Collision sensor triggering when property is near? After trying to figure out this problem, and being told to turn on physics visualization, I noticed the issue with the old problem. When a property is near my object, the sensor gets triggered. If it collides with it, it works as expected. When near (, with physics visualization on), I could see a yellow cylinder shape connecting the two objects and the sensor triggers. I was originally looking to make this work by collision and only collision, but it also triggers when near the property, but it still doesn't touch! How can I keep the sensor triggering only when the property on another object touches the original object, but not when it is near? Thanks!

EDIT: Ah! I went in to the .blend when I've had time, I've figured out that the problem is the collision type! The "sensor" physics type collides with other materials/proprties not when they collide, but when they are near. Here, take a look! I have a .gif here.

Turn the collision bound margins for both objects to the lowest.


Material emitting only in dark parts of an object I would really need to know if it is possible to make an object have a material, that emmits only in the lit parts of an object. The dark parts would remain dark. I am using Eevee with Bloom turned on and so I need the lit parts to glow.

Yes, this can be achieved with a Shader to RGB node. This lets you have a diffuse shader to compute which parts are lit, which you can then pass into an emission shader to make it glow.
Nodes:

Result:

I use a color ramp to separate between the lit and unlit areas, and then feed that into a mix shader so the lit parts are shaded with the emission, and the unlit with the diffuse shader.
If you want to achieve a smoother gradient, you can pass the value of the color ramp into the strength of the emission, so that the more lit parts also emit more.


Why is area lighting creating a grainy render? I started to use Blender last week, so I'm kinda new here. I was wondering if someone could check the lighting in my house model? I believe that is what is causing all of my grainy and low quality renders. I have tried many solutions such as increasing the resolution to 100%, enabling Multiple Importance Sampling, using regular Path Tracing with square samples instead of Branched Path Tracing, and messing around with the Render Tab settings. I'm still trying to figure out why my animation is taking more than 8 hours to render a simple three second video and why it is so blurry. My windows laptop has an NVIDIA GT 520M, 8GB of ram, and a 64-bit operating system. This is for an important school project and it weight 98% of my grade. I hope someone can help:)

My Blender file:

The final render is too grainy and poor quality.

Problem

In your scene, one of the first things I noticed was that it was inside an enclosed space. Bluriness in enclosed spaces can often be caused by unpowerful lighting.

Solution

I selected the area lamp near the top of the cabin and turned up the Emission Strength to 1000 from 300. I also turned the Max Bounces: to 1024.

I also optimized the .blend file.

I made some adjustments in the Render tab of the Properties panel, namely that I set the Max: and Min: Light Path Bounces to 0 (for faster rendering). I also turned the Filter Glossy: value to 0.7. Additionally, I changed the resolution to just 1920x1080 (1080p; you had it set to 4k which really won't make any difference except causing the rendering to take 4 times as long). Furthermore, I turned the Sampling > Settings: > Clamp Indirect: value to 3.00. I turned the AA render samples to 100. Lastly, I optimized the Tile Size for CPU rendering (Properties panel > Render Tab > Performance Drop Down Menu > Tiles:). If you want it to be optimized for GPU rendering, change each (x/y) from 16 to 256.

On my 8-year-old mac with CPU and not all the image textures, one frame (probably) took a bit under an hour (I didn't wait for it to finish). On my Nvidia 970 4GB STRIX, one frame took just 54 seconds and looked like this:

Final Notes

Here is the fixed up .blend file:

I don't generally offer this (haven't before), but if you can get me a .blend file with all the images included, I will render it for you. 90 frames x 1 min each = about 90 min. --A fellow Blender-using student.


How to export and import a 3d model into Babylon I am using 2.8 blender to export a model to Babylon and i was wondering how to export cycles materials? this is my first question

I'm assuming you are referring to babylon.js.

In general, all but the most simple materials are not directly transferable between different rendering engines, so many complex custom cycles materials will never be able to be directly exported to another program.

Based on it's documentation, it supports obj,stl and gltf import formats. Of these, gltf is the most sophisticated and so is probably your best bet.

There is a gltf plugin available for blender here:
https://github.com/KhronosGroup/glTF-Blender-Exporter
This plugin seems to support exporting materials if you use specially provided node groups to create those materials.


how to download dynamic spacebar menu? I have downloaded and installed Blender 2.78 several times, and noticed that the Dynamic Spacebar Menu missing and instead there is Dynamic Context Menu. Sometimes, in many tutorials Dynamic Spacebar menu is used, but I couldn't download it.

The "Dynamic Context Menu" is the new name, probably with added functionality, of the "Dynamic Spacebar Menu".


Donut tutorial: revert faces to quads? Somehow my faces have turned into weird polygons and I was wondering if there was a way to change them back to quads and also flatten out the surface of the donut so they don't stick out as much.

In case you haven't appied the modifiers,  you can just remove the modifiers. See if it works or not. If it doesn't then just apply all modifiers and add a remesh modifier.  In the remesh modifier panel try either smooth or voxel. Try to turn on wireframe on to see the geometry.  Don't go crazy with the remesh settings otherwise it will drastically increase polycount and blender will crash. Hope that helps.


How can I assign shortcuts to "Auto Execution" and "Always" checkbox of animation nodes in node editor toolbar? I need to assign shortcuts to "Auto execution" and "Always" checkbox to speed up my workflow. I tried to assign them myself but there is no add shortcut option to them, python code after hovering it, didn't helped me either. I tried to read some documentation, but only to fail.
Note: i am not a computer nerd.!
Here is the screenshot for better understanding.

As far as I know, one can't set a shortcut to toggle a checkbox. The only way to do that is to create an addon that register an operator that does the toggle and create a custom keymap for your shortcut as described here.

Animation Nodes define the key combination Ctrl + Shift + Q to disable Auto Execution as described in the documentation.


blender python module do not work in OSX I build the blender python module successfuly(get the bpy.so and folder 2.78)
but when I run

$ python3
Python 3.5.2 (v3.5.2:4def2a2901a5, Jun 26 2016, 10:47:25)
[GCC 4.2.1 (Apple Inc. build 5666) (dot 3)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import bpy

then python was crash down

Here is the output:

Color management: using fallback mode for management
bpy: couldnt find 'scripts/modules', blender probably wont start.
Freestyle: couldn't find 'scripts/freestyle/modules', Freestyle won't work properly.
ImportError: No module named 'bpy_types'
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
ImportError: No module named 'bpy_types'
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
ImportError: No module named 'bpy_types'
pyrna_srna_ExternalType: failed to find 'bpy_types' module
F1109 11:27:29.472208 1904091136 utilities.cc:322] Check failed:!IsGoogleLoggingInitialized() You called InitGoogleLogging() twice!
*** Check failure stack trace: ***
@        0x1051d3041
@        0x1051d6ff2
@        0x1051d3929
@        0x1051db2b7
@        0x1050ef3e0
@        0x10315359c
@        0x10355d5d6
@        0x100058627
@        0x100058a3e
@        0x1001164ee
@        0x10010f65b
@        0x10010e547
@        0x100065479
@        0x1000f0478
@        0x1000f2510
@        0x1000f038b
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f05d6
@        0x1000f2510
@        0x1000f2617
@        0x10004031a
@        0x10000d713
@        0x1000104b6
@        0x10010d0d3
@        0x10010d8d1
@        0x10355a0e7
@        0x10355c980
@        0x10316403e
@        0x103153654
@        0x10355d5d6
[1]    36914 abort      python3

I had this exact same issue on Windows.  I had followed the instructions on:

https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule

I would not have been successful without the help from this page.  But I did find some things that were not quite correct or up to date.

After searching for solutions without success (where I found your post), I decided to inspect the C source code.   The problem was with the line:

xcopy /E bin\2.77 C:\Python35\

Blender expects the files to be in a folder with the version number.  But this line does not do this.  The final version of my update script based on this page was:

REM Script to make the bpy build a python module.  Prior to running this, go in the blender folder and
REM enter "make bpy"
REM See https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule

copy build_windows_Bpy_x64_vc12_Release\bin\Release\bpy.pyd E:\Python35\Lib\site-packages\
copy build_windows_Bpy_x64_vc12_Release\bin\Release\*.dll E:\Python35\Lib\site-packages\
del E:\Python35\Lib\site-packages\python35.dll
xcopy /E/I build_windows_Bpy_x64_vc12_Release\bin\Release\2.78 E:\Python35\2.78

pause

After doing this, the examples worked perfectly.  This script is for windows and is based on the unique locations I put both Blender's source and Python, but I would think you may be able to figure out your issue from this.

By the way, the steps on this page that indicated to build with:

WITH_PYTHON_INSTALL=OFF
WITH_PLAYER=OFF
WITH_PYTHON_MODULE=ON

appear to no longer be manually required as you could simply type "make bpy" and this takes care of it.

I hope this helps.


Object is not being rendered I got this project where one object is not being rendered. I already cleared all restrict render, made sure that it is enabled in the render and moved everything from my second collection to my first.

.blend file here:

Alpha is set to zero in the material:

This is not visible in preview as Eevee needs to change the material setting to alpha to be transparent (this is not the case for Cycles).


How to use the smooth tool in weight paint mode? I'm curious as to what I need to do to use the smooth tool in weight paint mode in Blender. The notice says:

  Vertex select needs to be enabled in weight paint mode.

Great!  How does one enable vertex select in weight paint mode?

The vertex select can be enabled in the 3D View header -

With vertex select masking enabled you can use Shift-Click to select/de-select each vertex from the mask. You can also go into edit mode, select the desired vertices then go into weight paint mode.


Label not showing up as transparent... or showing at all Any ideas why this label is not showing up transparent? I believe I have all my nodes correct. These nodes are so complex someone should start a online Blender NODES academy...

On't use a mix shader but an RBG mix to combine the color and the texture


Alpha transparency making wall transparent I have a simple textured wall, and it looked really clean so I downloaded a grungy texture from CG. Unfortunately, when I tried making the alpha channel invisible, I couldn't figure it out, so I just turned the alpha under the textures panel to 0 and enabled mask transparency which I turned down to 3.14 (cause pi is cool). Its not exactly the effect I want, because some of the white from the mask still discolors the wall, but the biggest problem is once I deselect it, it turns the entire wall transparent.

Here is what it looks like while selected: almost right

but once I deselect.

What is the proper way to make the alpha channel disappear, while leaving the moldy-grunge intact and not making a gaping hole in my wall. This is a game prop.

Adding a grunge texture or decal is very easy (even easier then in cycles).

