"].select = True

Would you help me, please?

I enter Pose mode using this code:

bpy.ops.object.mode_set(mode='POSE')

Pose bones belong to the object

If ob is our armature object, ob.type == 'ARMATURE' the pose bones belong to ob.pose.bones.  The edit bones are in the armature ob.data.bones.

To set active pose bone(s) to use operators see Set active bone in pose mode from Python script

To get a specific pose bone knowing its name

name = "Bone"
pb = ob.pose.bones.get(name) # None if no bone named name

Once you have the pose bone can set its properties or matrix.

pb.location = (0, 0, 1)

How to get world-space matrix of any pose bone?

Add keyframe for all locations x, y, z at frame 23

pb.keyframe_insert("location", frame=23)

Note if a bone is connected then translating will have no effect.


How can we change the particle size in Blender 2.8? I was watching the motion graphics tutorial, and there's a size adjustment for 2.78, but not 2.83. Where do I go to change the particle sizes now?

you can change particle size from the Render drop-down in the particle properties or by scaling the instance object itself.


How to assign a specific weight to vertices? (instead of painting it) I was wondering that in the weight painting mode, how can I set a specific weight for a certain group of vertices instead of painting it over them?

Ah, I was fooling around and found an answer.

In the weight painting mode, use the Vertex selection masking for painting  V
Select wanted vertices for example with Circle select tool C
Set the wanted weight from Tool Shelf T
Weights -> Set Weight Shift+K

In addition, there's a useful addon for setting weight values:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Paint/Palettes


Bottom of tool shelf grayed out I have lost functionality in the tool shelf. When I click on a selector or something in the bottom part of the tool self that you can hide and unhide, nothing happens. I can see the options but when I click it doesn't work. See screenshot where it says "Add Cylinder".

Make sure Global Undo is enabled.
For 2.8x and 2.9.
Edit > User preferences > System > Memory & Limits: Global Undo

For 2.7x use  CtrlAltU > User preferences > Editing > Undo:

That panel is called the redo panel, because when you change a setting on it, blender actually redoes the previous operator with the new settings.
If blender can't undo the previous operator first, running it again will add it's effect on top of the result of the previous operator (which is not the desired effect at all).
So this panel is disabled when undo is not available.


How to get a vector type from a FloatVectorProperty? How do I get the mathutils.Vector from the FloatVectorProperty in a python script? Sometimes it works other times I get a type mismatch:
import bpy
import mathutils

prop_vector = bpy.props.FloatVectorProperty(default=(1,2,3))
print(prop_vector)

util_vector = mathutils.Vector([1,2,3])
print(util_vector)

prop_vector + util_vector

This gives me this output:

Q: How do I get a vector type from that property?

Incorrect usage.

Property Definitions (bpy.props)
This module defines properties to extend Blender’s internal data. The
result of these functions is used to assign properties to classes
registered with Blender and can’t be used directly.

In python can set up a property on some class Foo with
Foo.prop = property(getter, setter)

the property definitions module is doing much the same for blender classes, with added goodies for UI etc.
>>> bpy.types.Scene.prop_vector = bpy.props.FloatVectorProperty(default=(1,2,3))
>>> C.scene.prop_vector[:]
(1.0, 2.0, 3.0)

Notice it is a tuple the size of the vector property (default 3).  To make it of vector type
v = Vector(C.scene.prop_vector)

Also consider to set the subtype of the FloatVectorProperty to eg. Direction to get <class 'Vector'> out of the box.  DIRECTION will typecast it to a vector but assign it no units.  For a translation use 'TRANSLATION` to put the lengths in chosen scene units (eg millimeters, inches).  See also the unit property
Generic XYZ vector
>>> bpy.types.Scene.foo = bpy.props.FloatVectorProperty(subtype='XYZ')
>>> C.scene.foo
Vector((0.0, 0.0, 0.0))

Following demo is based on operator_simple.py template:
import bpy
import mathutils

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):
        # Print type to console
        print (type(context.scene.my_vector))
        # Vector addition demo
        print(context.scene.my_vector + mathutils.Vector((1, 2, 3)))
        return {'FINISHED'}

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.types.Scene.my_vector = bpy.props.FloatVectorProperty(
            default=(1, 1, 1),
            subtype='DIRECTION')

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()


Display Value of a nodes RGB input in a panel I have a Mix RGB node and want to display the input in a normal panel in the UI.
I can show the color widget by using layout.prop(input,"default_value"), but what I want to do is to just show the Value of the input. This would then show a float input instead of the color widget.

