Python: Create a plane from selected vertex I've a mesh (a foot sole) and I would like to select 2 vertex of this mesh and create a plane.

I select the two vertex (V1 et V2)

Then a plane is automatically added. Vertex of the plane are:

V1 X, V1 Y-100, V1 Z +10
V1 X, V1 Y-100, V1 Z -10
V2 X, V2 Y +100, V2 Z +10
V2 X, V2 Y +100, V2 Z -10

Do you have any idea?

Thanks,

Maxime

A second draft would be

import bpy
import bmesh

def coordinates_for_new_plane():
    obj = bpy.context.active_object
    if bpy.context.mode != 'EDIT_MESH':
        raise BaseException("should be in edit mode")
    bm = bmesh.from_edit_mesh(obj.data)
    (v1, v2) = [v.co for v in bm.verts if v.select]
    new_coords = [
        [v1.x, v1.y - 100, v1.z + 10],
        [v1.x, v1.y - 100, v1.z - 10],
        [v2.x, v2.y + 100, v2.z - 10],
        [v2.x, v2.y + 100, v2.z + 10],
    ]
    return bm, new_coords, obj

def mission2():

    bm, new_coords, obj = coordinates_for_new_plane()

    name = "platypus"
    mesh = bpy.data.meshes.new(name)

    faces = []
    faces.append( [0,1,2,3])

    mesh.from_pydata(new_coords, [], faces)

    o2 = bpy.data.objects.new(name, mesh)

    scn = bpy.context.scene

    scn.objects.link(o2)

    o2.location = obj.location
    o2.rotation_euler = obj.rotation_euler
    o2.rotation_quaternion = obj.rotation_quaternion
    o2.scale = obj.scale

#
#
#

mission2()

The original code which adds geometry to the original object can be found as mission1() in my cookbook at http://web.purplefrog.com/~thoth/blender/python-cookbook/add-plane-from-selected-vertices.html .


Weird Protruding Vertices in Sculpt Mode So this is my first 3D model and it's basically an Anime character. I was just done sculpting the front and noticed that the back of the thighs has a weird vertex sticking out of it creating a hole, and any attempt to fix the mesh in Edit Mode just "explodes" the protruding vertices into a jumbled mess of faces behind the model.

Is there any way to fix this in sculpt mode or edit mode? Cause as of now moving any vertex around that area in edit mode creates a glitchy mess.

Edit: There's also a similar problem but not as severe at the front where the "flesh" of the thigh creates a crease with the belly, I tried smoothing it at first but it just shaves off the crease and creates a big hole.

It's very difficult to tell what might be going on, without more information. If you can attach the .blend file, someone might be able to take a look at it.

Aside from that, there are a whole variety of things that might be going on. Sculpt mode might be "confused" about trying to smooth an inverted crease, or it might be "confused" by a single vertex that's not attached to anything. It doesn't look like you have any other modifiers on the object, but things like like "mirror x" on a mesh that has a mirror modifier can have weird results.

I'd recommend taking a deliberate, methodical approach, to sort out any oddities manually. Firstly, use edit mode to manually move your vertices back into the general vicinity of where they're supposed to be. If you pay attention during this process, it might reveal some clues about what's going on in sculpt mode. You might be able to use Proportional Edit mode to make things a little faster.

I suspect that you will discover some faces that are doing odd things you didn't intend, or edges that are connected in the wrong order, or something like that. Unfortunately, the only way to discover them is to pick individual vertices, and the only alternative is to blow that section away and rebuild it from scratch.

I hope that helps!


Hair Render looks totally different in RenderViewport and the actual Render Can anyone help me with the Hair rendering ?
Somehow the Hair Render that i have set-up looks totally different in RenderViewport and in the actual Render.

I have attached the Images and the blend file to make it clearer.
Here is the link to the Post in blenderArtist and the *.blend
https://blenderartists.org/t/hair-render-looks-totally-different-in-renderviewport-and-the-actual-render/1181751

The ViewPort ( the result that I wanted to have)

The actual finish Rendered (… .TT_TT…)

Your amount of children particles is set to 1 for the render, increase it to match the display (viewport).


Blender 2.8: switching between Vertex/edge/face Selecttion How can I toggle between vertex, edge and face selection in Edit mode?

Its the 1, 2 and 3 keys above the letters (not the numbers pad)


When printing an Object (with Cura) the Hole disappears I created an object (gear with hole) to print with my 3D printer.
I don't know the reason but when I want to print it, the hole of gear disappears.

.blend file:

You have geometry made out of a few separate closed volumes that are overlapping:

That is definitely not a good idea. You should have one continuous volume per object. I can only guess how your printing process works, however the printer will probably need a continuous volume so the software is probably trying to automatically guess what it is using Boolean operations that do not work well with overlapping geometry that is also present in the model. You should simply model the object as a single continuous volume that has one continuous surface that does not overlap with itself. You should not have any overlapping geometry(vertices, edges or faces), there should also be no holes or non-manifold geometry in your models if you wish to avoid problems when 3d printing. In some cases printing software may fix the issues automatically, but obviously, if you wish the process to work every time as expected, you should ensure the geometry is tidy and suitable for printing in the first place.


Does blender have the concept of instances and params? Goal

My goal is to keep a single source of truth while allowing instances to modify a few expected parameters (a material for example).

This way I can create a small object in a separate file, and create instances of it in many different files. Each instance would allow me to override a param from its default value for the material.

If I ever need to change all objects of that type, I'd just modify the main one.

It's a bit similar to Object-Oriented Programming, but using Blender objects instead.

Unreal Engine 4 has exactly this concept that I'm looking for when it comes to materials: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/

Does Blender Cycles have this concept of params for materials? Does it also have the concept of instances?

Example

File: Ball.blend

Created a Sphere called Ball.
Apply a simple diffuse material. By default the color is red. Instances of Ball should be able to choose a different color, so I want to create a param called 'color' for the material.

File: Beach.blend

Shift+F1 to Link Ball into this file. Any changes made in the original Ball will be reflected here.
I want to change the color of the ball to green, so I override the param 'color' to 'green'.

I could decide later that all balls should be glossy, so I could apply this shader to the main material and all balls are now glossy while maintaining the green color for my instance since I'm expecting a parameter in the material called 'color'.

This can be accomplished with Node Groups.

Grouping nodes can simplify a node tree by allowing instancing and hiding parts of the tree. Both material and composite nodes can be grouped.
Also nested node groups are supported. I.e. a node group can be inserted or created inside another node group.

For example, creating a 'GlossyMaterial' shader group with an input for color. Node Groups can be linked/appended across files and shared between many material instances.
Further resources:

Introduction to Node Groups


how do i tweak my edges so that they may result in a perfect circle? Please don't tell me i have to select every individual edge and tweak it with the mouse i don't want to do that. I've tried everything i know.

If it is for the two rods being in connection with the spheroid, then use bevel and select check box - autosmooth in the "normals" settings. Also add shade smooth to the rods. This hides the angles a lot.  But this is normally done by boolean "brush" using bool tool or boolean in general selecting union. Brush is preferred for alterations - non-destructive.  Look up curved booleans.  Right click to add shade smooth, and autosmooth is in the side bar.  After this if the action still does not work, adjust the added bevel modifier to angle or weight, also move the boolean up or down in the modifier stack depending on if you still have a bad result.  Normally boolean first.
If it is to get a better sphere you may have to use a cast of a sphere and apply.  CG boost has 100 tips video showing this process.


split screens in 2.8 Sorry for being so simple but i'm finding it really difficult to work out how to split screens and then rejoin them.

so i grab the corner of a screen and drag it creates a new screen then i grab the corner again and sometimes it creates a new one and sometimes it merges them.