All you have to do is add a grunge or decal texture with a alpha channel under the base color,in your case the second texture slot.
Your material  and texture does not need any transparency. Both textures only influence the Color.


How can I change the X, Y or Z transform values of all a curve's control points at the same time? I'm trying to change the X, Y or Z values of all a curve's control points at the same time (while I'm in Edit mode). What I do is to select all the curve vertex points and then on the X, Y or Z fields on the Transform / Median tab I change the value. When I keep selected all the points at the same time the value is correctly changed, but when I select each control point, I see that the old value is still there.

Let's take this post :

How to change location, rotation, scale and dimensions of more objects at the same time?

The user Jan Kadeřábek said to:

  Select all the objects
  Click the input field while holding Alt
  Enter the value

I thought that it could also work in this situation, but it does not. Maybe because it was in Object mode, instead now I'm in Edit mode?

A common trick to align things is to scale to zero on an axis.

Select multiple control points
SX0 to align them on the x axis
Change the x axis value to the desired value


Is it possible to see an image as plane through a transparent object? I'm trying to put transparent objects(using eevee) infront of an image imported as a plane. But I can't see the image through the transparent object. Is it possible to do that or am I wasting my time. Thank you in advance for your help!

Sure it is possible.
You just need to enable the right blend modes.

Image plane - set blend mode to Alpha Hash or Alpha Clip
Glass - Set blend mode to Alpha Blend, and check Screen space reflections
Render tab - enable Screen Space Reflections > Refraction


Why isn't limited dissolve working? I was trying to google a way to merge overlapping meshes and everyone keeps saying Limited Dissolve, but it's not working for me for some reason :< ... I just want to make one n-gon without anything in the middle.

The maybe easiest way in this situation is manual stitching:

Just select a single vert from the inside of the circles.

Then hit GG. That way you enter vertex slide mode. Move the vert towards the outside and put it where both circles intersect. That way you keep angles roughly consistent. The more you zoom in, the more precise it gets.

The rest is stitching stuff together with ALTM. I usually prefer to use merge 'At Last'. Just put the rest of the verts on the newly placed verts.

You could extrude the circles into cylinders and use booleans but it's not worth the hassle, especially since they're already in a single mesh.

If you lose one of the faces, simply clear the selection, select all the verts that belong to it, for example with Circle Select C and then hit F to create the face.

If the holes are easy enough for Blender to understand, selecting everything and hitting F  will work, too.

https://docs.blender.org/manual/en/dev/modeling/meshes/editing/vertices.html


Rotating Specific Degrees On The Timeline I have this object that I would like to rotate it about 570 degrees, but every time I make two key-frames and type 'r' > 570 > it doesn't make a full rotation. Rotates what looks to be about 140 degrees instead. How do you recommend I get the full circle spinning rotation that's more than 360?
Thank you for your time!

The best way to do it (imho), would be to go into the Item Properties, change the Rotation and add the Keyframe with the Button to the Right. After that, change the Position in the Timeline and change the rotation and add another Keyframe.


How to make mesh move as one I'm rigging a model to a new rig, and every time I parent it to the new rig the mesh of the model is fine.
That is until I move it and everything moves except the eyes which move in their own directions. I've been trying to solve this for a while now and can't figure it out.

Solved! I just forgot to apply the modifier.


How do I dissolve this face How do I dissolve this face into the surrounding face?

Whenever I try to dissolve it (Delete > Dissolve Faces) it gives me an error: "Can't create merged face"

Although it may seem as though having a complete flat Ngon is preferable, it is far better to keep the most basic shapes and not merge them together.

(Thank you to Duarte Farrajota Ramos for this)


Trying to figure out how to model this shape I'm working on creating 3d text for a custom wordmark that isn't a part of any text library. Getting kind of stuck on how to best make the "M" in it.

I feel like it should be relatively easy, but I'm getting stuck on how to get those curves in there.

So far I started out with a cube then used loop cuts to make some sections.

Thanks in advance!

With the Red Marking with the Bezier curve set handles to vector Press V and trace out the letter like this. With the Blue marking make sub divide verts.

After tracking with the vector handle. Now select the blue marking (sub divided) and make it free handles (Press V) and pull it up and with the side handle adjust it.

Final result

Press Alt+C convert to Mesh.

Press A to select all and Press F to fill faces

Now select the faces and Press E Extrude.


Attribute problem with defining Camera for context object I struggle to understand why this does not work in my script, giving me the error that the context object has not attribute camera, while I use the original code from the properties_data_camera.py file.

  File "C:\Users\info\Desktop\UI Testing.blend\studioTools_Shelf_Beta
  v2.py", line 709, in draw AttributeError: 'Context' object has no
  attribute 'camera'

I also added the following line at the beginning

from bl_ui.properties_data_camera import CameraButtonsPanel
from rna_prop_ui import PropertyPanel

# CAMERA ---------------------------------------------------------------------------
class CAMERA(bpy.types.Panel):
    bl_label = "Camera"
    bl_idname = "Camera"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Shading Toolbox"
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

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

        cam = context.camera

        layout.prop(cam, "type", expand=True)

Everything I would like is to show few buttons from the Camera UI in the toolshelf. Currently it is rendered empty because of the error I get.

The properties panel has some of its own context members that only work in the property panel space. The "context" attribute of the space is shown in the icons across the top which change for what type of object is active, eg a camera icon for the data part of a camera object, in which case context.camera resolves to the data part of the active object, similarly for context.lamp and context.speaker for those types of object.

This is something to look out for when refactoring code from space_properties to, for instance, the 3D toolshelf. Anyhoo a good workaround here is

cam = context.scene.camera.data

the "active camera", ie the one that renders the scene, or for the context object

cam = context.active_object.data

and in the poll method make sure 'context.scene` and or context.scene.camera are not None, and if using the latter that context.active_object is not None and  context.active_object.type is 'CAMERA'

example poll

    @classmethod
    def poll(cls, context):
        if context.active_object is None:
            return False
        return context.active_object.type == 'CAMERA'


Fingers on hand rig deform until I try to move them I've been trying for hours to solve this and I can't do it for the life of me. I'm just trying to rig a hand right and I can't do it. I'm using Blender.

I have this hand here with little box bones for controlling the fingers. When I animate the mesh, the keyframes are fine, but inbetween the keyframes the fingers move all weird. When I export the animaton or move along the frames in the blender editor, the fingers are pointing in random directions like the keyframes don't exist at al (as seen in the attached image)l. This is how the animation looks as an fbx too, but in the editor if I try to move them back into place, just even clicking on an axis instantly snaps all of the fingers to the right place.

So in the animation it's supposed to look like this:
But when I play it it looks like this:

It's just the fingers! I've tried moving the parents around a bunch for a lot of the bones, setting and removing constraints. I'm beat.

Edit: Here is a simplified blend file.

You have dependency cycles in your rig. Running the file with blender --enable-new-depsgraph SimplifiedBlend.blend shows this on the console:

Read blend: /home/sybren/Downloads/SimplifiedBlend.blend
Dependency cycle detected:
  'OBLArm.POSE_INIT()' depends on 'OBLIndex.lindex.BONE_DONE()' through 'IK'
  'OBLIndex.lindex.BONE_DONE()' depends on 'OBLIndex.lindex.BONE_READY()' through 'Ready -> Done'
  'OBLIndex.lindex.BONE_READY()' depends on 'OBLIndex.lindex.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
  'OBLIndex.lindex.BONE_CONSTRAINTS()' depends on 'OBLArm.LArm_Fore.BONE_DONE()' through 'Child Of'
  'OBLArm.LArm_Fore.BONE_DONE()' depends on 'OBLArm.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBLArm.POSE_IK_SOLVER()' depends on 'OBLArm.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBLArm.POSE_INIT_IK()' depends on 'OBLArm.POSE_INIT()' through 'Pose Init -> Pose Init IK'
Dependency cycle detected:
  'OBLRing.lring.BONE_CONSTRAINTS()' depends on 'OBLArm.LArm_Ring_1.BONE_DONE()' through 'Child Of'
  'OBLArm.LArm_Ring_1.BONE_DONE()' depends on 'OBLArm.LArm_Ring_1.BONE_READY()' through 'Ready -> Done'
  'OBLArm.LArm_Ring_1.BONE_READY()' depends on 'OBLArm.LArm_Ring_1.BONE_POSE_PARENT()' through 'Pose -> Ready'
  'OBLArm.LArm_Ring_1.BONE_POSE_PARENT()' depends on 'OBLArm.LArm_Fore.BONE_DONE()' through '[Parent Bone -> Child Bone]'
  'OBLArm.LArm_Fore.BONE_DONE()' depends on 'OBLArm.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBLArm.POSE_IK_SOLVER()' depends on 'OBLArm.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBLArm.POSE_INIT_IK()' depends on 'OBLArm.POSE_INIT()' through 'Pose Init -> Pose Init IK'
  'OBLArm.POSE_INIT()' depends on 'OBLRing.lring.BONE_DONE()' through 'IK'
  'OBLRing.lring.BONE_DONE()' depends on 'OBLRing.lring.BONE_READY()' through 'Ready -> Done'
  'OBLRing.lring.BONE_READY()' depends on 'OBLRing.lring.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
Dependency cycle detected:
  'OBLArm.POSE_INIT()' depends on 'OBLMid.lmid.BONE_DONE()' through 'IK'
  'OBLMid.lmid.BONE_DONE()' depends on 'OBLMid.lmid.BONE_READY()' through 'Ready -> Done'
  'OBLMid.lmid.BONE_READY()' depends on 'OBLMid.lmid.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
  'OBLMid.lmid.BONE_CONSTRAINTS()' depends on 'OBLArm.LArm_Index_1.BONE_DONE()' through 'Child Of'
  'OBLArm.LArm_Index_1.BONE_DONE()' depends on 'OBLArm.LArm_Index_1.BONE_READY()' through 'Ready -> Done'
  'OBLArm.LArm_Index_1.BONE_READY()' depends on 'OBLArm.LArm_Index_1.BONE_POSE_PARENT()' through 'Pose -> Ready'
  'OBLArm.LArm_Index_1.BONE_POSE_PARENT()' depends on 'OBLArm.LArm_Fore.BONE_DONE()' through '[Parent Bone -> Child Bone]'
  'OBLArm.LArm_Fore.BONE_DONE()' depends on 'OBLArm.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBLArm.POSE_IK_SOLVER()' depends on 'OBLArm.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBLArm.POSE_INIT_IK()' depends on 'OBLArm.POSE_INIT()' through 'Pose Init -> Pose Init IK'
Dependency cycle detected:
  'OBLArm.POSE_INIT()' depends on 'OBLThumb.lthumb.BONE_DONE()' through 'IK'
  'OBLThumb.lthumb.BONE_DONE()' depends on 'OBLThumb.lthumb.BONE_READY()' through 'Ready -> Done'
  'OBLThumb.lthumb.BONE_READY()' depends on 'OBLThumb.lthumb.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
  'OBLThumb.lthumb.BONE_CONSTRAINTS()' depends on 'OBLArm.LArm_Fore.BONE_DONE()' through 'Child Of'
  'OBLArm.LArm_Fore.BONE_DONE()' depends on 'OBLArm.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBLArm.POSE_IK_SOLVER()' depends on 'OBLArm.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBLArm.POSE_INIT_IK()' depends on 'OBLArm.POSE_INIT()' through 'Pose Init -> Pose Init IK'
Dependency cycle detected:
  'OBLArm.POSE_INIT()' depends on 'OBLLittle.llittle.BONE_DONE()' through 'IK'
  'OBLLittle.llittle.BONE_DONE()' depends on 'OBLLittle.llittle.BONE_READY()' through 'Ready -> Done'
  'OBLLittle.llittle.BONE_READY()' depends on 'OBLLittle.llittle.BONE_CONSTRAINTS()' through 'Constraints -> Ready'
  'OBLLittle.llittle.BONE_CONSTRAINTS()' depends on 'OBLArm.LArm_Fore.BONE_DONE()' through 'Child Of'
  'OBLArm.LArm_Fore.BONE_DONE()' depends on 'OBLArm.POSE_IK_SOLVER()' through 'IK Solver Result'
  'OBLArm.POSE_IK_SOLVER()' depends on 'OBLArm.POSE_INIT_IK()' through 'Init IK -> IK Solver'
  'OBLArm.POSE_INIT_IK()' depends on 'OBLArm.POSE_INIT()' through 'Pose Init -> Pose Init IK'