Use the indexed element, eg red is index 0

For array properties can display an individual element in a layout.prop(...) by specifying the index of the array element.  Eg for the red channel of mix color input input.default_value

layout.prop(input, "default_value", index=0)

The color node socket input has a type 'RGBA'

def draw(self, context):
    layout = self.layout
    # node for testing
    node = bpy.data.materials["Material"].node_tree.nodes["Mix"]
    input = node.inputs["Color1"]
    col = layout.column(align=True)
    for i, c in enumerate(input.type):
        col.prop(
                input, "default_value",
                text=c.upper(),
                index=i)


Character Mesh Distorts Upon Keyframing Hello there. I've been following tutorials online to be able to model and rig a character to animate it. The essential animation has been done and my character actually looks like he walks normally. What I've been trying to do is make him move across the screen in the x axis; just a simple walk across the frame. So I go to frame one and put my mouse over the meshes object X location and press "I" to enter a key frame, and then I do the same at the end after moving the character across the screen, but as soon as I do that, my mesh distorts and "conbobulates" into a weird shape leaving the bones aside while barely moving across the screen. I can't seem to find any help for this specifically. Any help would be appreciated

Edit: true answer for your problem is point 2

1)

If you want to move your character along the X axis for example, you need to move the armature (in Object mode), not the object itself: The object is parented to the armature, so it will follow the armature. So delete the keyframes you've created for the object and create keyframes for the armature.

To see the keyframes of the selected object only, enable this button on the bottom of the Dopesheet window, otherwise you'll see all the keyframes of all the objects of your scene.

Now select the character object (not the armature) and delete the keyframes you've probably created.

2)

Now, my first answer didn't fix your problem but I've found the anomaly. I can't explain how it happened but this will fix the problem: Go into the Outliner, you'll see that the Animation is part of the object while it should not be the case, so ctrl right click over Animation and Clear Animation Data


How to improve texture brush result I have a couple brushes that I got off of BlenderKit. The link for the brush is this: asset_base_id:66dcf513-f78f-4030-a07a-fcfe9c6a1448 asset_type:brush. I have a cube as a test that has 49152 triangles, and  24576 faces. The end result of the brush looks like this:

If I smooth out the cube, this is what it looks like:

Do I just need to increase the geometry, or is there a way to optimize the results so that it looks closer to the brush image?

Yes, alpha brushes for sculpting require a very dense mesh. Really dense.
Try the default cube with a Multiresolution modifier and at least 8 subdivisions = 393,000 faces.
Better 9 (1.6 million) or even 10 subdivisions (6.3 million faces). Then a sculpted line will look like the brush image.


Smoke physics interacting with particles? I have a scene where an ink drop effect created with smoke physics enters a scene with a fur ball created with the particle system. What I would like is to see the smoke interacting with the hair, pushing the strands without moving the object that the particles are emitting from. Is this possible?

Yes, this is what the "smoke flow" force field is for. Add one, point it at your smoke domain, and make sure hair dynamics is enabled on your particle emitter. If you don't want your hair to fall down due to dynamics being enabled, set the "gravity" field weight in the particles tab to 0. Note that all objects involved need to be on a single layer or else it won't work.