I'm a bit confused about the controls.

I looked on the 2.8 manual and I think its a bit out of date as it looks the same as 2.79.

Any help is greatly appreciated

It is the same as in 2.79 only the corners now look different - if you click on a corner of one area and then start dragging it in the direction of itself then it splits, if you start dragging it in the direction of another area it joins them. I believe the design for these functions might still be worked on and I would not be surprised if it was made a bit more intuitive in the end.

You can also rightclick on the edge between two areas and choose Join.


Export Animatet Character to Threejs json has invisible material Hy I try to do some examples in threejs and would like to use Blender for modeling and animating.

I startet using an existing obj File i found some where in the internet and added an armature and everithing.

So far the animating and everything works fine, except my exports have some how invalid Materials. (Three js won't show anything except i change the material to a custom Material by Code with in threejs)

Here i have made a Screen Capture on what i have done:
http://lukas.achatz.ws/tst/export%20character.gif

The export files can be found here: http://lukas.achatz.ws/tst/MewTwo.zip

Does some one know what i am doing wrong?

TGA textures require some particular workarounds for use in three.js (or on the web in general). The easiest fix is probably just to convert your images to PNG or JPG.

EDIT: another problem is that the opacity must not be 0.


What is the best free software for converting photos to maps? What is the best free software for converting photos to maps?

Free online Normal map generator: http://cpetry.github.io/NormalMap-Online/
Generate Maps from Textures and 3D models: https://shadermap.com/home/
Create Bump maps easily: https://www.crazybump.com/

Hope this meets your requirement! :)


Dropping some textures when exporting fbx I am losing some textures when exporting an FBX.  I am a total newb here so be gentle.  When I reimport the file to check it, some of the textures linked in the node have just turned to purple, while others seem to export and import fine.  The ones I struggle with are ones where I adjusted the UV map a little.  Ones with no adjustment seem to export just fine.
all nodes are connected to principle bdsf with nothing in between.

For example if you're exporting for unreal engine you have to pack every external data (textures objects from other projects etc) into the .blend you're exporting. You do it by going into File>External Data>check the box on Automaticly pack into .Blend file and then save your project and export it again. I hope it did help :P


Animation Nodes extra nodes Morph between two objects with particles What would the setup look like to morph or get particles to form the shape of a mesh from another. Is it possible with the extra nodes that 3D Singh VFX has created.

Note- Please watch the tutorials of Animation Nodes based particle-system for Blender2.79x and Blender 2.8x and Forces and other Group Nodes.

I am using Blender 2.79x for the morphing particles but you can also use the same node-tree in Blender2.8x.

Edit:

Morphing particles between animated objects:
For morphing, we need random points on the mesh of the object that we will use for the locations of particles. So, I have made a AN-Random Points on Mesh group-node to scatter random points on the mesh using BVH nodes. You can adjust the seed, Amount (in this case is total particles) and scale,

I have also made a AN-Custom Delay Falloff group-node which has easy controls (similar to keyed particle-system) for morphing transition between objects,

Step-1: I have added the particle-emitter Object A (Cube, you can also use a separate object for particle-emitter) and Object B (Cylinder) with animation on xyz-rotation,

The Emitter has these settings:

Step-2: Then add the AN-Particle Input group node which gives the necessary outputs (particle-system, locations, etc) and Particles Output node then connect the particle-system input, and also disable the Always execution option in the N-panel,

(You can download extra Group Nodes if you need.)

Step-3: Now we have to find the points/locations on the mesh objects (Emitter and Target) using AN-Random Points on Mesh group-node and Amount is the total number of particles:

Step-4: For the morphing effect, we have to Mix points (on the mesh, mentioned in Step-3) using AN-Vector List Mixer with Falloff which works similar to Mix Vectors node. Now, we can control the transition with any Falloff node,

Step-5: We have the resultant locations (or Post-Locations, after doing Step-4) and Pre-Locations, so we can calculate the velocities of the particles using AN-Velocities From Locations group node then connect the Post-Locations and Velocities to the Particles Output node,

Step-6: This is the final step, add the Falloff node which will control the morph transition. I have used the AN-Custom Delay Falloff node and set the Start Frame = 1, End Frame = 200 and Delay = 0.01 (you can change accordingly, e.g., to add some frames stay on some object),

Step-7: We can easily extend this node-tree for three objects transitions, here the third object is Object C (Ico sphere),

Step-8: I have used the AN-3D Noise group-node to add turbulence effect to the particles, and using Interpolate-node I have limited the turbulence effect during the transition, (two objects),

For three objects,

Step-9: After the final transition, to make the interaction of particles with gravity, I have added the Force filed and enable the All field weights in the particle settings. Then connect the AN-Vector List Mixer with Falloff group-node after the final object (in this case is Object C) to off the effect of final transition object and its falloff parameter is controlled by AN-Custom Delay Falloff group-node:

Three objects morphing of particles and interaction with gravity, the final node-tree:

Blend File for Blender 2.79x:

Blend File For Blender 2.8x (required addon to bake Node-Based Particles):


Is it possible to assign an active camera through command line rendering? I'm wondering if there's a way of telling blender which camera to use as the active one when rendering from the command line.
I can't seem to find any documentation about this.

Also there is no mention of this feature in the manual:
https://docs.blender.org/manual/it/dev/advanced/command_line/arguments.html

Note: I also want to be able to render multiple cameras from a single .blend file.
This will allow me to solely reconfigure my .bat file without having to go back and forth in my .blend files.

System information:
Windows 8.1
Blender 2.78a
Cycles render engine

You can set your camera in a textblock in your blend file text editor using

import bpy
bpy.context.scene.camera = bpy.data.objects["Camera"]

then call run your .blend file from the command line and run this textblock as shown below:

blender --background myfile.blend --python-text Text

where myfile.blend is your blend file and Text
 is your textblock name and --background is an argument to run your .blend file in the background without opening blender GUI

If you want to set a specific camera without having to go back and forth then you can pass the camera name you want in your command line as shown here


IBL with cycles: can I use a different background image from the one that affects the model? For a visualisation I use a HDR image for environment texture. It gives image based lighting, it is also reflected in the model and it also appears as a background behind the model.

What I need is that this HDR image continues to affect the model but to use a modified version of this same image to appear as the background behind the model. By a modified version I mean: a far more subdued, faded, colourised, low contrast version of the same image, such as would give a background homogeneous enough to make the model stand out, yet more interesting than a simple gradient.

I know I could render the model without any background and composit the modified image in, but is there a way to do it without compositing? A node setup that separates the image texture that gives IBL/reflections from the background image texture, so I could modify the later without affecting the former?

I am looking for a one-step solution that requires no post production after rendering...

The Cycles render engine uses a ray-traced system, in order to render, so there are multiple rays casted while rendering, and you can use the Lightpath node, in order to determine the type of ray; Take a look at this node setup:

You will get this effect:

Note that I added a RGB Curves node in order to reduce the brightness and contrast of a instance of the image, which is only visible to the camera; The white circle and oval in the image represent the same area, yet look different. Maybe I exaggerated the effect a little bit...

Also, you can do logical operations such as OR or AND in order to use multiple ray types; If you want more details on this, ask it as a new question.


Blender Global undo is very slow on complex scenes When I'm working with complex scenes (a few million polygons with +- some subdivision), say you're making a weapon highpoly model, the Blender's Global Undo becomes extremely slow.

Even with simple changes in the object mode, moving something and undoing, applying a modifier and undoing it or anything like that Blender freezes for 5 - 10 seconds and then responds again.

This is making working on such scenes really difficult. And it isn't my specs, I've got an i7 6700, 24 gigs of memory etc.