Circular dependencies can cause all kinds of nasty things, so it's better to clean them up. You also always want to enable the new dependency graph  with --enable-new-depsgraph unless you have a strong reason not to. It allows for more granular control, allowing for more complex rigs without resulting in dependency cycles.

To use custom bone shapes, use actual custom bone shapes, instead of trying to incorporate other objects into your rig.


blender2ogre 0.5.8 export error - ReferenceError: StructRNA of type Mesh has been removed When trying to export a mesh from Blender to Ogre using the blender2ogre exporter I'm getting an error I have never encountered before :

ReferenceError: StructRNA of type Mesh has been removed.

location: :-1

Through the process of elimination I've figured out the error only occurs when I export with modifiers on my mesh, in my case the edge split and armature modifiers. Has anyone experienced this error before and what steps can be taken to remedy it?

I have had a search around on google where some people have suggested it is to do with unparented bones, however when I deleted my armature and tried to export I had the same issue. If I delete the APC mesh and replace it with a simple square then export I have no issues. The error seems to be tied to the specific mesh.

It could perhaps help to update your version of the Orge3D exporter from 0.58 to 0.60 from  the bitbucket page. It seems the version you use (0.5.8) is written for blender 2.65 and the latest 0.6.0 version supports blender 2.66. Failing that I suggest taking steps to contact the guy who currently maintains the addon for advice.


modling tube for 3d printing I'm trying to create a coupling in blender, that I can export to cura slicer program.

My problem is the slicer program fills in the center of my tube as if it is a wall.

I have tried creating it from a cylinder and just a plain circle/circles (inside and outside walls).

I exported both .obj and .stl files with the same result.

I'm uploading my file here once I post my question.

Check your 3D printer settings and limitations for how much empty space you are permitted between structures, sometimes you will have to model in support beams in hollow areas and you will have to remove them once printed. You could print a mold and use latex and resin or print and glue together two halves.


How can I draw a circle in an image inside the image editor? I would like to be able to draw a circle inside an image that is available in image editor.

I found this code here but I do not know how to manipulate the xy values for drawing a circle properly.

size = 640, 480

import bpy
# blank image
image = bpy.data.images.new("MyImage", width=size[0], height=size[1])

## For white image
# pixels = [1.0] * (4 * size[0] * size[1])

pixels = [None] * size[0] * size[1]
for x in range(size[0]):
    for y in range(size[1]):
        # assign RGBA to something useful
        r = x / size[0]
        g = y / size[1]
        b = (1 - r) * g
        a = 1.0

        pixels[(y * size[0]) + x] = [r, g, b, a]

# flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/temp.png"
image.file_format = 'PNG'
image.save()

```

Try this (I'm on Blender 2.81a):

import bpy
import math

size = 640, 480

# Calculate distance between two point
def distance(p0, p1):
    return math.sqrt((p0[0] - p1[0])**2 + (p0[1] - p1[1])**2)

# blank image
image = bpy.data.images.new("circle_img", width=size[0], height=size[1])

pixels = [None] * size[0] * size[1]
center = (int(size[0]/2.0), int(size[1]/2.0)) # center of image
radius = 50 # radius of circle in pixels
for x in range(size[0]):
    for y in range(size[1]):
        d = distance((x,y),center)
        if d < radius:
            r = g = b = a = 1.0 # white
        else:
            r = g = b = 0.0 # black
            a = 1.0
        pixels[(y * size[0]) + x] = [r, g, b, a]

# flatten list
pixels = [chan for px in pixels for chan in px]

# assign pixels
image.pixels = pixels

# write image
image.filepath_raw = "/tmp/temp.png"
image.file_format = 'PNG'
image.save()

Circle isn't very pretty though (could use some anti-alias or blur)!


How can I "zero" an object's orientation in blender? So I want to change the reference "zero" orientation [with respect to the global coordinate system] of a body in blender.  In other words, when a body's rotation is set to zero (0 deg, 0 deg, 0 deg), the body's axis is oriented in a certain direction.  I want to change this "zeroed" direction without changing the actual rotation.  For example, how could I rotate this body 90 deg about the x-axis [with respect to the global coordinate system] and have the rotation coordinates still say (0 deg, 0 deg, 0deg)?

The simplest ways to do this are to either rotate the mesh in Edit Mode or to rotate it in Object mode and then applying the rotation.

So you can either enter Edit mode, by pressing Tab, and then rotating the mesh with R; the reason this works is that, when transforms are applied in edit mode, the object's origin is not affected.

The other possible solution is to press Ctrl + A>Rotation, which will, essentially do the same as above, by rotating the mesh, but not the object, and thus not the origin, and then resseting the origin's roattion.


Two operators with the same button, it's possible? In my addon, I have a button that launches me an operator, and I want the same button gives me another operator (modal operator).
It is possible to launch two operators with the same button?
My modal operator :

def modal(self, context, event):
    if event.type == 'RIGHTMOUSE':
       ...code...
    return {'PASS_THROUGH'}

def execute(self, context):
    wm = context.window_manager
    wm.modal_handler_add(self)
    return {'RUNNING_MODAL'}

Check Text Editor Templates: Operator Simple and Operator Modal

Imagine the modal operator has bl_idname = "object.some_generic_modal". In the execute function of your other (non modal) operator you could make a direct operator call:

def execute(self, context):
    # your stuff

    # call the other operator
    bpy.ops.object.some_generic_modal()

    return {'FINISHED'}

However, to avoid the separation and extra boilerplate, you might want to stick your one-off code in the invoke of the modal operator and call that directly instead.

To clarify: with the term one-off code I meant the code which just needs to be executed once, prior to the continuous modal operator.


Tissue add-on: How to use the Advanced Settings for animation? Here's a simple example to illustrate. I have a tile component object (selected) and a base mesh object (active). I click the Tessellate button and the operator options box appears. Near the bottom there are two options listed under Advanced Settings:

Map Vertex Group
Use Shape Keys

But they are grayed out.

Here is the result when the [OK] button is clicked. The plus-shaped tile piece gets tessellated around the cube.

The thing is, I have a shape key on the tile component object:

I would like this same kind of shape key animation to be possible on the resulting tessellated cube. I haven't been able to find any documentation on how to use these settings. Any help would be appreciated.

The Tessellate Tool's Advanced Settings are grayed out unless the "base object" has a Vertex Group (with vertices assigned to it).

So that answers the original question. But let's see what these Advanced Settings might actually be used for in practice, and go through the steps.

A few more points that aren't obvious:

The Active Shape Key is the one that will be used.
Shape Key slider values will not be taken into account.
If "Map Vertex Group" is not enabled, the "Use Shape Keys" option will fail.
Shape Key data is not preserved as such. The tessellation result is just a mesh in that single shape.
To get the animation back we need to create multiple tessellations and use the Join As Shapes operation to recombine them as one mesh.

Here's an animated mini-tutorial:

And a sample result:

Go nuts...


Weird changes in object mode after editing in edit mode I wanted to try and make eyes, nose etc. for my character, so I went into edit mode and started changing the head of the mesh:

After making a few changes, I went back into object mode and saw this:

I suspect it has something to do with Shape Keys, but I'm still a newbie so I'm really not sure. I had "Basis" selected in Shape Keys while making the changes, but I'm not sure that's correct. What's happening and how do I fix it? Thanks.

Edit: I was following the steps of the accepted answer of this post:

Eye socket help

Turns out it was the Knife Tool that caused my problem. I made a cut which didn't connect to a vertex, which apparently is a no-go. I still have no idea why my Shape Keys are affecting the the new vertices that I created on the face.

If you still wish to repair the model, here is how:
Tab into edit mode and select the head key under object data (The Upside down Triangle with vertices).
Hide all the other keys if they are not already.
Your object should look normal, now toggle on and off the legs key and select the affected vertices.
Once they are all selected, delete them. (X > Vertices)
Hide every key except basis and select it. Now rebuild the faces. This is fairly easy with edge select and press  F.
Double check your weight painting and your all good.


Import csv to Python syntax eludes me, what did I miss? I'm trying to import a list from a csv to create a series of circles.
I've created a few scripts that move and rotate objects with help of csv data, I used that csv routine as a template.
This time I wanted to create the object and thought I understood - for i, row in enumerate( rdr ): -
however, if you look at this snippet code, you might think I missed the boat completely.
My biggest problem at this moment is that I do not understand how I can get the csv values parsed correctly with add_circle().
Then I have a second issue regarding the fact that it only creates the first circle from the csv and I really thought that this would work.
Can somebody explain what I'm missing to make it work? Or does anybody know a comprehensive paper so I can figure out why this is not working as I expected.
with open( fp ) as csvfile:

# make series of circles
rdr = csv.reader( csvfile )
for i, row in enumerate( rdr ):
    if i == 0: continue # Skip column titles
    FRAME, PARTS, XW = row[0:3]
    part_number = float(PARTS)
    add_circle(FRAME, part_number, float(XW))

CSV snippet:
FRAME, PARTS, XW
1001,8,0
1002,15,1.1
1003B,32,2
etc.

In case the full script is more helpful:
# -*- coding: utf-8 -*-
"""
Name: 'Add cirkel'
Blender: 2.80
Group: 'Add'
Tooltip: 'Creates a shape object'
"""

import bpy, csv
import bpy.types
import time
from mathutils import *
import math

fp = "C:/Users/Maarten/Documents/blender/csv/generate-object.csv"

def object_from_data(data, name, scene, select=True):
    """ Create a mesh object and link it to a scene """
    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(data['verts'], data['edges'], data['faces'])

    obj = bpy.data.objects.new(name, mesh)
    scene.collection.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
    obj.select = True
    mesh.validate(verbose=True)
    return obj

def vertex_circle(segments, z):
    """ Return a ring of vertices """
    verts = []
    verts.append(( 0, 0, z))
    for j in range(segments):
        angle = (math.pi*2) * j / segments
        verts.append((math.cos(angle), math.sin(angle), z))
    return verts

def add_circle(name, segments, z):
    """ Make a circle """

    data = {
    'verts': vertex_circle(segments, z),
    'edges': [],
    'faces': [],
    }
    data['faces'] = [(j, j+1, 0) for j in range(segments)]
    data['faces'].append((segments, 1, 0))

    scene = bpy.context.scene
    return object_from_data(data, name, scene)

with open( fp ) as csvfile:
    """ make series of circles """
    rdr = csv.reader( csvfile )
    for i, row in enumerate( rdr ):
        if i == 0: continue # Skip column titles
        FRAME, PARTS, XW = row[0:3]
        add_circle(FRAME, 8, 0)

#        FRAME, PARTS, XW, YW, Z, EXP1, EXP2, WALL = row[0:8]
#        parts_number = float(PARTS)
#        add_circle(FRAME, 8, 0, 2, 0, 1, 2)
#        add_circle(FRAME, parts_number, 0, 2, 0, 1, 2)
#        if WALL == 1: add_circle2() else: add_circle()

FRAME,PARTS,XW,YW,Z,EXP1,EXP2,WALL
1001,8,0,2,0,1,2,0
1002,15,1,2,1,1,2,1
1003,32,2,3,2,1,2,1
1004,64,3,4,3,1,2,1
1005,128,4,5,4,1,2,0

The first is the script, the second the csv (please remove .txt extension before use)
In add_circle() I placed values PARTS=8 and XW=0. so the script creates one circle with only the name 1001 from CSV.

There were a couple of issues with the code.

The 'obj.select = True' line was referencing an invalid property of 'obj'. I've simply disabled that line.
I've put back in the commented out code in the last function to use the values extracted from the CSV. Note that the CSV data is returned as strings so each value needs 'casting' into the expected type - ie, to cast PARTS into an integer you can use `int(PARTS)'.

Here's my amended code - additionally implementing XW and YW for the width and depth of each circle (I changed the other functions to pass them through and use them in the calculation of the vertex position :
# -*- coding: utf-8 -*-
"""
Name: 'Add cirkel'
Blender: 2.80
Group: 'Add'
Tooltip: 'Creates a shape object'
"""

import bpy, csv
import bpy.types
import time
from mathutils import *
import math

fp = "C:/Users/rich/Desktop/generate-object.csv"

def object_from_data(data, name, scene, select=True):
    """ Create a mesh object and link it to a scene """
    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(data['verts'], data['edges'], data['faces'])

    obj = bpy.data.objects.new(name, mesh)
    scene.collection.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
    #obj.select = True
    mesh.validate(verbose=True)
    return obj

def vertex_circle(segments, xw, yw, z):
    """ Return a ring of vertices """
    verts = []
    verts.append(( 0, 0, z))
    for j in range(segments):
        angle = (math.pi*2) * j / segments
        verts.append((math.cos(angle)*xw, math.sin(angle)*yw, z))
    return verts

def add_circle(name, segments, xw, yw, z):
    """ Make a circle """

    data = {
    'verts': vertex_circle(segments, xw, yw, z),
    'edges': [],
    'faces': [],
    }
    data['faces'] = [(j, j+1, 0) for j in range(segments)]
    data['faces'].append((segments, 1, 0))

    scene = bpy.context.scene
    return object_from_data(data, name, scene)

with open( fp ) as csvfile:
    """ make series of circles """
    rdr = csv.reader( csvfile )
    for i, row in enumerate( rdr ):
        if i == 0: continue # Skip column titles
        #FRAME, PARTS, XW = row[0:3]
        #add_circle(FRAME, 8, 0)

        FRAME, PARTS, XW, YW, Z, EXP1, EXP2, WALL = row[0:8]
        parts_number = float(PARTS)
        #add_circle(FRAME, 8, 0, 2, 0, 1, 2)
        #add_circle(FRAME, parts_number, 0, 2, 0, 1, 2)
        #if WALL == 1: add_circle2() else: add_circle()
        add_circle(FRAME, int(PARTS), float(XW), float(YW), float(Z))

Here are the results from your sample CSV file (you need to amend the code to point at the location of the file if different to mine) :


View hdri in viewport "SOLID" Mode I don't want to go to rendering mode thanks for help.
I'm using Blender version 2.82.
The HDRI is visible in the render mode.

In Blender 2.91.0 I see the so called Material Preview mode which allows what you're looking for.

There I have the option to use the built in HDRI's or installing my own one by conveniently using the little gear icon on that pop-up window.


motion tracking - is there a way to automatically clear tracks after they leave the frame? hi there I am tracking a video with many tracking points to decrease solve error.

many of them leave the frame by the end of the video. is it possible in anyway to automatically clear track data after they dissapear from the frame?

or is the only way to go one by one, find the frame when they dissapear, and press clear track?

Thanks!

I don't think there is an automatic way.

You could try  changing the Correlation or Margin settings to make a tracker fail earlier, so that it stops and doesn't continue tracking with errors on the edge of frame.

Otherwise

Go to the frame where you have the last accurately tracked item and press delete forward (or back if you are tracking backwards).

Another way to deal with elements on the edge of frame (or when an object is temporarily blocked) is to offset the tracker, so that you can use other elements to continue tracking.

See: Joining 2D tracking markers with an offset

Blender has great tracking tools, but they do require a lot of work and manual and constant supervision.

Keep in mind that you don't need a large number of tracking points (at least 8 for sure), but what matters is that the tracking is accurate. There are times where more tracking points can also be detrimental for the camera solution.

If you haven't done already read:

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