What is the sensor width of an iPhone 11? I need it for motion tracking I recently filmed a video with the iPhone 11 and I'm having trouble finding the sensor width needed for motion tracking.
I have found online it uses a 1/2.55 sensor width which blender actually offers a preset for 1/2.5 widths but what if want it more accurate? Will it affect my motion track results?
I have found the focal length: 13mm (Correct me if I'm wrong)
Thanks for any help :))

Found more specifications at https://www.gsmarena.com/apple_iphone_11-9848.php
The focal length for a wide video is 26mm, 1/2.55 sensor width and pixel size 1.4nm.
I have found: https://www.vision-doctor.com/en/camera-calculations/sensor-diagonal-sensor-ratio.html. I simply put in the video's pixel width and height (3840 x 2160) and the pixel size (1.4nm). It gave a more accurate sensor width than the preset in Blender: 5.38mm.
Hopefully, this helps someone.


How to use Curve Modifier to buldge part of the mesh (modelling rabbit ear) I modelled a very simple beginners version of a rabbit ear (improvement proposals for better implementation welcome).
I managed to create a curve from the root to the tip of the ear by applying a Curve Modifier and using a Path I deformed in Edit Mode. This is what I have: Blend file.

Now I want to create a curvature at the root of the ear to buldge the lower part like  (but not that extreme). I made a Vertex Group (earRoot) for all the bottom vertices and wanted to place them onto a (circle) Path using the Curve Modifier. But I have several problems:

Whenever I assign the Vertex Group to the Curve Modifier the lower part of the ear gets displaced from the rest of the ear and totally twisted
If I do not use the Vertex Group I also do not find the correct axis/settings/position to deform the ear like I wish.
I also tried to set the origin of the ear to the bottom with no effect.

Any help appreciated.

[EDIT:]
The answers from @cegaton and @MikeMoore already helped perfectly to achieve the desired end result and I understand it is lot easier and simpler to do proportional editing here. But I'd still love to understand the correct usage of the Curve Modifier for this purpose (assuming it is even possible) - and what I did wrong (learning purposes).

It would be a lot easier to model what you want directly without modifiers. Use proportional editing.


How to make this abstract Ribbon-y shape in Blender? I've been wanting to make a shape similar to this:

I tried using a Bezier curve and it didn't look great. I also tried modifying a torus using proportional editing.
Am I completely off or should I work more on the two methods I tried?
Not sure if this information is relevant but I want this object to be thicker than a ribbon, maybe like a thick plastic sheet.

I tried:

Create a short fat cylinder with no caps (the base ring)
Select the edge ring around the cylinder, and subdivide with multiple cuts to make the whole thing into squares instead of long rectangles.
Enable cloth physics on the mesh, and set the cloth to “rubber.” Enable self collision.
In Scene Properties, set gravity to zero.
Add a turbulent force field, and turn it up fairly high.
Run the simulation a bit.
Adjust physics settings as needed.
Add solidify and subdivision surface modifiers.
Create a glass material (you can add together three glass shaders with slightly different IOR values to get a chromatic aberration effect).
Use a noise texture to displace the surface a bit.

Note: I actually started with a bezier circle, then converted it to mesh after extruding it.


How do I recreate this shape? I've been at this shape for a while now and still can't seem to reproduce it. :( A helping hand anyone?

A fellow Blenderer gave me these instructions but it doesn't seem to be working. Maybe I'm doing something wrong. :s

"Here's a rough guide for the general shape.  You will have to play around with the faces to get it to look just right...
Add Mesh: Math Function - Regular solid. (Add-On : Add Mesh Extra Objects)
Dodecahedron: Vertex Truncation 1.0
• No Snub
• Dual OFF
Remove extra edges inside pentagram faces:
select one edge, then Select Similar: Length - RMB: Dissolve edges

Select Pentagram face - select similar for all
Inset faces : I , slightly to create a corner support for the subdivision.
Inset faces again for the inner circle.
subdivide edges 1
vertex mode: Smooth Vertices 2.5,  steps 1.   (to create a circular face)
Face mode: inset - slightly, extrude out, scale in, inset (edge loop to sharpen the edges)

Select a triangle, then Select Similar: Area
Inset slightly to firm up the outside edge,
Inset again and scale in by Median Point
You'll have to play around with the triangles to get the shape right.