Are there any options, maybe addons or something to help avoid this issue?

Thanks! :)

The undo buffer works by actually saving the entire blend file in memory, and loading it to undo. If you have such big, complex files, that'll take a while.

A possible way to speed things up would be to enable Simplify (scene properties panel) to restrict the subdivision level, and to write parts of the scene to different blend files and link them into the scene (rather than having all data in one blend file).


Is there a newer version for BlenRig add on? I use this plugin called BlenRig for rigging objects. It was developed for Blender version 2.8, I use the newest version, ,2.92.0 I couldn't find a newer version of this BlenRig pugin. If someone can help, it would be great.

The author is currently working on a new version. Quote from blenderartists thread:
Juan Pablo Bouza, 17th March 2021:

The working version would be the one I posted a couple of days ago:
https://blenderartists.org/uploads/short-url/jfTvnK4no3dGC2VI7Udvep1fNcL.zip
My advice is that you wait until a publish the Beta of the new BlenRig
version, I’m really close to getting it ready. If I don’t finish it
this week it will be next week, but we are really close. So don’t
waste your time rigging a character with the version that is available
right now

The last official version on github is Blendrig 5 for Blender 2.8. There is a bug and this version does not run for Blender 2.83 and higher. Blender 2.82 is ok. (Blender 2.92 I don't know). The calc bone roll operation script does not work properly.
There is a question here at BSE, too: Issue with execution of "Calc rolls" function


How do I bring back the little menu under the main window? So I'm working in Blender and I've just learned how to use shape keys through this awesome tutorial:
https://www.youtube.com/watch?v=T1KntZJCFUo

Except now that really helpful menu section(highlighted in red in the screenshot) is now gone and I don't know how to bring it back. I'm getting better with Blender but I would still count myself as a beginner/learner, so any advice would be greatly appreciated :)

Near the upper and right corner of the red box in your 2nd image there is a small + click it and the small section will restore ;).


Incorrect scale when importing .Obj files IM trying to import a character created in 3ds Max.
It has 7 cm in Max, but when it is imported into Blender it interprets it as a  700 cm model.

How does Blender handle scale?

Inconsistent scale is a common annoyance when using different software.
Fortunately, you can clamp the size during import.

Clamp the imported file to a fixed size.

To illustrate different clamp results


Particles rotate unwillingly on a surface along normals using Particles hair here is my problem I am stuck now for some hours.
I want to create a sphere whose surface is filled with objects. However when I animate the sphere and rotate it, the particles rotate unwillingly along the normals of the sphere during rotation.
My goal is to get these particles stay put on the surface as if the grow out of it. They should simply move with the surface.

I use particles hair. What ever I do, like setting rotation along the normals i.e., the objects rotate on their own. However it seems like the objects that are on the X/Y-Axis behave correctly.

What am I missing here?

thank you.

Project file:

Use Emitter instead of Hair

Check Rotation/Normal to align the particles to the Face normals
Disable Physics
Check Unborn and Dead to make sure the particles don't appear/disappear


Animating multiple instances of a single armature within a single animation Looking for some animation advise!

How would one go about animating 2 or more instances of the same object/armature?

ie "Armature_A" and "Armature_A.001", in "Action_A".

Moving "Bone_01" applies to both, but I would need them to act independently.

Is there a way to add a namespace separation?

Is there any way other than to give each bone in "Armature_A.001" a unique name from their "Armature_A" counterpart? That wouldn't be such an issue with only 2, but if I wanted to animate 20, or 200, it's suddenly an insanely gruelling task.

Yes you could do that. The easiest way to do this is by actually duplicating your model and armature attached to it. So you will have ArmatureA (using ModelA) and ArmatureB (using ModelA).

They both need to physically exist in your scene. I usually tend to place them right behind the cameras, so every group/instance/reference/dupli object/particle or animation track that will reference them will not get them rendered accidentally.

So now you go to the NLA, Select ArmatureA and do animation in the graph editor. On the NLA save the animation clip.

Now, when you want to apply that animation to ArmatureB,  it will accept it only after you freeze the clip (it's like making a new fake user material or a new + material). Once you have created (frozen) your NLA track, on the property name of the stored track, select your ArmatureB. Now it should move.


keyword "layer" unrecognized in add_cube function I want to execute the next piece of code:

import bpy
from bpy import context
from math import sin,cos, radians

add_cube = bpy.ops.mesh.primitive_cube_add
layers = [False]*32
layers[0] = True

cursor = context.scene.cursor_location

radius = 5
anglesInRadians = [radians(degree) for degree in range(0,360,36)]

for theta in anglesInRadians:
    x = cursor.x + radius * cos(theta)
    y = cursor.y + radius * sin(theta)
    z = cursor.z
    add_cube(location=(x,y,z), layer=layers)

But I have an error:

I got this piece of code from this website (see below of the page).
Is supposed the piece of code runs on version  2.5 and my version is 2.71

Why I have this error?

The parameter for primitive_cube_add should be layers not layer.

You will also get an error that layers should only have 20 values not 32. I'm not certain if older versions accepted this length variation, I know it fails in blender since 2.62

import bpy
from bpy import context
from math import sin,cos, radians

add_cube = bpy.ops.mesh.primitive_cube_add
layers = [False]*20
layers[0] = True

cursor = context.scene.cursor_location

radius = 5
anglesInRadians = [radians(degree) for degree in range(0,360,36)]

for theta in anglesInRadians:
    x = cursor.x + radius * cos(theta)
    y = cursor.y + radius * sin(theta)
    z = cursor.z
    add_cube(location=(x,y,z), layers=layers)


Exported .dae models have a cube embedded in them I've made a few models and when I import them into my game using assimp they all have what looks to be the starting cube in the model, usually poking out the side of the model. But when I open the model in blender the model looks fine. All the models are .dae format

Is this something that can happen when exporting models or is it more likely to be a problem with how I import it into the game.

Sorry if this is off topic, I'm trying to narrow down the possibilities.

:: EDIT ::

Thanks for all the help, it was actually something wrong with my import code, but there was one model that exporting with selected only fixed, there was a random point way out in the corner in one of the models

The most likely reasons are that the cube was either hidden when you exported or on another layer and you just exported the entire scene. One other thing you could try is when exporting, select the model(s) you want to export and tick Selection Only.


How can I change the order of workspaces tabs? I want to change the order by using animation views often,
but it can't be moved to Click & Drag.
Is there a way?

Decide which order you want your workspaces in.
Right-click the first (leftmost) and select Reorder to Back.
Continue the same with the next (second leftmost) workspace and so forth.

When you're done Reorder to Back on every workspace, they'll appear in the order you wanted.
Tip: Instead of having to redo this whole process when you want to insert a new workspace: Right-click on the workspace you want to precede your new workspace and choose Duplicate.


How can I add shine on an object Could someone please tell me how to add a small shine to an object, it should like this:

There are a number of key factors you must have to even get close to this effect:

You need to have a material with some amount of glossy mixed into it.
Then you need to bevel the edges of your geometry
Add a light to the scene (a strong one if possible).
You should be able to get some level of light reflection off the edge in the render.
Then in compositing you'll need to pump up the glint with nodes and then run it through a glare node to get something similar to the example.

Level Up Tip
If you can get that working, you might want to try Troy S's new LUT's for blender which allow your scenes to be rendered with high dynamic range. One of the main benefits of high dynamic range is that glints and glares are much more powerful in the compositing phase.