Why will audio and video not sync in rendered video file? When I import a movie clip into Blender's VSE, I match the resolution and framerate (1288 x 1032 at 25fps in this instance) and the audio and video strips appear to match up in the display. With AV-sync, the audio and video appear to playback in VSE in sync.

Unfortunately the rendered video file seems to be playing video at twice the speed of the audio (while at the same framerate, 25fps).

Why is Blender outputting a file with a video track playing at twice the speed that it was imported? I am trying to reduce the size of the video's resolution - could this have an effect on it?

OS:  Microsoft Windows XP Pro (5.1)
MOTHERBOARD:  Gigabyte P35-DQ6
CPU:  Intel Core2 Quad CPU
MEMORY:  2046MB RAM
DIRECTX:  Direct x 9.0c
GPU:  NVIDIA GeForce GTX 560 Ti

An image of my Blender import/output settings with the VSE can be found at the following link, along with sync test .avi I'm using to test this problem and a rendered example of the test, showing the problems I'm having - https://www.dropbox.com/sh/1pgn7l1sz7l8uz1/C6UHBBTdO0

Currently enjoying Sebastien Konig's Match Track Blend DVD and this little problem is an annoying distraction. I look forward to getting back on track. =)

Thanks in advance,

--Rev

I loaded up your syncTest01002Rev.avi file and playback wasn't in sync. Inspecting the file with ffmpeg gets the following message: "[mpeg4 @ 0x19ecc00] Invalid and inefficient vfw-avi packed B frames detected". Re-encoded to fix the error, when loading into blender, it had an extra frame (680) and worked without issue.


Connect vertex after bevel help me out pls. I did a bevel and trying to add edges between vertex that is not connected to keep right shape of polygons, but i see this strange thinks and i am pritty sure that something went wrong. I choose 2 vertex and press F button, where am i wrong? Thx

Use the Knife tool (K) instead to cut more edges. I'm new to Blender too, but it seems that F (make edge/face) is for building up new mesh in space, not for cutting new edges in existing geometry. When you choose two vertices and make an edge between them with F, it doesn't seem as if the new edge is connected to the face it crosses.  Correct me if I'm wrong someone.


Key Framing Multiple Objects At Once I have a cube that I have fractured (using cell fracture) and I'd like to know how I can keyframe the animation tick box under the rigid body section. When I select all of them and keyframe the animation tick box, only the fracture that has been primarily selected gets the keyframes and I want them all to be keyframed at once

Also, I am using 2.79 because I need to for an assignment.

Use Ctrl + K  to link the data from the Active Object to the selected Objects (the fractured pieces).


Grass grows through the floor of my building I'm trying to make grass and a house, but, the grass just grows through the floor. How can I remove the grass where it is touching the building.

I am guessing you are using a hair particle system for your grass. If so: Use a vertex group and weight painting to control placement of grass (and its length, if you want; see : Increase Intensity of Vertex Group ).

In edit mode, subdivide the mesh on which the grass is placed, select the mesh squares outside of the house and assign them to a vertex group. You can control the placement even more if you then switch to weight paint mode.

This use the vertex group control in your particle system to place the grass only in the vert'ed areas.

You'll end up with something like this, but prettier):

Also related, particularly about finer placement of hairs:

How do I make hair particles appear on top of the emitter and not through it?

Hair renders from regions outside vertex group


How to know what's the radius of a stroke I've already drawn in Blender 2D? I just want to know what was the radius of the drawing I've started, and I want to keep the same radius. I tried right clicking on the stroke but it doesn't work.

I don't see anywhere this information is displayed in the user interface, but you can get the info from the Python console.
First, in your list of workspace tabs at the top (e.g., probably starting with "Layout", or "2D Animation"), see if you have a "Scripting" tab.  If you don't already have a "Scripting" tab, select the "+" at the right to add a workspace, and select "General -> Scripting".  Click on the "Scripting" tab if it isn't already selected.  It should switch to a view with your drawing in a 3D layout at the top left and a console below it -- a text Window containing blue text like "PYTHON INTERACTIVE CONSOLE" with a ">>>" prompt at the bottom.
In the 3D layout window:

use NumPad 0 to switch to a more usual camera view and better see your drawing
select the stroke in Object mode (it will probably select a bunch of individual strokes all belonging to the same object)
use Tab to switch to Edit mode
type 2 (not numpad, just the usual 2) to switch to stroke select mode
select the stroke you're interested in so it shows up as active (orange).

Now, enter the following command in the Python console:
>>> [s.line_width for l in bpy.context.active_object.data.layers for s in l.active_frame.strokes if s.select]

That should print the radius of the selected stroke in square brackets, like so:
[65]

If you want to see a list of widths of all the strokes used, you can drop the "if s.select" part:
>>> [s.line_width for l in bpy.context.active_object.data.layers for s in l.active_frame.strokes]
[65, 65, 20, 20, 65]

Obviously, this will be a long list if your drawing has hundreds of strokes.


Can I dissable built-in Panels with another python script? I created an addon that ads my own panel in 3dView Properties, it consist of selected settings from View, Display and Shading panels. Now I want to disable those panels.
I could comment them out or add poll check in space_view3d.py file but I don't want to modify interface files permanently.
Is there a way to disable panels from another python script?

Import and unregister the UI panel

Simple test script, toggles the rego of the 3DView Properties View Panel, by looking at its is_registered property.

import bpy
# import the view panel
from bl_ui.space_view3d import VIEW3D_PT_view3d_properties as VP
# toggle rego
if VP.is_registered:
    bpy.utils.unregister_class(VP)
else:
    bpy.utils.register_class(VP)

Would suggest this is done in your register / unregister methods.

IMO this is a slippery slope, if you are going to distribute your addon,  as other addons may append prepend to those panels.


Delete all measurements Is there a way to delete a bunch of measurements? I can't seem select them and Annotations Window is empty.

When you clear measurements through View > Annotations, they don't vanish immediately.
Simply switch tools or modes and they will be gone.
Changing tools or quickly tabbing into edit mode works


Eevee crashes when trying to render two animated particle systems I need to render 200 frames during which two particle systems are animated (the Scale setting in Particle system's render tab, and the rendering visibility for the most part). Everything is fine in the viewport, and also in rendered preview mode.
Eevee manage to render any frame during which those specific two particle systems are not animated. I also have other particle systems around but I've never had rendering problems so far.
When I click render, or press F12, the render window opens, then Blender closes itself...
Any help ? :( Is this a known bug ?

You need to delete your lighting cache and rebuild it before rendering it again. Try with lower cubemap sizes, lower diffuse occlusion size, and lower cube size and cascade size for shadows. Haven't tried reducing the 'Dots' in Irradiance volume's , but do try if everything still fails.
Also if possible, since most particles-related renders are related to 'abstract' theme - like simulations or Logo-intros, try rendering without baking the indirect lighting cache. Rendering without baked lights must work.


How to remove unused textures and materials I have a lot of materials and textures in my scene that I don't use, but idk how to delete them. Could someone help me and tell me how to do that? 'Cause it eats up a lot of memory and crashes (._. ) Every time I import an object it creates a few copies of the same material\texture, for some reason...

If you go to the outliner and set the mode to "blend file" you can control the contents of the blend file. (And remove textures, materials etc if they are not in use at the moment)

For the issue of multiplication when importing I would really go through the import settings and make sure that you aren't importing materials/textures, and then just recreate the shading in blender after import.


combining two sets of vertices to maintain a specific shape? I guess the title is the best way I can define the question.  I'm trying to embed the cup into the body of the dog.

The cup has more vertices than the body, so since I'm pretty new, I can only think of two ways to do it. The first is to shrink-wrapped it around the body then used boolean union. But in order to see it I have to either add a thickness modifier or extrude it, both of which make it look like a patch instead a part of him. Now I'm trying to subdivide edges to create enough vertices to merge together, but in render mode it shows black between the two meshes.If I make faces after subdividing edges, it becomes distorted. So I'm not sure what to do now. Any help would be appreciated. I know you might be thinking, "dude, just make up a texture with gimp/inkscape with that shape and UV wrap it."

Yes, that would work, but I wanna be able to create a vertex group with it and change it with a drop of a hat, then quickly render again. So I would really like to embed the cup if I could. The blend file is located at http://www.pasteall.org/blend/39692

thanks,

I maybe should ask for more information on this before I attempt the answer, but I'll take a stab at it anyway. I'm disinclined to agree with Mr Zak's recommendation to use the Boolean modifier, because I find in too many cases, it gives ugly geometry and thus, inferior results. But here's what I'd do.

Assuming the dog and the cup are separate meshes, I'd make a duplicate of each. Starting with the duplicate of the dog, I'd keep the part of the torso boxed in green,

[

and hide or discard the remainder. If the geometry in the remaining part of the torso is insufficient for modeling the finished result, I'd add loop cuts and edge rings as needed to make for convenient modeling.

Next, I'd scale the cup so that it is the size I want, and position it within the torso at the desired place. Switching to wireframe view,  I'd hide all but one flank of the dog torso, and if the flank intersects with the cup object, I'd switch to edit the cup, and move the sides that penetrate the flank so they are co-incident with it, adding or removing geometry as necessary. Repeat the process on the other side, and the sides of the cup now conform to the geometry of the Dog's torso. Discard the copy of the dog's torso, as it has largely served its purpose.

Select the original dog, and place the cup along side of it in the desired position and orientation. Add the geometry necessary to be able to demarcate the red lined area in the above image on the side of the dog. Remove the parts of the dog within the red lined area on each side, and if the dog is to be solid, bridge from one flank to the other. Make the cup visible, within this area, and if desired, combine it with the model of the dog using CTRL - J to make a single object.

In my opinion, the fact that the cup has more vertices than the dog is not a major issue, in most cases.


Cloth simulation dosn't work (problem with properties) A newbie.
I applied "All transforms" for a shirt, coat, body (neck), choose them as collision objects, but a scarf around (with also "all transforms") a neck doesn't simulate right.
I need any ideas for what cause that mistake in the simulation.
Thanks in advance
problem:

the problem solved - I significantly increased scale of the character for the simulation
thank you all


How to get this bump shader effect This is a follow on question asked previously but how so I get this exact effect, (including the depth of the checker squares)

Original question here.

It may be possible to do it procedurally but here is a way to do it with a normal bake:

Built your pattern, it's like half pyramids that merge each others. Use the Mirror modifier as it's completely symmetrical.

Give your object 2 Array modifiers to make a whole grid. Also add a Subdivision Surface and Shading Smooth it.

Now create a plane, put it above your grid, unwrap and bake the normals.

Use the normal map on the object you want. As your surface seems a bit glossy, mix a Glossy with a Diffuse, and don't forget to plug the Normal map in both these 2 nodes.


Is grass texture or 3d object? i'm currently making a game in 3d and i wondered how to make grass.

I've take this image as example

I would like to do something similar to this but i don't understand what exactly this kind of grass is. I always seen grass and leaves as 2d images. So is this a hd 2d images or a 3d object?

In both cases, i guess you need to make your grass repeat on a plane. Is there a function you can use for such stuff or you have to populate the whole thing manually?

Any link for tutorials that explain that, or documentation are welcome. Thank you for your help.

This looks more like an artistic questions than technical problem with Blender, for this sort of thing Blenderartists.org or one of the communities like Google+ are probably the right place to ask, or perhaps some community for the game engine you are trying to use.
Also you don't seem to provide enough information for an accurate answers, what game engine will you be using, on what platform? What kind of hardware target are you aiming for, high end, low end?

I am guessing that the techniques used will depend largely on the game engine you are working with. In most cases, grass like the one illustrated involve some sort of 3d geometry, even if it is a simple plane with a texture.