Apply a subdivision modifier set to 2."

EDIT: This is how far I've managed to come with the instructions given. Smoothing 2.5 with a Repeat of 1, as suggested doesn't create a circular face.

Edit: The 'mesh mode view' is actually viewport wireframe view and does not display all the edges and vertices you should be able to see in Edit mode. I would suggest opening the attached blend file to take a closer look.

I've made this visual guide which I hope helps more than the explanation you provided in your post. The mesh is displayed in three states; edit mode, with the subdivision modifier visible and without.

(Since I'm not using the Math meshing addon, I'm using an ico sphere with an extra step to generate the required shape).

I've also attached the blend file, so you can see how it's set up precisely.

As a general guideline, you'll likely want to use insets only. Smoothing in edit mode isn't required since the Subdivision Surface modifier will display all edges as smoothed, unless you either crease them or add edge loops close by. Both options will sharpen your edges.

Using insets also means that your mesh topology likely will be (almost) quads only. This makes it easier to later edit mesh features, like changing the scale of edge loops or moving things around. You can make complex shapes with subdivision surface modifiers, while still having a relatively simple mesh.

As for scaling the inset faces, you're generally going to use Median Point and Individual Origins. Controlling their depth can be done using median point and scaling; the size of the faces themself perpendicular to their normals uses scaling along individual origin.

My resulting shape:


weird higlighted lines I can't remove I don't really know
kind of new to blender

These edges are marked as sharp.

To unmark them, simply select the edges (or all edges A), press ⎈ CtrlE to open up the edge popup menu and choose Clear Sharp.


How to correct shading when connecting faces? On this image I selected four vertices and then I pressed F to create a face and I repeated until I connected the two parts of the object. Then I deleted the "internal faces". But the shading is still wrong. Recalculating the normal doesn't fix it. I deleted one of the faces and recreated it and the shading on it was correct.
What is causing this un-smooth shading and how can I correct it?

When you add faces using F to a mesh they default to Flat shading - even if the rest of the object is set to Smooth shading. To set all faces to Smooth shading in Object mode, simply click 'Smooth' shading in the toolshelf (T). Alternatively, in Edit mode, simply select those faces, press Control-F to bring up the Faces menu and select 'Shade Smooth' (or 'Shade Flat' to set individual faces back to Flat shading).


Is there a way to view from the lights perspective like in Daz? Is there a way to view from the lights perspective like in Daz?
I would like to be able to then lock view to camera so I can control the light that way

You can:

Select the light, press Ctrl0, and in the N panel > View > View Lock > enable Camera to View:

You can also select the light in the Properties panel > Scene > Camera:


Unable to duplicate rigged object I have a rigged object but when I duplicate it the reference cursor still has control over it, thereby mutilating the object.

The rig needs to be removed from parent therefore select object AlT+P remove parent
https://youtu.be/lVq74a8nD8I


Glass render problem I am trying to render a lightbulb in cycles.  I am still very new to this, but I cannot get the material correct and it is bugging me.  I have the IOR at 1.5. I also set the film to transparent, but that is not showing up either.

I would like it to look like this:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/494548

Here's the blend file:

Any ideas?

Thanks
Greg

To improve:

Add thickness to the glass. Otherwise, it will be considered as a big block of glass, which certainly makes it unrealistic. You can add a Solidify modifier to it, with a very small thickness value:

Add a "skybox" to hold all objects in. It can be told from the reference image that there seems to be an indoor lighting setup, so you may want to build a simple "photostudio" for that, instead of an open boundless world:

Here is one solution for the lighting setup:

Set a background plane with material nodetree like this:

Create a box with the same material on each face:

In the box, add a few area lamps:

Tweak everything until satisfied.

A test render with comparison:

EDIT:

After reanalyzing the reference case, since it seems a bit "fake", it is very likely that the bulb material can be simulated without refraction property, which means, no glass shader needed, and no Solidify modifier needed.