Screen Shots (using default sRGB LUT)

Material setup, geometry and light

Alternate angle of object in scene

Compositing Setup to accentuate glint and add glare effect


BGE python: get list of vertices i want to iterate through every single vertex of an object and then store them in a list.

what I have so far is:

for mesh in object.meshes:
   for m_index in range(len(mesh.materials)):
      for v_index in range(mesh.getVertexArrayLength(m_index)):

         vertex = mesh.getVertex(m_index, v_index)

now i understand that "v_index" gets me "vertex 0 through 23" of the object (its a cube), but how can i store the result in a list?

vertex_list(0,1,2,3,4...23)

thanks for any hint,

sputi

While not blender specific, it is a basic python list operation. Start by creating an empty list, then append each item.

verts = []
for mesh in object.meshes:
    for m_index in range(len(mesh.materials)):
        for v_index in range(mesh.getVertexArrayLength(m_index)):
            verts.append(mesh.getVertex(m_index, v_index))

You may also want to adjust them as you go instead of making a list.

posadjust = [0,1,2,3]
negadjust = [4,5,6,7]
for mesh in object.meshes:
    for m_index in range(len(mesh.materials)):
        for v_index in range(mesh.getVertexArrayLength(m_index)):
            if v_index in posadjust:
                vertex = mesh.getVertex(m_index, v_index)
                vertex.x += 0.2
            elif v_index in negadjust:
                vertex = mesh.getVertex(m_index, v_index)
                vertex.x -= 0.2


Auto-run scripts security options We have a preferences option to enable auto-run of python scripts when opening blend files. We can also add paths that are excluded from auto-running scripts. Then we have a cli options to enable or disable auto-running scripts and to bypass the startup.blend with --factory-startup.

In regard to auto-running scripts which of these options overrides all others?

If my startup.blend disables auto-run, can a python script be run from the cli to enable auto-run for the blend being opened?

Does --factory-startup bypass my auto-run settings?

It seems that the order is as follows (in order from weakest to strongest):

Startup .blend settings (does not override anything)
--factory-startup will override all startup .blend preferences (including auto exec), but the default setting for auto exec is disabled (disallowing auto execution globally).
-y (--enable-autoexec) enables -Y (--disable-autoexec) disablesBoth these options override the startup .blend auto exec preferences (including when used with --factory-startup) allowing auto execution. Note that it does not edit the preferences (even temporarily), it just allows execution.
Running a script with -P (--python, --python-text, --python-expr) will execute the script immediately ignoring auto-execution settings. It is possible to enable auto-execution from such a script.


How to avoid flattening a shrinkwraped object? I want to bend a scale mesh around a fish body, so that it fits perfectly but doesn't become flat as if I would use Shrinkwrap modifier.
So how can I shrink it to the body without making it flat so the scales are still 3D?

So here is an image of the body and the scales. The fish will not swim or be animated, just normal, so the scales has to follow the curves of the body without any edges or suchlike.

Regards

I would add the scales to the fish mesh using a particle system. You can create a couple of separate scale objects, and then use the particle system to instantiate those on the fish skin.


How do you make your model skeleton to look like this? I downloaded few 3d models from a recent pokemon game, then I found this. It doesn't look like a regular skeleton, and I don't think anybody has told me how to do this. Yes, I'm relatively new to this game, but I was just sort of curious. Can you make a bone look like this in blender?

In this case it looks the importer has created tiny bones at each of the pivot points, and the lines you are seeing correspond to parent-child relationships between them.

Tiny bones, empties instead of bones or disconnected/misaligned bones are a common quirk of many file importers/versions of file types. Unfortunately for file types like fbx and collada, there are many small variants of them that make writing importers very tedious.

This is most likely to happen because some data is missing or slightly different than expected in the file format, and should really be considered a bug in the importer. Either way, bone length is a visual convenience and has no effect on the calculations used to deform the model. Small bones do make it harder to select and manipulate though. If the bones have a different orientation, then this can be a problem for some constraints like IK.

To solve this you can try using different importer settings or file formats if they are available, possibly importing and re-exporting through other software.


How do I create diagonal checher like shape I want to create a diagonal checker grid like this

but all I could do with arrray modifire and some tinkering is this:

I need as clean topology as possible, how can model it in blender?

m.arditos way Is legit, but You can also do it like this:


blender 2.8 flat color for 2d animation I want to make some thing like 2d motion graphic with blender, i have done it with blender 2.79b without ligting but with nodes, input RGB, connected directly to output.

since next july blender 2.8 expected to release, so give it a try.

In 2.8 i realize that i cant connect directly form input RGB to material output.

The question

how do i replicate the condition on 2.79b to 2.8?

You can directly use color in surface socket

The color will show up directly in render mode (both Render and DevLook)

And for alpha channel, the original alpha in RGB mode can't be the value in surface(might be a bug?) .An alternative way is use transparent shader with mix shader instead as shown below:

the factor of mix shader can be the alpha value.
Blend mode in Material setting should set to one of the alpha options
Show backface will cause some problem, toggle it to see which one suit the scene

There might be a better way on this task


Moving vertices along normal axis in BGE I'm using BGE and I need to move the vertices of a mesh using Python. I know how to change the position of the vertices in real time but the problem is that they move using LOCAL coordinates and I need to move them along NORMAL coordinates.

I found the code below but I don't know what to do with "nor", or maybe this is not the right way, I don't know.

###### get the vertex normal vector
# get controller
controller = GameLogic.getCurrentController()
# get object the controller is attached to
obj = controller.owner
# get the 1st mesh
mesh = obj.meshes[0]
# get the first vertex of the first material
vert  = mesh.getVertex( 0, 0)
# get normal of this vertex
nor = vert.normal

The vertex normals are the interpolated normals of the faces which are perpendicular to the faces. The vertex normals are normalized this means the length of this vector is 1, therefore you might want to scale them before adding the normal vector to the vertex coordinates.

Moving the vertices along their normals would create an effect as shown in the this image:

import bpy
import GameLogic
###### get the vertex normal vector
# get controller
controller = GameLogic.getCurrentController()
# get object the controller is attached to
obj = controller.owner
# get the 1st mesh
mesh = obj.meshes[0]
for v in range(mesh.getVertexArrayLength(0)):
    vert = mesh.getVertex(0, v)
    norm = vert.normal * .3
    vert.XYZ = (vert.x + norm.x, vert.y + norm.y, vert.z + norm.z )


Why does the outside of my glass of coffee look strange? I'm currently following Blender Guru's beginner donut tutorial and I just completed Level 3 Part 4 where we made coffee, but for some reason, the liquid as viewed from the outside of the glass looks strange. Here’s the picture of the render:  Maybe this is what it is supposed to look like, but please tell me how to fix this if this is wrong. Thank you!

By the way, I am using the Blender 2.8 default denoiser with 128 samples and the Filmic Blender configuration that Blender Guru recommended.

Did you do the part where you slightly scaled up the liquid so it overlapped the glass a little bit?  That's what it looks like to me.


How do I make incremental value changes in microns? I recently got into 3D printing and I am using Blender until that no longer becomes feasible to do so. I am working in real world measurements in Blender, using meters. I have a need to move my background images in the x and y within millionths of a meter increments. Holding down Shift and dragging seems to move the image in centimeters and I can't figure out a way to get a finer adjustment than than except typing in values by hand which is cumbersome. Does anyone know if it is possible to make adjustments within millionths of a meter (microns)?

You may use an Empty (Image) for your background image (Add-->Empty-->Image). In the Empty panel of the Data header you have the same settings as for the Background Images panel of the properties shelf.

In the Scene header set the units to Metric.

Now you can input a precise value to translate the image.


Can i render particles from one object on 2 different render layers? I am following one of CG Geek's tutorials about Fall Road and i am having a problem with final render. There are about 6 different particles systems on one object and my PC just can't handle it. It freezes when i try to render. I was wondering if i could somehow move some of these particles systems to different layers so i could render them one by one and then connect them in composition?