Depending on the level of detail you want it may range from a basic 2d mesh to fully modeled particle of grass combined with diffuse and alpha textures. Most often some clever use of simple geometry to create the illusion of volume without using many polygons.

As for the distribution part, it will depend a lot on the tool available in the engine, placing by hand is likely not practical for very large surfaces, so some sort of particle system or automated distribution tool is used. In Blender you can use the built in particle system, and some texture or vertex group driven density distribution.

If you later plan to export to an external game engine you will have to investigate which method is best supported  for it. Most likely you will have to use blender to model a few different single strands of grass, export those and apply them in engine.

Edit: Also have in mind that many of those images are digital paintings or "offline" rendered scenes, not real time interactive ones. In game engines performance is to be considered and there often are limitations on the amount of geometry that can be on screen or in a scene at a certain time.


Install blender on Windows XP I want to install blender on my old computer running Windows XP. I have installed the 2.76 version, but it did not install. I tried to remove it, but it is giving me an error again:

"The installer has encountered an unexpected error installing this package. this may indicate a problem with the package. the error code is 2753"

I have a PC Dual Core with 4 GB ram.  Which version can i install?  It must be near the latest and support Windows XP. Please have a link to download.

XP support was removed in 2.77:

  Support for Windows XP and the SCons build system was removed.

2.76b was the last version to support Windows XP.

blender-2.76b-windows variants are available from download.blender.org/release/Blender2.76/.

There might be installer-related issues, so I recommend the .zip versions.


How do you select the interior faces of a cylinder with an array modifier? I have a circle with an array modifier. It looks like this:

I'm also using the curve modifier on it. That makes it look like this (slight curve):

It looks kind of clunky because I'm stripping this down as much as possible. Ideally the edge of it would be completely smooth. I want to use the boolean modifier to carve this into another mesh but it's too complicated (I assume) and it's never able to apply the modifier.

To fix that I'm trying to clean it up. So I want to remove all of the internal faces. So I go into edit mode, select by face, and then select Interior Faces. and then ...nothing.

How can I select those interior faces? I know there are faces inside the mesh because I can zoom in and select them individually. If I can't select them is there another way to simplify this model?

I've used decimate and that brings me down to about 248 faces for the mesh you see but it's still not simple enough (boolean modifier still not working).

Another way to get this to work might be to select only the visible faces, select inverse, and then delete. But when I uncheck Limit selection to visible it then highlights all of the "invisible" faces automatically.

Since you can only select interior faces with wireframe view, make sure you are on solid view and select outside; hit ctrl-I to select inverse (the inside), then delete them. hope this helps :)


Texture is suddendly white I dont know what I did but suddendly my green tree branch is white, can someone help me and tell me how to fix it? Im pretty new to blender -
link to the blender file: https://www83.zippyshare.com/v/kuqVBUio/file.html

Connect Color information to Diffuse node Color socket :)


How to adjust height of sound strip in VSE? I have one sound strip in my blender file. But it has a small height, so if I make the height of the Video Sequence Editor panel small, the waveform in the tiny sound strip is compressed vertically so much that it cannot be seen.

I want to make the VSE panel thin, but make the sound strip fill its height, so I can see the sound waveform.

The VSE is showing 6 channels, but I only need one. Can I remove the other channels from the VSE? Maybe that would expand my sound strip vertically?

How do I get the waveform to be visible in a VSE with small height? I've searched the Web; nothing found.

In the strips portion of the VSE, click and drag the MMB to move the view, Ctrl click and move the MMB to resize.
Don't forget to activate the "Draw waveforems" option.


i imported an FBX file and want to add bones well the title says it all... I am not understanding why the bones won't move the frame.
I imported the file and then used http://blog.digitaltutors.com/how-to-create-your-first-character-rig-in-blender-part-1/ to get it going.
when it got to the setting of vertexes part the skeleton was like 1/100th the size of the fbx file

When importing models from other 3D computer graphics programs the model size is one of the main problems you will run into. The reason for this is that 3D computer graphics is not (necessarily) CAD. You don't have unified measurement units. Blender has a different internal measurement system than 3ds max, which uses a different one than Maya, and so on.

You need to resize your model to a reasonable size. The default grid floor is a good orientation point.

You also want to change Blender's internal measurement units from "None" to "Metric" or "Imperial" (Metric works great for me).

Go to Properties Window, Select "Scene" panel, scroll down to "Units" and change the settings to your liking.

This comes also in handy when exporting models to game engines.

Also be aware that the model's mesh isn't already triangulated. You simply won't have very much fun rigging it.


Beveling with a bad topology of an imported model ? in my model i have awful triangulation that is making my bevel not working at all. ( i just want a bevel to this front face right here , the downside L)

normally what i do is just dissolving the unwanted edge and voila i have a polygon an my bevel work again

this time it doesnt work and i cant get rid of this , i dont understand why ,
decimating with the planar option at 5 degree also dont work.

here is the file
https://we.tl/t-Vow8tge8En

You don't only have edges crossing your external faces, you also have several inner faces that should not be here, so maybe if you delete them it will fix your problem.


How to select all objects from different Collections or Hierarchies? I can not believe this is so hard to do in Blender..
I just want to select objects from different Hierarchies or Collections..I just came to Blender from C4D for about a week...But I loved Blender quickly.. till today...
Middle mouse click on parent object in C4D, will select all hierarchy objs included parent obj..With holding Ctrl/Command, I can select several Hierarchies' objs easily.
I found "select hierarchy" command in Blender in right click menu, But it dose not work with multi Parents or Collections selected..
What should I do ? Or some add-on will help ?
Is this the basic objects management in a Basic 3D software?

I think this is the method so far if there is not many Collections or Hierarchies to select.
Here are the steps:

Turn on "Extend Mode" for select grouped, shortcut F9

2.Select one Parent, Shift+G, select children.

3.Hold Shift, select another Parent, Shift+G for Children selection...
so on..

If there are 50 Hierarchies....
But I think it is not hard to make a Python script for this kind of selection.

Select all parents.
Run Python, Loop for all these selected parents, Each loop for children selection extended.

Hope easier life for using outliner...


Is there a way to set the maximum speed of particles? Using Newtonian physics I'm generally liking the way things are looking, however particles just keep on accelerating to undesirable speeds, even using "drag" and "damping" it starts off well but things ultimately get too fast.

There is no way to set limits on their speed by external forces.
ea at some time it will pass such point and thus the effect will be gone.
Though you can enable drag as a self effect.

In the particle system; go to force field settings
enable self effect
set an amount for example 16
set linear drag 1
set quadratic drag 0


Missing layouts in blender 2.8 I recently updated my blender 2.79 to blender 2.8 and I'm missing some of the new workspace layout tabs that they introduced in blender 2.8. I watched several video tutorials on YouTube they seem to have more workspace layouts tabs. Some of the layouts that I'm missing are sculpting, texture painting and layout.

You should have a '+' button that allows to add layouts:


How to create detailed Procedural materials? I'm trying to create a procedural bumpy skin for lizards or dinosaurs but  it's a bit blurry.

Is there a way to make these procedural textures in blender more detailed or Sharper?
UPDATED:

And my node tree:

However, I'm still not super happy with the results. Feels like it's missing something....:\

Most textures have a detail slider, but oftentimes it's better to mix in another noise texture at a smaller scale.
One of the biggest giveaways that you're looking at a rendered object is a lack of variation.  Looking at the following object, it's painfully obvious it's a render.

We can generate some noise to break up the base color and it gets much better.

However, it's still clear what you're looking at.  Procedural textures come with their own challenges, and if you imagine using procedural textures on many things in your scene everything starts to get a perlin noise "sameness". So for lack of a better term you need variety in your variety.
You must take measures to break up the pattern.  You need a diverse toolkit and the ability to mix and match elements.  For example to cover up this base color we might do something like mix in a layer of noise that's just humongous on top of the other.

Bearing in mind that everything here is just Base Color and the rest is default Principled, we're getting there.  If we can identify features that we want to add we can generate noise maps that have those features and choose where to mix them in.
So I want this to have a horizontal grain, I can do that with a wave texture with a high scale.  I don't need real geometry so I'll use a bump node to convert that into height data and plug it into the Normal socket:

Now in my mind we've run into another problem because the lines are too perfect.  So another thing we can do is distort the coordinate space before we feed it to the texture.
Wave texture does have a distortion option but it's not exactly what I want.

So yes, we are sending vector data into a color input and vice versa, but the node will treat XYZ just like RGB... and vice versa, and just do the math and get on with our lives.
You don't need to mix in much noise in most cases.  If you use a viewer node on it you'll see it gets out of hand pretty quickly.  It's really easy to drown out a wave texture in particular.

The effect is... almost human imperceptible, but as Andrew Price says it's one of those things that you'll never notice unless it's not there.
So to finish this off I think I'd raise the scale of the wave texture a bit, and maybe take that same pattern and apply a color ramp to it to use it for the roughness.  Maybe one more splash of some earth-tone color.
At the end we have this:

And really we used one wave texture and the rest is just perlin noise.  Surely doesn't look like that second image, though.
There are plenty more ways to provide layers of detail to your object.  Displacement is a big one but I'll leave that for a more targeted answer.
Here's an example of a procedural printed cardboard material that uses the clearcoat layer and clearcoat normal to provide the imperfect reflective sheen leaving me room to provide tons of bump data beneath the surface.

In your picture it looks like you're using subsurface scattering.  Just be aware that this makes it harder to identify tiny details on the surface since light penetrates through.  However... just because they're hard to identify doesn't mean you wouldn't miss them if they weren't there.


Adding a wave texture to a specific part of my texture My question is: how can i add a wave texture on a specific part of my mesh, using only nodes?

I'm trying to replicate something from an image but can't figure how to texturize it.
Here's what i'm trying to reproduce

sorry for my bad english

This is my node setup

Add a second (wave) material. Unwrap your whole mesh. In layout mode select the faces you want to be "wavey" then assign the second material. Hope that helps


Smoke simulation is not seen when I activate noise (Blender 2.83) I'm trying to create a smoke simulation, but I'm having problems with the noise, basically until I activate it everything works, but when I go to activate and bake it I don't see anything viewport anymore. Here are my settings:

Hi there I am having the same problem - noise causing the simulation to disappear altogether after the bake. This seems to be a recent problem so it may be related to the update to 2.83.4. I don't have time to check, but you could try downloading or going back to an earlier version of Blender and seeing if the issue persists there. Please report back to let us know whether that resolved it - then we would know that it was a bug.


How to create this curved 90-degree-angle quickly I want to make this:

from this:

I created the beveled edge by beveling on the cube, then beveling the inner edge, however that resulted in a weird diamond shape:

So I ended up disolving edges and fighting with the uncooperative knife tool for the next 2 minutes or so, just to get a clean bevelled edge like I wanted. How to do it faster, without the hassle?

First method:

This one will work only for external Edge Loop and will give ugly ngon, so it's just for the pure knowledge. Better skip to second one.