So it could be a mixture of Glossy and Transparent:

Test render with comparison:

NOTE: Since no calculation for refraction, it is much quicker to render. Time can be dramatically saved in this way.


How to Send a Message to Activate Another Object This is for the BGE... I have a Near sensor that, when triggered,  I want to send a message to another object, triggering that object to initiate a Steering actuator. I don't know how to use the logic bricks for sending messages and I have little experience with using properties, but I know that's what I need to use. Can anyone help me?

This is actually relatively easy to do. For simplicity, we will use two cubes.

On cube1, we can add a Keyboard sensor, connected to an And controller, which is connected a Message actuator.

The "To" field on the message actuator doesn't actually need to be filled in. If it is left blank, the actuator will simply broadcast the message to all objects, instead of just one. Since only one object will be listening for the message, the "To" field doesn't matter here. You could also set the "Subject" field to whatever you want.

On Cube2, we simply need a Message sensor listening for the message that Cube1 sent out. We can do that by putting the message Cube1 is sending in the "Subject" field on the message sensor on Cube2. That message sensor should connect to an And controller, which should connect to a property actuator. The easiest property for this will be a Boolean property. Add one, and name it whatever you want. Then, In the property actuator, put in the name of the property you just created. Set the operation to "Assign" and the value to "True." Now, add a property sensor, with that same Boolean in the "Property" field. you want this sensor to check if the Boolean property you created is true. To do this, set the "Value" field to True. Enable true level triggering. This will make it so that as long as the property is true, the sensor will constantly be telling the connected bricks to run. You can connect that property sensor to an And controller, and connect that your steering actuator.

As long as the property is true, the steering actuator will be
running. You can also easily do the same sort of thing to assign the property False, to deactivate the steering actuator.


Radeon Prorender Bump node not working I've recently started using the Radeon Prorender, and I tried to use a bump node for some icecream, and in Eevee and Cycles it looked how I wanted, but in Radeon Prorender it had no effect. I tried to plug it into the normal from the Principled BSDF and the RPR Uber, and I tried the displacement from the material output, even with other nodes like displacement or normal. I can't get it to work, and the bump is really important for the render.

The image is my nodes that look good in Eevee and Cycles

So, after having similar problems, I realized that in the Prorender materials library they have their own RPR bump maps, RPR image maps, RPR normal maps and so forth...

But there doesn't seem to be a way to add any of those through the Add Shader menu.

So I've been copying the needed nodes from their prebuilt materials library. Not sure why we can't add those in the add menu.

Some nodes seem to have some cross compatibility. From what I can tell the mix shader and RGB mixer both work.


Twist an object along multiple axes like a roller coaster path I have imported a prefab from unity that looks like this.

It is a track for a roller coaster.

I want to twist it about the axis in between them such that it forms a roller coaster path like this.

I can't figure out how to twist it, both along its own axis, and also along another axis such that it forms a loop, as shown in the roller coaster figure. I thought that making a parent empty object (Plane Axes) and twisting it would solve the problem, but the Empty object doesn't seem to have modifiers, so I can't even add a twist to that object.

You need to model one segment of the repeating pattern of the roller coaster track, and then add an array modifier and a curve modifier.

The important thing is to make sure you align the first control point in the curve with the object origin of the mesh object. Also, you can set the array length to be based on the length of the curve as well.


Duplification preview with mirror modifier and subdivision surfaces I'm trying to make an object where sides of it interact, when the subdivision surfaces modifier is added. I need all 6 sides of a cube to be edited from a single plane being edited. I want to be able to apply the mirror modifier to the plane to make it symmetrical and the result be duplicated across the sides of the cube. I tried duplication faces, but when I applied the modifier, the cube stopped updating in edit mode and only updated when I entered object mode and when it did update, the mirror modifier wasn't working on the duplicate planes. I also need it to merge close edges and to put the subdivision surfaces modifier on the resulting cube. I basically need a real time preview of what editing the plane, applying the mirror modifier to it, duplicating it to make the faces of a cube, removing doubles and applying a subsurface modifier to it would look like. This is so that I can see how the edges of the cube and the subdivision surfaces modifier interact. Thank you for any help :)

To avoid having a duplicate, you have to delete the side in which will be mirrored before using the mirror modifier. For example, if you want to have a mirrored cube, cut the cube into half first, delete one side of vertices before adding the mirror. That is one way you can avoid duplicates.