There are no settings to define which render layer a particle system is render on, the particles will all show on the same layer as the emitting object.

You could setup multiple objects, each with their own particle system and placed on a separate layer so you can render them separately. By using the same mesh, the particles can emit from the same positions and parenting the duplicate objects to the main object will let you move them all together. You can also disable selection of the duplicates so you can only select the parent object. The particle systems on each duplicate object would then have the render emitter disabled to prevent them from showing in the render, so you don't get z-fighting.


Can blender export files for games, probably for mods? I'm thinking of creating mods for games. I want to know whether or not I can use blender for exporting game models.

its done using the fbx file export from blender generally...you'll have to look at what the game engine your looking at wants for setting up stuff within the file in blender, like collision objects names(ends in _ucx for unreal etc.. since blender exports fbx files i know they will go into unreal 4 at least.

https://docs.blender.org/manual/en/dev/addons/io_fbx.html

for unity
https://answers.unity.com/questions/439807/blender-to-unity-which-export-format-is-best.html

for unreal 4
https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/Importing
https://docs.unrealengine.com/en-us/Engine/Content/Types/SkeletalMeshes
https://docs.unrealengine.com/en-US/Engine/Content/FBX
https://docs.unrealengine.com/en-US/Engine/Content/QuickStart


How can I create a rig where each bone only affects its surrounding mesh? So, I am trying to create a version of Minecraft Steve in blender to use in ue4. Each body part I have made isn't joined to another physically, but they are all one object. I have rigged it, however the weighting seems to affect the entire model not just the surrounding faces. Can I weight it somehow to only move the one part, e.g. the arm and none of the body or head?

You have 2 solutions:
Parent With Empty Group instead of With Automatic Weight, then in the Properties panel > Object Data > Vertex Groups, assign the selected vertices to the vertex groups they are supposed to be part of (the groups that have the name of the bones that are supposed to control them).
Or select your object, go in Edit mode, select all, separate your object in several different objects wit P > By Loose Parts, then back to Object mode, select a limb, shift select the armature, switch it to Pose mode, and parent to > Bone.


blender subsurface scattering scale control with non-color data texture Is it possible to control the scale for the subsurface scattering shader using a black and white texture.......and what color should i use on my texture to make some parts have larger subsurface scattering scale and smaller scale...?

Yes it's possible. There are two simple ways to do that(and countless more complicated). First is to use the texture to influence scale of subsurface scattering shader (Full white has value of 1 and full black 0,if you would use other colours only Value would be taken into account, Hue and saturation are irrelevant)

Second way (better in my opinion, cause it gives more control) is to use texture to influence shaders mixing:


Handling of SVGs between Blender 2.7x and Blender 2.8x Below is an image of an imported SVG (of course it's the same SVG for both versions of Blender!) notice that 2.79b does a much nicer job of "extruding" the 2D shape and filling.

In both cases, extrusion depth is set to 0.0001m and no other settings are changed.

Now, let's see Blender's 2.8x handling of the SVG:

Really ugly! What's causing this difference? I can turn the Resolution Preview U in 2.8x down which makes the SVG look a little nicer.

In 2.8, the import initially looks like this in 2D:

Why can 2.7x do something better than 2.8x can?!

I'm initially creating my SVGs by generating a PDF with LaTeX and then using pdftocairo to convert the PDF to an SVG.

If you give yout text a more usable size (like x10) then Apply Scale, the problem disappears.

Looks like 2.8 viewport is less precise than 2.7 on really small numbers, probably for optimization purposes.


How do I make a floor plan with specific dimensions? This is my very first time of using blender. I've tried several tutorials but can't find anything that tells me how to do the very basic thing i want to do.

I simply want to draw a floor plan for a room which is 13 feet by 11 feet and make it 3d so that ultimately i can play with where things go in that room.

Can anyone take me through the steps needed to do this?

I will be so grateful.

Thank you in advance

First delete the cube and add a plane. Then go to the Scene panel and set units to Imperial

Then go to the Properties panel and enter 13 feet for x and 11 feet for y value like below

Make sure apply the object scale with Ctrl + A so further transformations don't get distorted


Can I make the array modifier work on global coordinates? I believe the array modifier uses local coordinates to the object being replicated.

I have a cube I want replicated and I would like to get

but what I always get is

I have set Transform Orientations for the object to global but to no avail.

As usual, any help appreciated...

TIA

Modifiers work on the mesh.

The orientation of the default cube is "logical".  With (0, 0, 0) rotation it sits "flat".  It all makes sense. Start to rotate in edit mode (or in object mode and apply) it all starts getting a bit hard to follow.

Modifiers work on the mesh (data) part of an object.  A couple of ways to change the orientation of the mesh before using the array modifier.

1. Armature Modfifier before the array modifier.

If the armature modifier rotates the mesh before the array this'll work.

Rotating the bone, and result on cube 16 x 16 array

Here I've added a single bone middle of default cube, selected cube, ⇧ Shift selected bone, ⎈ Ctrl P set parent,  and chosen automatic weights. Now rotating the pose bone rotates the cube. If the armature modifier is before the array modifier it will do what you want, ie rotate each cube in the array.

Shape keys

Keep the normal orientation of cube as the Basis key.  Add a shape key(s) for the rotated state(s).  Because shape-keys are moving the vertices (data) of the mesh, this will give desired result too.


How can I connect a skeleton to a mesh? How can I connect the skeleton to the mesh. I can refresh my memory on how to create the basic skeleton (but if you can explain it in more begginer terms, that would be much appreciated).

Although this is a very broad question you have to understand blender (pun intended i guess by the one who picked the name) is a composition of many different sub programs such as shading systems, particle effects, basic 3d modeling, lighting, and such. As you start to look for online tutorials and stuff I suggest you focus on learning one school of thought at a time. Just learn all the ins and outs of basic 3d modeling and playing with the meshes in different ways and the keyboard command shortcuts to copy, rotate, and any other direct interaction with your 3d meshes before you venture into key frames (animating 3d mesh) or shading. Once you feel comfortable with that then you move to something like lighting and then some.

A mistake many make, including me is that we all tried to dip our fingers into everything at once and going back and forth between the different aspects of blender can actually slow the learning process. Once you focus on a specific aspect of blender you"ll get more specific questions, which then you can ask here. Once you learn to ask the right things you'll find the blender community to be one of the most supportive and wonderful.


Is there any marker I can set to see halfway of a mesh? I want to place another object right over I want my object to have 4 boxes uniformly laid out, how do I make some splits or markers to tell where my boxes should go on the plane?

Here's a very little known, even less used special feature: Snapping average.
It sets a mean location for any point you hit A while hovering over.

Enable snapping of the proper type. Hit G and move the object to a vertex and hit A. Repeat this process for all the other vertices that you need the average of.


Can not get selection box selecting more than one object in Blender 2.8 I am a complete Blender newb, so it's entirely possible that I am messing something up.

In this capture I am trying to select all of the "brick" objects I have created using a mouse-drag box select:

Am I doing something wrong? I saw some bug reports along the same lines but they don't seem to be resolved..

Windows 10, all updates installed, I JUST updated my Intel graphics driver to the latest supplied by Dell for my machine's model.

I realized the exact same problem when using my laptop without power connected. The box selection bug happens when power is not connected and battery mode is set to "Saver" mode. When set to any other mode other than power saver, the box selection works fine. My laptop is running intel graphics HD 630/Nvidia Geforce GTX 1050.

PS. I am a beginner in Blender.