Select corner vertex, press CTRL+SHIFT+B, move mouse to get desired angle, use scroll to get more vertices. You can tweak it as well in in Tools Panel.

Second method:

This is with proper/clean/nice looking topology.

Make two Loop Cuts trough the surrounding faces - CTRL+R.
Delete corner face.
Select both Edges.
CTRL+E > Bridge Edge Loops.
Set values in Tools Panel or hit F6.

Edit:

I don't know math so maybe someone could elaborate more about what makes smooth corner perfectly 90 degrees. Below some doodling over result by Bridge Edge Loops method.


Scales importing .stl file I need to import a .stl in blender. First I changed the "Scale" in "Scene" to 0.01 (centimeters), then I chaged "Scale" in "Display" (N-sidebar) in 0.01 too. When I import the stl. file the object appears with dimensions larger than it should be. I don't know what I'm doing wrong.

I've read another posts but I don't understand what to do. I tried scaling the object (X = 0.01, Y = 0.01, Z = 0.01) but then the object becomes smaller.

You should to know the scale used in the STL file, for example OpenSCAD uses millimeters for all, when you export your work from OpenSCAD to a STL file, the scale will be mm.
So you should configure the scale in the Blender importer to use 0.001 as scale, because, in Blender, if configured the world scale in the metric system, a unit is a meter.
Summarizing:

Configure the world units in Blender as Metric system.
Left the World scale in Blender as 1.000 (1 Blender's unit will be 1 meter)
When importing, select 0.001 as scale for the STL file. So 1 unit in the STL will be a Blender's unit * 0.001 converting the mm of the STL to meters.


2.8: How to assign a Procedural "wood" texture(for example) i just made to a material Hope its not a too stupid question,but i have a problem.

I just created a simple procedural wood texture,and wanted to apply it to a Material i just made.
I really dont know how (i use to apply image texture in node editor,but with procedural is my first time trying)

I saw a tutorial made on 2.7 i guess,and the moment the guy create a material,then creates the procedural texture,the procedural is showed on the material and on the render right away.On my 2.8,this doesnt happen

I can see the named "texture.002" in this menu list,but not elsewhere.

..My question is.Where do the texture i make on this menu goes,and how to apply it to a material?

Uhh... you raise an excellent point, actually.

The short answer is:

Ensure the Viewport Shading type in the top right is set to Look Dev or Rendered, not Solid.
In the Shading workspace or any Shader Editor, edit your Material, setting the Base Colour type to use a Wave Texture Node. There is no 'Wood'. It's kinda weird.

So... creating that Wood Texture on the right-side Textures context doesn't really do anything - it's showing your Brush and Brush Mask textures. Procedural textures aren't really 'stored' how you may expect.

The Nodes you would use to get the same procedural effects have completely inconsistent names with the list of texture types on that Texture tab.
I haven't looked into this, but there's probably a developer discussion about sorting this all out, because until I tried answering your question I hadn't really realised what an utter mess that all is.

Here's a shader editor showing all the Texture node types available... beside the list of texture names on that tab. I'm slightly baffled, to be honest.


How do I make vertices equidistant from a given center? I'm trying to model a pen holder that came with my graphic tablet. After editing and extruding a UV sphere, I end up with a flat bottom that's not perfectly circular (because of some proportional editing I did before extruding). I've highlighted where the errors are in red. How can I make all the vertices on this flat bottom equidistant from a given center (and therefore aligned in a circle)? Here's the Dropbox link to the file.

I've tried to scale all the vertices to 0 while in Bottom Ortho view, but I can't scale them back up to get the equidistant points I want. The only other alternative I can think of is to extrude a part of the mesh while it's still circular.

Select the ring of vertices
Shift+Alt+S. Then hit 1.

Or Mesh > Transform > To Sphere


GxAV Addon does not do anything more than adding static bars I need to animate an audio visualization, so I searched for an addon and found nothing but GxAV. So I downloaded and installed it, and then when I operated it, it just added static virtualization bars into the scene, and no matter what I change, those bars will never change according to the audio files I selected. They do nothing at all. I watched many tutorials I found on YouTube, but they have the same steps I followed the first time. Please comment on the question for any inputs you need from me, or if you know another addon that does the same thing then please post it as an answer, with some clues to get the result I am looking for.

The GxAV addon was last updated on GitHub three years ago.
I didn't test it but I think the addon is broken in the current blender version.
In this case you could try to use an old version of blender.
Older Versions are available here: https://www.blender.org/features/releases/
In your case i would try 2.70 to 2.72

If you don't want to downgrade or can't. I have two more options.

Standard blender functionality "bake sound to f-curves"

Manual entry:
https://docs.blender.org/manual/de/dev/editors/graph_editor/fcurves/editing.html#bake-sound-to-f-curves

Insert keyframe for the property you want the sound to manipulate.
Select the F-Curve the sound should manipulate

Key->"Bake Sound to F-Curves", select file and frequency, etc.
The bake starts at the current frame position.

Now you have baked you selected fequency range to the F-Curve and you have animation to the sound.

If the amplitude is to small you can use the modifier "Envelope". Add the modifier "Envelope" to the F-Curve. Add a new point in the modifier and ajust the minimum and maximum bounds.

If you want the same "Envelope" modifier for other F-Curves, you can copy and paste them with the buttons right of the "Add modifiers"-Dropdown.

Animation Nodes

More powerfull but also more learning involved. You need to install the addon and learn how it works.

Download Link: https://github.com/JacquesLucke/animation_nodes/releases

Manual: http://animation-nodes-manual.readthedocs.io/en/latest/

Installation: http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/install/install.html
Sound nodes: http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/sound/index.html

Simple example:

Install the addon.
Open a node editor window.
Add new NodeTree.
Add the "Bake Sound"-Node.
Click "Load New Sound" and select your sound file.

Click "Bake Average". Now you have baked your average value of the sound file and you can use it.
Rebuild the node setup like in the following picture:

Maybe you have to adjust the channel (see the Video Sequence Editor)
In the "Object Output"-Node, you have to select your target object.
Adjust the mulipication value in the math node.

Now the object should resize to the sound.


Attempting to link a plane with cloth sim to an object with rigid body Hi,

I'm attempting to link this plane (with cloth sim) to the chain link above (both have rigid body). Whenever I play the animation the cloth just falls through the chain link above and they do not react to each other (I've tried adding the collision modifier to both objects too).

Thanks very much

You can try to make a new vertex group composed by the vertices nearest to the chain surface, and then check the pinning option and selecting such vertex group:

Have a nice day.


How to render depth pass with alpha channel transparency in cycles? I have a 3D object in the empty scene. I can click on the "transparent" checkbox to make a render with a transparent background. How can I render depth (or any other) pass with transparent background the same way?

Maybe I can use the alpha channel as a mask in compositor? What is the best way to do it?

Yes, you need to use the alpha channel as a mask since transparency is not taken into consideration in the depth pass.

This is how I have done it:

I used the node called "Set alpha".
I Plugged the depth into te "image" and the alpha pass into the "Factor"
the normalize is optional but helps to see the depth better.


How to split a Box or a Mesh with a Plane and keep both sides? I understand there are a couple of options we can do in Blender in term of slicing a mesh (in my case I want to slice a box) :

Bisect Tool
Knife Tool (this one is too artistic for my purpose, hard to be precise)
Boolean > Difference
But none of them provide a "Keep both" sides of the slices.

I know I can duplicate an the object first. Then slice both objects while keeping the opposite section.
This is quite tedious as I need to perform this so many time.
Is there a way to just simply keep both?
I'm on Blender 2.9.

This can be done using the Bool Tool add on.  Bool Tool is included with Blender.  It needs enabling.
Step 1 Enable Bool Tool:
Step 2:  I have a Cube that i have intersected with a plane.

Step 3: Select the Plane first, hold down Shift key then Select the Cube

Step 4:  From the Properties Panel (Press N if its not visible)  go to Edit then Bool Tool

Step 5:  Use the Slice option in Either the Auto Boolean or Brush Boolean menus.
Result is a Cube cut into two sections with faces applied between the two.


Calculate sphere's rotation for rolling Let's say that there is a sphere whose x,y,z dimensions are d. So, the circumference is d*pi. Now, the sphere is rolling on a surface. The z will stay the same, but the x,y locations are moved from (x1, y1) to (x2, y2). Assuming that the initial rotation is (0,0,0), can I calculate the rotation values for the last frame, so that I could make the rolling animation realistic? I mean, the sphere has some texture so that if it does not rotate, it will look as if it is sliding on the surface.

Simple driver

For constant rotation of a sphere / circle

Think I used a poor choice of frame rate for gif

The distance a rolling circle travels is radius * angle  with angle in radians.
Circumference is special case of arc length. Gives the distance traveled for one full revolution, or 360 degrees or 2 * pi radians.

The angle theta rolled for a distance d

theta = d / radius

Set up a simple driver on the y rotation of a sphere based on its x location, and half a dimension as radius.  Using self on drivers rather than a more traditional driver variable approach (Which removes warning)

Drivers Editior

Properties panel

2 * self.location.x /  self.dimensions.x

any dimension (diameter) could be used, or hardcoded

Using this our ball rolls about y as it travels along x.

To change the direction, possibly the simplest is to parent the whole setup to an empty.  Or use angle axis rotation


Is there a way to tell Blender NOT to load certain images during render? So I have this problem, renders take too long because its loading unnecesary images.

I'm working on an animation and I'm using very large Images with all the character frames.

And I want to somehow tell Blender to skip loading certain images during render, until it becomes necessary for the shots

here's a more practical example of what I mean
(understand that I have like >50 materials in my project so manually adding and animating mix node like I did in example would be really tricky as well)

This can be achieved by enabling "Use Camera Cull" in the Simplify settings in the scene tab, though it will remove entire objects that are not in the camera's view instead of just textures and will affect reflections/shadows as a result.

An alternative solution to your problem is to enable "Persistent Images". Blender will keep these large textures in memory instead of reloading them on every frame, thus reducing your render time on subsequent frames without altering the final image (shadows/reflections) in any way.


How to sort Shape keys by "a to z" in blender 2.8? In 2.79,we could sort them by "a to z".But in 2.8, the function has disappeared.
Is there any addons or python scripts?

I'm no expert in this area, but something along the lines of this script, executed on the current active object, in Object Mode ?

import bpy

ob = bpy.context.object
skeys = ob.data.shape_keys.key_blocks

skey_names = sorted(skeys.keys(), key=lambda v: v.upper())

for name in skey_names:
    idx = skeys.keys().index(name)
    ob.active_shape_key_index = idx
    bpy.ops.object.shape_key_move(type='BOTTOM')

which works, but any edits to improve style are welcome. I can't help thinking I've handled that list in a clunky way.

EDIT in response to @lemon's comment:

The reason I thought this was clunky was that I thought there was no guarantee of the order of keys in a Python dictionary. But 1... that's not true, and 2... I don't think it matters anyway.

skey_names is just an independent alphabetically sorted list of strings; a snapshot of the dict-keys of the  bpy_prop_collection of shape keys. We are assuming the contents of original property-dictionary will not be modified before the loop terminates, but assume nothing about order .

For each of those sorted names, in order ...

... the ordinary Python dictionary call of .index(str) returns its position in the current state of the original property-dictionary, wherever it is ...
.. to be used to set the read/write .active_shape_key_index to make the shape key labeled by it active...
... so the context-sensitive bpy.ops.object.shape_key_move can send it to the bottom of the list, (preserving the order of the other items).

Sending each item to the bottom of the list in alphabetical order results in an alphabetically-sorted list


2.9- How do you keyframe an object's render visibility? I want my object to be visible until frame 50 then have its render visibility turned off. how can I do this? eevee

I've seen the answer to this question in this tutorial Blender 2.83 : Grab & Release Weapons (In 60 Seconds!!!) by Royal Skies LLC a while ago.