After you've got that settled, then add in the subdivision surface modifier as you wish.


Get usual right side toolbar in UV Editing mode For some reason, although everything is fine in the Default view, I can only ever get the Properties (hotkey N) toolbar to appear on the right-hand side of my 3D view (the right screen) in UV Editing mode. I can't for the life of me figure out how to get the usual 3D view right-hand side toolbar to appear there, like it normally is when im in 3D view in the Default setup. Screenshot attached (Properties toolbar on the far right side closed; that's where I want to be able to e.g. select objects, bake, etc.). Also, what is the name of this toolbar I'm trying to get to appear? Not knowing the name has made it harder to search for :)

First to clarify the names used for each part of the window layout which is explained in the introduction page of blender's manual, each window contains one or more areas.

All of the areas combined are saved as a screen layout. Several default layouts are included with blender and you can create as many layouts as you want and easily switch between each one to make various tasks easier.

Each area in a screen layout contains an editor such as the 3DView, Properties Editor, UV/Image Editor, Graph Editor, Outliner ... This leads to editor being a better term to use than area for most users, area is a term used when using python so may be used if you are asking certain python questions.

Each editor has a header (which is often attached to the bottom of the editor) which contains the menus and several widgets specific to the editor, the menu on the left is used to change the editor type. Many editors also have one or two regions available that are attached to the left or right side, these are attached to the side of the editor not the entire blender window. The region on the left is normally the Toolshelf Region (T or ⎈ CtrlT in the text editor) and the one on the right is normally the Properties Region (N). With the mouse over either region or header, you can press F5 to flip it to the opposite side. You will also find a small + on the edge of the editor's area that can be used to view each of these regions when they are hidden.

The toolbar and properties regions, as well as the properties editor, then contains one or more panels that have a disclosure triangle to show/hide the contents. The toolbar region also has tabs to further group the panels.

The part you are thinking of as a properties toolbar is most likely the properties editor (4 above) and can be added to any layout by splitting an area and changing one area to properties, you may also want to split that new area and change one to be the outliner (3 above).

Instead of altering your layout you can also switch to a layout that has the properties and outliner. You can use ⎈ Ctrl← Left arrow/→ Right arrow to cycle through the screen layouts.

If you adjust your screen layouts and then save your startup file you can have the screen layouts available in each file you create. Note that enabling the Load UI option when opening a blend file will use layouts in the blend file your opening not your startup file.


Combining 2 UV maps into one Is it possible to combine both head and body UV maps into one without losing UV mapping coordinates for both of the UV maps? The 3d model is one combined object...

This is the simplest way I know of merging UV maps in Blender:

Separate all the polygons of the head to a new object.
Delete the 'body' UV map from the head object.
Rename the 'head' UV map of the head object to 'body'.
Delete the 'head' UV map of the body object as you don't need it.
Merge the head object back onto the body and all the UVs will now be in the 'body' UV map.


cardboard flute - cardboard thickness I need to prepare a textured simple, plane of cardboard, made of a simple mesh plane but using only, for example, solidify and subdivision modifiers. The thickness I've made as a second material on the object's rim with transparency. In real - cardboard has empty spaces between waves and two planes - spaces that look like holes.

From the right angle, as a fake, it looks quite nice :P
But it's not a solution:

Unfortunately, this problem occurs when I try to use displacement...

Help ;)
(edit)
My intention is to fold the cardboard into a cardboard box during animation close-ups of the camera. The plane must be rigged and the edge of the cardboard looks photorealistic and unfortunately also in high resolution

Thank you all for the advice. Unfortunately, my intention is to fold the cardboard into a cardboard box during animation during close-ups of the camera. The plane must be rigged and the edge of the cardboard look photo realistic and unfortunately in high resolution

Single face displacement will only get you so far.
Just to illustrate.