Blender 2.8 keeps crashing while rendering So I'm trying to render the Spring demo but everytime I render it using GPU it crashes but if I render it on my CPU it doesn't crash. Does anyone having similar issues? My computer spec are 32gbs of ram, ryzen 2600x and gtx 1060. I'm thinking blender still has some stable issues still.

While I can't pin-point the source of the issue, it seems to be caused by a problematic interaction of modal operators by some add-on or script and the auto-save feature which causes the TDR-Delay (Timeout Detection Recovery) to be exceeded.

The current workaround is to restore the factory settings. This can be done in Edit > Preferences. First load the factory settings by clicking on the button in the bottom right corner. Then save the preferences to make these changes permanent.


recalculate outside (normals) for all objects due to a sketchup import half my objects are inside out

how can i make a script (novice) that selects all objects (one by one?), put them in edit mode, recalculate outside (cntl n) and back into object mode.

The easiest way to approach the building of a script if you are not keen on python coding would be to perform all the tasks you need, then copy the command that shows up in the info editor and paste in a loop that iterate through all the objects.

Here's a possible code:

import bpy

if bpy.context.selected_objects != []:
    for obj in bpy.context.selected_objects: #loop through all the selected objects
        if obj.type == 'MESH':
            bpy.context.scene.objects.active = obj
            bpy.ops.object.editmode_toggle() #enter edit mode
            bpy.ops.mesh.select_all(action='SELECT') #select all objects elements
            bpy.ops.mesh.normals_make_consistent(inside=False) #recalc normals
            bpy.ops.object.editmode_toggle() #exit edit mode

Here's the script in action:


About Scaling an Edge towards Outside I have a mesh and added an edge around it to scale out to give it a little curve on sides(picture1). Normally when you scale the edge around, it scales towards outside equally. But with my mesh, it acts different(picture2). I just wonder if it is normal or something causing it.

Picture1:

Picture2:

First, in Object mode, press Ctrl + A and apply rotation and scale.  Then use Alt + S instead of just pressing S to scale.  This should scale the edge out proportionally.

This demonstrates the difference between S and AltS:


Why is rendering only showing images from the previous render? I am a blender novice. I've just finished rendering my first animation. I've cycles-rendered all the images and then put them all together into a movie with video editing layout. The problem is that the output was very noisy. After doing some tweaks, I wanted to render again, but all it did was show the images from the previous render.

My question is, how can I return to creating the images stage from the stage where blender puts them all into a movie?

In Render Properties, look at the Post Processing panel. Disable the Sequencer checkbox and Blender will re-render from your 3D scene rather than from the frames in the VSE.

That said, to avoid this kind of thing from happening to myself, I've gotten into the habit of either using a separate .blend file for sequencing or creating a new scene in my .blend file that's specific for sequencing. That way, you can render from your "work" scene and do your VSE work from your sequencing scene. It's a pretty handy workflow.


Rigid bodies keep bouncing Can anyone help with the following:
I have a rotating frame with cilinders.
the cilinders keep bouncing. Also, when there are more cilinders they will bounce even more, and even fly out of the frame.
I would like them to behave physically correct.
Thanks for your help!

What are your Scene Rigid Body World settings?
Have you changed the defaults to use a higher number of Steps Per Second?
I have tried to replicate your setup (with Cylinder collision shape) and got a stable simulation with 60 steps per second (the default) but got "bouncing" behaviour when I increased that to 600 steps per second. I think this could be an issue with how the active rigid body is interacting with the animated passive rigid body - since the animated one only changes position each frame but the active one is simulated many times per frame so that the 'jumps' in position of the surrounding mesh on each frame change 'kick' the cylinder on each frame.
I need to do more investigation into this but if I can get together a suitable test case and prove out the circumstances I'll raise it with the developers as a potential bug.
Simulated at 60 frames per second  :

Simulated at 600 frames per second (should be more stable) :

Note that the simulation with more steps should be more stable but is producing more unexpected 'bounce'. This appears to be due to the interaction with the animated surface and may be a bug. 6000 steps per second (which should be more accurate) produces an even more unstable simulation!

Taking this a step further, I replaced the keyframe animation of the rotation with a Motor Rigid Body Constraint - to keep the animation all within the simulation. I ran this with 6000 steps per second with the following result :

As you can see this is running fine without any bouncing on the collisions. To me this seems fairly conclusive that it's the interaction with the keyframed animated mesh which is causing the 'bounce' in my case.


Offset based on Vertex Colors For you a tricky question : do you know a way to apply negative and positive offsets on different surfaces based on its colors in Blender ?

For this key, the green represents the surfaces without offset. The blue represents the down-facing surfaces where I expect a lack of material, so I would like to do a positive offset on the geometry. Finally, the red represents the up-facing surfaces where I expect a surplus of material, so I would like to do a negative offset on the geometry.

The goal is to 3D print this key and prevent the surplus or lack of material during the print.

Tell me if you have any ideas,

Thank you,

Clement

Unfortunately blender doesn't provide many options for doing much with vertex colours.

If you can convert the colours to greyscale texture, with values in a range of 0 to 1 (with your current green value as 0.5) instead, you can use this to control a displace modifier on the mesh. Set the midpoint to 0.5 and the strength to the difference between the maximum increase and maximum decrease that you want. This will require UV unwrapping your mesh. The conversion to texture could be achieved by creating the right shader and baking surface colour.

Alternatively, you could create 2 vertex groups for the positive and negative displacement and use these to control two displacement modifiers without textures, one using a positive strength, the other a negative. No UV unwrap is required here. A script would be required to convert the vertex colours to groups.


How do I make Python in Blender move 100 bones simutaniously? I'm creating a human baby AI in Blender, and am going to have it randomly generate actions and simultaneously move all its body motors.

Will python in Blender allow parallel programming?

In Blender if you want to make use of multiple CPU cores for your scripts - look into multi-processing.

Since Python's threading does not take advantage of multiple CPU's and is mainly used so multiple tasks can run without one task blocking all the others.

Note that its questionable if you even need multi-processing for this task.

Also take a look at numba (jit accelerated Python which is compatible with Blender), it can give real speedups for numeric tasks and easier to integrate then alternatives.


'context' error when trying to bevel an object with Python I need some code to do Bevel-operation within a Python script. Ultimately I need a series of blocks (32) in different sizes and in which each is bevelled on one side to be exported as STL-file for use on a 3D-printer. So I tried to start bevelling a while object to start with, I used the default cube to experiment. Bevelling it manually showed me some interesting API commands in the Blender Info window, which I copied to the Scripting module, but running it brings me into trouble. My first guess was something like this:

# generate the cube and make it selected and active:
import bpy
bpy.ops.mesh.primitive_cube_add(radius=1)
myobject = bpy.context.active_object
print("myobject: ", myobject)
myobject.select = True
bpy.context.scene.objects.active = myobject

# This is copied from the Info window:
bpy.context.space_data.context = 'MODIFIER'
bpy.ops.object.modifier_add(type='BEVEL')
bpy.context.object.modifiers["Bevel"].width = 0.2
bpy.context.object.modifiers["Bevel"].segments = 5
bpy.context.object.modifiers["Bevel"].profile = 0.7
bpy.context.object.modifiers["Bevel"].material = -1
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Bevel")

# Manually the bevel is done at this point!

But when running the script it fails at the MODIFIER line:

  myobject:   Traceback (most recent call last): File "/Text", line 10, in  AttributeError:

  'SpaceTextEditor' object has no attribute 'context' Error: Python

  script fail, look in the console for now...

Searching through the data objects and Googling hints me that I'm working with a wrong starting point, but how can this (bevel the cube)  be done easily?

Does someone have a simple example to share with me?

P.S. I use Blender 2.78, latest release.