You can keyframe the object's visibility in the Object Properties, section Visibility. There are 2 checkboxes to control it: Show in Renders and ... Viewports.


Two Materials on Object - Only One Material is Rendering (Cycles) I've very new to Blender (only a few weeks) so I'm guessing these are rookie mistakes. I created this crocheted dragon, first by adding a "crochet" image texture with a displacement as well. Then I added a hair particle to the body of the dragon and as a second material to create the fuzz of the "crochet" fabric. The 3D viewport render view looks great to me but when I do an actual render of the object, only the hair particle material is rendering and the crochet is not (Cycles - Blender 2.83)

When I render the object, only the hair particle material is rendering.

Thank you in advance for your help!
Best, Dale
ANSWER(edit): Susu was correct. I did not have "Show Emitter" enabled in my Particle Settings. That fixed the issue.

Isn't that like material is there, but is hidden under hairs because you have set in Properties >
Viewport Display > Amount like 10% of hairs, but 100% is rendered?

If Susu is right, I will delete my A.


I would like to have it so the texture is linked to an empty point specifically, I want to be able to create an effect similar to a transformation from those anime shows from the 2000's where the torus goes around the character and as it moves upwards, the character is now wearing a new outfit. how can I make it so the top half of the model is showing one texture, and the bottom half is showing another while controlling that point with an empty?

Put some kind of mask into the object space of the Empty, using the bottom slot in a Texture Coordinate node:

Here, the Empty is a circle, and we're interested in the Y dimension of its object space. The Value input node labelled  'Fade' is provided to adjust the sharpness of the transition.

The character can be made the parent of the Empty, so it will work wherever the character happens to be.

To achieve a complete change of clothes, geometry and all,  the cluster of nodes determining the Factor of the mix could be made into a Node Group, and the mask made between opacity and transparency on all materials concerned. But if things got too tangled, you might consider using compositing instead.


How to remove the box and work with the vertices? Hi I am new to Blender (and 3d design), I have seen that some people can do this.
I mean that they can create a cube, apply the "Subdivision Surface" modifier to it and be able to modify the object using the vertices that are formed when applying the modifier.
On the other hand, if I create a cube, and apply the modifier "Subdivision Surface", it looks like this

The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object.
Thanks in advance.

You can't edit the modified mesh until you apply the modifier, unfortunately.
Modifiers create virtual vertices/edges/faces, but they are not editable, transformations are based on the original mesh. The transformations can become permanent by applying the modifier.
So either apply the subsdivision surface modifier and work from there on, or work with the cube in edit mode.


Rigify horse armature: hind leg bones seem wrong; tweak also on wrong layer? I tried configurate the armature after I saw it was kind of broken. What I did was only to rename a few hind leg bones and subdivide one, because that joint was missing in the preset. As I read in the plugin, is should be able to add those correctly. It also created the metarig, but the problem is still the same. The controls are displayed wrong in the FK display. Is there anything I can do to fix it? I am willing to edit the python script if I get any assistance... Also, the hind left tweak bones are on the layer of the tail bones... but on the layer view they are shwon on the correct one... I am a bit confused.
Pictures for explaination see below.

Tried to modify the rigify layers. Now I get this message when I click on generate rig in the panel:

I havent used the Rigify animal rigs but there are a few things I can share. Keep in mind that Rigify is tricky to customize. If there are too much edits it will not work right.

After adding bones in edit mode you have to let the rig know there are more bones in the chain. On the metarig go to Pose Mode and click on the Thigh bone. Now go to the Bone Properties panel on your right and find Rigify type> Limb Segments. Experiment with adding numbers here and generating the rig until you find it works.

In that panel you can also click on the layer where you want the tweak bones.


Any shortcut for proportional editing mode and the falloff types? I know the O button is the shortcut for enabling the Proportional Editing mode. What if I want to change its type to Connected type using a shortcut?

Are there any shortcuts for enabling the proportional editing modes (such as Connected and Projected (2D)) and falloff types (such as Sphere, Linear, Random etc.)?

You can turn on Connected Proportional Editing by pressing Alt+O.

Note that if pressing that shortcut again it will turn off Proportional Editing at all. If you'd like just to turn off Connected but leave Proportional Editing you should press O again.

You can loop through all the falloff types by pressing Shift + O.


Freestyle line is not showing Im following this tutorial on YT https://www.youtube.com/watch?v=ZiqrCRqyLzE. But freestyle line does not appears. Freestyle checkbox is ticked, add-ons are ticked (LoopTools, PieMenu Official). I tried it with new fresh blender project, but nothing. Im in Blender 1.78, Win 7 Ultimate x64.

Just editing and adding my file since I am doing the same tutorial and having the same problem:

Adding a camera to the scene worked! (I am adding this here since I cannot comment yet) Thanks a lot!

Regarding the file attached try adding camera object to the scene, for some reason Freestyle lines render only if it's present.

It's probably a limitation however you won't be able to output an image without a camera regardless unless taking a screenshot of the preview render (although in Cycles Freestyle lines will be rendered only in the final aka F12 render so screenshot won't work as well).


How to see through two cameras simultaneously? In my scene I have two cameras (let's say camera1 and camera2), and in my GUI I have two panes both displaying the 3D-View.

In the first pane I'd now like to see through camera1. This can easily be done by activating camera1 by selecting it, pressing Crtl+NumPad 0 (or if it is already active, just pressing NumPad 0). The problem comes with the second camera: When I try to activate it, both panes automatically switch to the perspective of the second camera. Is there a way to avoid this, such that both panes show the corresponding perspectives?

Just unclick this button from both the windows. That will break the link. Press Ctrk+0 in 1 window


Weight painting "mozzarella effect" I am working on something in unreal engine and I wanted to have a custom character mesh. I downloaded a mesh then imported the ue4 skeleton in blender, deleted the mesh (just kept the bones) and imported my downloaded mesh.
The UE4 skeleton and my mesh did not have quite the same pose so I had to move some bones around to make them fit the new mesh. Once this was done I wanted to parent and weight the mesh so it could be animated.
The automatic weighting did not work. I tried to do some research and it seems one problem could be that all the bones are not inside the mesh, but I think they all are. Another thing could be that my mesh is not "Closed". I could not get it to work so I decided to try to paint weights myself.
I did painted the whole upper body, but when I tried to move a spine bone in pose mode, there was some kind of "Cheese string" effect. I cant describe it better but the video shows it. I'm worried the weight paint didnt got applied everywhere, I'm not sure if it is a problem with my mesh. If anyone can help that would be great, thanks.
video showing the problem
I've shared two files. The one named "Works" is another try I just did. It seems the mesh is simpler and it looks "Closed" so I guess that is the problem with the other one.
Quick note: I don't own the two meshes

The problem is not the head not moving, I haven't weight painted it yet. The problem like in the hands, there ares points that seem to not move, then it stretches the mesh. Same for the shoulder. This is a screenshot of the lower arm weight paint. I've outlined a little area that is not getting painted, I'm afraid the problem comes from that and I don't know how to solve it.

There are many approaches to solve this kind of problems.
Some of them:

In edit mode select the vertices you need and "assign" weight instead of painting.

In edit mode press P and separate some parts into a new object, weight paint the new object, then rejoin (Ctrl J): the weights will remain intact.

In weight paint mode use Alt B to isolate the zone you want to paint and change the tools behaviour, unclicking the "front faces only" button and selecting the "projected" falloff shape, so that every vertex under the cursor (in a 2D fashion) will get painted.


Maya viewport navigation in 2.80? I'm totally new to Blender and I was wondering if there is a way to set up the viewport so I navigate like in Maya: Alt+mouse buttons.

I found the keymap in the preferences, deactivated the defaults for View3D Rotate, Move and Zoom, created new ones, Alt+LMB, MMB, RMB. Sadly they don't work.

Blender does have this industry standard keymap (and has had it for years).
In blender 2.8 and up head to the user preferences, Edit > User Preferences.
Then in the Keymap tab change the key configuration to "Industry Compatible".

In older versions of blender open up the User Preferences, File > User Preferences. Go to the Input tab and change the key configuration to "Maya".

That is it. Now the viewport navigation, and many other shortcuts will act like other industry standard programs (maya).


Multiple object animations not exporting to GLB New to GLB export.
I am trying to export multiple objects, each of which is animated separately.
Currently both the objects export but only one animation.
I am already aware of this:

glTF allows multiple animations per file, with animations targeted to
particular objects at time of export. To ensure that an animation is
included, either (a) make it the active Action on the object, (b)
create a single-strip NLA track, or (c) stash the action.

I have already tried pushing the actions down in the NLA editor (and importantly naming them the same) and also stashing them.

Neither of these solutions worked.
Any further suggestions or help would be massively appreciated.
Thanks in advance,
LJ

Solved! The NLA tracks needed to be named the same, not the action strips. Also they can't be left with the default names - although they may be the same. The NLA tracks have to be renamed to identical names.


Make duplicates real produces too many objects I'm new to Blender (using version 2.74); I was looking for a way to position several Suzannes in a circle and came across this question which has an answer based on this Blender wiki page.

I followed it (several times from scratch, actually), trying to position 6 Suzannes in a circle. It works for me up to the point when I do Ctr + Shift + A to make duplicates real. When I do this, my 6 Suzannes are still in a circle but the Outliner shows there are now 100 Suzannes in the scene; which is actually true - 94 Suzannes are hidden under one of the 6 other ones.

The number 100 happens to coincide with the default setting of Path Animation -> Frames; I made sure to change that to 6 as mentioned in the tutorial. Which doesn't fix it.

Why does the number of Suzannes go from 6 up to 100 when I make duplicates real? Is there a bug or am I missing something?

This is because there were always 100 Suzannes.

Dupliframes will always create the same number of duplicates, even if the object is not moving. By default it's set to duplicate frames 1-100. If you only want to duplicate frames 1-6, then change the start and end values to match the desired range:


BGE Switching between scenes I have two scenes which i want to switch between when a collide sensor is activated. If i use a 'remove scene'+ 'add scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'set scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'add scene over lay' the transition works but you are still able to see the first scene behind the second...

Is there any way of getting around this? New to blender, sorry if it is really simple!

Thanks

What you want to do is simple, just create a button that will "set scene" to return to your desired scene.

For your fixed button GUI instead of Add Overlay or Background Scene,

Select the object goto Object > Make links > Object to Scene, select the scene you want to link to, and it will appear there automatically.

To change the function of the "linked objects" , make a Single User


Vertex Weight Paint Error When I paint a Vertices the opposite one gets painted too, but the vertex painted isn't mirrored either, it is equal in direction. When I paint a red vertex blue, the opposite one goes from blue to red and even makes the painting non equal. I want them to both be the same colour when painted.

Also the new painted vertices get deformed even when the bones are in resting position, this has only recently happened when returning to my project.

-I do not want the vertices to be mirrored when painting.

Keep in mind that in wireframe view, your strokes are applied to all vertecies behind the brush not just the ones on the closest face. You might try rotataing the model, so only what you want to paint will be hit by the brush, or not using wireframe mode (wireframe mode renders edges as dotted white lines). You can use the "Limit Selection to Visible" button at the bottom toolbar of the viewport to change whether or not your strokes apply to verticies behind the first surface you hit.