Single face displacement

The image texture is used to "extrude" the original face.
Notice the incomplete rims, rough appearance, and high required geometry.
Faces: 1 000 000

Multiple Faces

Three faces on top of each other.
Displacement is used on the middle face only, to creating the wavy pattern.
Top and bottom faces have solidify modifier to add thickness.
Faces: 1000


objects showing in Eevee but not cycles So I've been modeling this camera with Eevee along the way and didn't have any problem when switching to rendering mode, however, once I switched the render engine to cycles a lot of the parts are not showing in the viewport.
It is rather weird because the wireframe of the object is still showing when the wireframe is turned on but the object itself is not showing in the viewport or in the render. I checked everything in the outliner and nothing is wrong, I also tried to copy the object that's not showing up to a different blend file think it could be just this file is corrupted but it's still the same.

Go into the object properties and visibility (while Cycles is enabled as your renderer) and make sure the "Camera" checkbox is ticked. You can check all the other ones too, I guess.


How can I change the way my cup looks (from top view)? I think I've rotated a face of the cup at the beginning and now it looks a bit off. Is there an easy/ beginner friendly way to look like a 'perfect' circle when in top view ?
Here is my blender file.

I'm not sure there's any easy trick, what you could do is create a circle to have a reference, give your cup and coffee a Lattice modifier with the same lattice object, and bend the lattice until you get a round object?


Camera animation with local curves Controlling IPO curves for camera animation is quite challenging for me. I often want to dolly the camera closer to an object but in the f-curve editor I end up needing to control two separate curves for this move (usually x and y). I have noticed that I can get a very nice single z-curve for this move if I parent the camera to another object (this makes all the curves for the child local), but here's the part I can't seem to solve:

I would like the parent object to follow the camera location, so that the pivot point for the camera rotation would always stay the same. At the moment the rotation pivot changes based on the locational relationship between the camera and the parent object. I know this creates a loop in the parent relationship and that's why I can't seem to solve it. I tried to do the parenting with two "child of" constraints so that the camera would follow only the rotation of the cube and the cube would follow only the location of the camera, but that setup doesn't update "live" but only after I move the playhead, which makes accurate editing very difficult.

Is there any way of getting to enjoy local animation curves for the camera while keeping the pivot point of it consistent?

Edit:
I attached a file which demonstrates a nice single curve for the camera dolly. This is the setup I would like to use if only there would be a way to keep the pivot point consistent:
http://we.tl/2VtpIqdKo8

You could use the Follow Path constraint to do it the way you want.

Here is the procedure:

First, create a Bezier Curve, and place it along the object's local Z axis (in your exemple, the Cube).
Next, reset the camera position (ALT G)
Then add a Follow Path constraint to the camera, select the "BezierCurve" for the Target, and tick Follow Curve, as well as Fixed Position. Choose -Z "Forward axis" and Y for "Up axis".
Finally, parent the curve to the object.

The camera is now dependant of the position and rotation of the object (the cube), but you keep the ability to rotate the camera freely, while the animation curve is a single control: the Offset setting in the Follow Path constraint panel of the camera.

And, even better, when you reset the rotation of the camera, it should always points towards the object!

Here is the result:


Rendered image/video loses material and lighting The blender model when rendered as an image or animation through the top menu bar doesn't display most material and light elements. (image 1)

Although when viewing the model thought the view-port at the bottom of the stage as a render preview, it show all the correct lighting and material elements. (image 2)

I can't seem to find the setting/s to enable all materials and lighting effects to be displayed during rendering via the top menu bar.

Managed to find the issue.

Under the render layers tab, there is a material override option, that replaces all materials with only one. My issue was fixed when clearing this material option.

EDIT:

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

Additional info:

Where is the Layers panel in Blender 2.8?

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