You should avoid using ops when possible, see here. As for you code:

import bpy

# generate the cube and make it selected and active:
verts = [(-1.0, -1.0, -1.0), (-1.0, -1.0, 1.0),
    (-1.0, 1.0, -1.0), (-1.0, 1.0, 1.0), (1.0, -1.0, -1.0),
    (1.0, -1.0, 1.0), (1.0, 1.0, -1.0), (1.0, 1.0, 1.0)]

faces = [(0, 1, 3, 2), (2, 3, 7, 6),
        (6, 7, 5, 4), (4, 5, 1, 0),
        (2, 6, 4, 0), (7, 3, 1, 5)]

me = bpy.data.meshes.new('Cube')
ob = bpy.data.objects.new('Cube', me)
bpy.context.scene.objects.link(ob)
ob.select = True
bpy.context.scene.objects.active = ob
me.from_pydata(verts, [], faces)
me.update()

# bevel the cube
bevel_mod = ob.modifiers.new('Bevel', 'BEVEL')
bevel_mod.width = 0.2
bevel_mod.segments = 5
bevel_mod.profile = 0.7
bevel_mod.material = -1
# we use ops here since there is really no other way
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=bevel_mod.name)


How can I create polgyon primitives aligned to the world I saw some tutorials on Youtube and those meshes are always created along z-axis like

but I always get this:

How can I add meshes like that except for changing my orientation of view to xy-plane?

After adding the mesh, press T to open up the Tools panel. In the operator menu at the bottom, deselect align to view.


Register Multiple Classes I'm trying to register multiple classes at the same time like this:
I got it working like this

def register():
    bpy.utils.register_class(VIEW3D_PIE_SPECIALS)
    bpy.utils.register_class(SMART_BOOLEAN_ADD)
    bpy.utils.register_class(SMART_BOOLEAN_SUBTRACT)
    bpy.utils.register_class(SMART_BOOLEAN_SLICE)

But I want it to automatically register all classes in my file

Here is my attempt which isn't working yet:

classes = ('VIEW3D_PIE_SPECIALS','SMART_BOOLEAN_ADD','SMART_BOOLEAN_SUBTRACT','SMART_BOOLEAN_SLICE')

def register():
    for cls in classes:
        return 'bpy.utils.register_class('+(cls)+')'

def unregister():
    for cls in classes:
        return 'bpy.utils.unregister_class('+(cls)+')'

You're looking for register_module:

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

It grabs all the relevant classes in the file.


Solve camera motion in Blender: exact camera data or refinement? My footage is made with a Phantom 4 Pro (for which I know the exact camera data - sensor size, focal length), and would like to solve camera solution as precisely as possible. Which of the following should give better camera solution results? If I put the exact focal length data, and only refine K1 and K2, or should I refine the focal length and maybe the optical center too, and let Blender to guess everything?

Both.

Start with the known variables.
If you know focal length and sensor size put those in before tracking or before solving.

To determine lens distortion shoot a distortion chart or something that has straight lines (read: How to determine lens undistortion values for motion tracking?) and determine the lens k1, k2, k3 and optical center as accurately as possible.

Having done that you should give you good results. Note however that the focal length of a lens in is hardly ever the one stated on the lens. A 25mm lens might be a 23.845 lens or a 26.421 lens in reality, for example, and the effective Field of View might change depending on the focus distance or "breathing" of the lens, or it might be different depending on what portion of the sensor or the projected lens image the camera is actually using (if the sensor is "windowing", or if you are using a full frame lens on a cropped sensor, for example). So "refining" might alter your focal length values and make them be closer to the mathematical/optical characteristics of your particular lens in the real world.

Just for completeness. Blender uses algorithms based on OpenCV, usually even without any user input, it will determine the values for the field of view, quite well. Why would you want to input your own values then? Because the combination of lens and sensor size that blender guesses might not be the same as what your camera uses. Given that blender only knows about Field of View, and assigns the lens length based on the given (or default) sensor size. Knowing the correct lens and sensor might make a difference to match the correct depth of field when you are integrating CG and Video.

For a comprehensive post on tips for motion tracking read:

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


Delete bones via script I want to delete all bones in an armature which contain a specific word but I can't figure out how to. This is the script:

ob = bpy.context.object

if ob.type == 'ARMATURE':
    armature = ob.data

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

for bone in armature.bones:
    if fnmatch.fnmatchcase(bone.name, "something"):
        armature.delete(bone)

And returns the error 'Armature' object has no attribute 'delete'. What am I getting wrong?

Firstly, blender tends to use the term remove instead of delete. Secondly, the armature doesn't directly store the bones, they are stored in a collection called edit_bones (at least, they are when you are in Edit Mode, which is what you script does. bones is for Pose Mode/Object Mode, but bones can't be deleted from there).

So, you firstly need to loop over the edit_bones instead of bones and then use remove instead of delete.

for bone in armature.edit_bones:
    if fnmatch.fnmatchcase(bone.name, "something"):
        armature.edit_bones.remove(bone)

You can easily explore the properties available on the armature using blender's Python Console, typing in your code there and pressing Ctrl+Space to autocomplete:

>>> bpy.data.objects['Armature'].data.
                                      animation_data
                                      animation_data_clear(
                                      animation_data_create(
                                      as_pointer(
                                      bl_rna
                                      bones
                                      copy(
                                      deform_method
                                      draw_type
                                      driver_add(
                                      driver_remove(
                                      edit_bones
                                      get(
                                      ghost_frame_end
                                      ghost_frame_start
                                      ghost_size
                                      ghost_step
                                      ghost_type
                                      id_data
                                      is_editmode
                                      is_library_indirect
                                      is_property_hidden(
                                      is_property_readonly(
                                      is_property_set(
                                      is_updated
                                      is_updated_data
                                      items(
                                      keyframe_delete(
                                      keyframe_insert(
                                      keys(
                                      etc....
                                      etc...
                                      etc..
                                      etc.

Using this, you would be able to see there is no delete method.


Why are rigid bodies not interacting? First of all, here's the blend file:

I'm trying to recreate the "flip table" animation: I have two rigid bodies (three counting the floor), a table and a cube.

The table is resting on the floor, it is simply put a flat parallelepiped with four slim as the legs. I've set it as an 'active' object (50kg) and the shape is a 'mesh', since I want to interact with the zone between the legs.

Then there's the cube which it is the one interacting with the table. I want it to hit the border in order to give it a rotation, like somebody actually "flipping" it. It is an 'active animated' object (1kg), with shape 'convex hull'.

I set the cube as being under the edge of the table at t=0, and sometime later I shift it on the z-direction until it surpasses it. I insert both framekeys, start the simulation, and... nothing.

The two objects don't interact. The cube passes through the table and each goes its own way.

Does anybody have any idea about what's happening? What do I have to do in order for the two objects to interact? I will post further details if needed, on the file there is my simulation btw.

Bonus question: I tried to raise the table and rotate it to see how it would fall on the floor... and it kinda bounces off. What's causing it? How can I make it behave like a real heavy table?

For the rotated table, here's the blend:

I downloaded your file and tested couple things, and the problem seems to be the table having weird scale (5.483, 5.483, 0.369). By applying the scale (In object mode, select the table, hit Ctrl+A and select Scale) the physics start to work as expected in both files.

I also noticed your some other issues with your table which might cause problems later (the board has at four meshes overlapping and the legs have inverted normals), but those are not in scope of this question.


Blender 2.8 particles scale is off Particles do not have the same scale as the objects from the collection they're created from:

They're much smaller:

The particles were assigned to a plane but appear outside of it as well:

I've played around with the scale and got them to the original intended size but the buildings were also spaced out outside the plane.

Like @stphnl329 says apply the scale of all particle objects, then go to the render settings of your particle system. For some reason the default scale is  0.05, change that to 1


Is it possible to generate a mesh from a armature If I make an armature like this:

Is there a way to automatically generate a mesh to go on the armature?
to make something like this:

Well that armature had some funny bone directions on that legs (the bones must look pointy from the abdomen like the left ones)

The tool you are searching is a Modifier called "Skin". Like modifier, can't be used over an armature. Create a cube and modify their vertex or generate new and see how it works. You can also create one armature from your vertex with the option on the modifier (activated in object mode)

More info on:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Skin


Best practice for UV mapping buildings from CAD software I have problems with importing revit models in my work, the model is made in revit and I after I render with blender.

the most important problem is that when I attempt a brick texture to the walls, the mesh of the object is irregular. Normally, I use cube projection (uv mapping) and everything is ready, but when I scale the texture so that you have the correct size, it loses the right projection.

I wonder if there is any way to make this easy, or easier to make the mesh again?

Projection for view in ortho view does not work because the mesh is difficult to use.

this image is with cube projection unwrap and without rescale texture,

this image is trying to put the correct size with mapping, you can see that it loose the good projection

I used to do this kind of UV mapping a bit and found 3 methods useful.

UV Project modifier, you can use a camera for each wall angle and the cameras project onto the closest aligned walls. very fast to setup and you can edit your geometry afterwards without having to fix UV's.
Smart UV project, this gives simple projections but has the disadvantage that the bricks on the walls for example, wont line up.
Manually - which can be done quite fast infact - Select a face, Shift+G, Select Similar Normal. Then project from view, or from a Camera if you want to have more control over alignment and quickly re-apply the same projection again can be handy too.

Other things to be aware of...

You may want to move the projected UV's for each surface so they dont overlap.(just makes it easier to edit and manage). with tiling textures it wont effect the displayed mapping on the mesh.
topology may be important to improve, this depends weather you are simply projecting UV's or if you intend to manually edit them (in that case you care more about topology and avoid skinny faces for example).


Change Blender's Preferences Dynamically I have a bit of a tricky request. I am trying to create a dynamic script that changes Blender's user preferences based on the current selection. Basically, I want to change the user preference option, "rotate around selection" when I don't have anything selected. This means I can dynamically change between selections as I work in the viewport. I have gotten the basic functionality down, but I ran into two problems.

The first issue is that it doesn't automatically run on start up. I have tried putting it into the registered function but to no avail so I have to activate it with a keypress.

The second issue is what I am really curious about. I have looked all around but it seems the only way to continually look for input is to use a modal operation. I don't want it to affect the speed of the viewport, but i would really like to take advantage of the events in the modal operations. I don't know if there is another way to handle this, but one of the issues i have found it that it stops the script refreshing command (F8). I can turn the script off with F8 and then press the F8 shortcut again but i would really not like to do that. I was wondering if after the process is killed with F8 it can automatically call the refresh script function. I am not entirely sure how to approach this and any help would be greatly appreciated!

import bpy

    class NewPreferenceOperator(bpy.types.Operator):
        bl_idname = "object.modal_timer_operator"
        bl_label = "Modal Timer Operator"

        _timer = None

        def modal(self, context, event):
            if event.type == 'F8':
                return {'CANCELLED'}

            if event.type == 'MIDDLEMOUSE':
                selected = bpy.context.selected_objects
                if not selected:
                    bpy.context.user_preferences.view.use_rotate_around_active = False
                else:
                    bpy.context.user_preferences.view.use_rotate_around_active = True
            return {'PASS_THROUGH'}

        def execute(self, context):
            self._timer = context.window_manager.event_timer_add(0.1, context.window)
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}

        def cancel(self, context):
            context.window_manager.event_timer_remove(self._timer)

    def register():
        bpy.utils.register_module(__name__)
        wm = bpy.context.window_manager
        km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
        kmi = km.keymap_items.new(NewPreferenceOperator.bl_idname, 'Y', 'PRESS', ctrl=False, shift=False)
        pass

    def unregister():
        bpy.utils.unregister_module(__name__)
        pass

    if __name__ == '__main__':
        register()

When registered to run on startup, it has the name of the module, in the case below ui_panel.py is a registered text.

if __name__ in ["__main__", "ui_panel"]:
    print("Running ", __name__)  # see the diff between reg or run script
    register()

The refresh (aka reload) script operator is, which IIRC is the operator called by hitting F8

bpy.ops.script.reload()

Instead of cancelling with

return {'CANCELLED'}

use

return self.cancel(context)

then append the operator call to your cancel method, (ie after removing the timer),.

My preferred way of turning on and off modals is using the update method of a boolproperty

def start(self, context):
    if self.bgl_draw_speaker:
        bpy.ops.wm.draw_speaker_vis()

bpy.types.Scene.bgl_draw_speaker = BoolProperty(update=start,
                                                name="Draw Details",
                                                description="Show BGL Visualiser")

and have if not scene.bge_draw_speaker as a way to terminate the modal op.


Messed up origin point Sometimes after I do some modifications with model or duplicate and do some modifications then the origin point of the model goes out of the model and it becomes hard to rotate/scale and do anything else with the model.

Here is a screenshot:

In the T pannel (on the left in the 3D view) in object mode with the object selected, there is a set origin button. Try using the set origin to geometry or center of mass functions. If those dont give you the result you want, try placing the 3D cursor where you want the center to be and use set origin to 3D cursor.


How do I unwrap a cylindrical object? Can anyone help me? I'm doing this lightsaber tutorial (CG Geek) and while unwrapping, mine looks weird:

Here's what it's supposed to look like:

I marked the same seams as him, but it produced different results. I know it's incredibly vague, but any kind of help is appreciated. Thanks!

Looking at your image, it looks like your seams aren't marked correctly. You should have an unbroken seem (red line in edit mode) running up the whole of the side of the mesh. This line should connect to a ring seam (a full red ring around the mesh) on each end, that separates the ends from the sides.

As lemon mentioned in the comments, you may also need to follow the instructions in How to make a square grid for UV maps to get even quads in the unwrap.

It may be worth looking at some basic uv unwrapping tutorials.


How would you go about reading a .blend file? I mean all of a .blend file, not just the .obj information So, I'm well aware you can export a .blend file to a .obj and read that with pretty standard file i/o in c++.

What I want to know is how to un-obfuscate a .blend file AND

read in the information in the file as text or python code if possible
OR just know how a .blend file is structured or how blender stores data and compiles the .blend, and in what order like the data types and data structures stored

because I want to access the information for the materials used, the animations key frames, the composition of the scene, etc.

EDIT: well so far I've found these useful sources

Parsing a blend file by Raging Gazebo

The mystery of the blend file by Jeroen Bakker

plus, his breakdown of the SDNA for v2.56

And this from github for blender file reading linked by user2859

haven't found everything i'm looking but this was a lot of help so far.

edit: there may have been important information one here, but now it's gone anyone know where the blender team moved it to?

edit: i gave up trying to parse the file just did an exporter in blender's python script, i got it to export the mesh data so far in an obj like format, now working on extracting the animation data. i'm using the api ref in mike's answer.

One way is to use Blender's bpy python module.

import bpy
dir(bpy.data)

As you will see from the output, you can access everything from object data to materials to screen layout. Here is the API for BPY.

The bpy module is typically built into Blender, but there are ways to compile it into a standalone Python module that you can load from a regular python file.

Someone has also taken the effort to write and open source a .blend reader in Java here http://homac.cakelab.org/projects/JavaBlend/index.html.


Textures black out after remesh? I have photoscanned a fire hydrant and as all photoscanned objects are, its mesh is a total wreck. So I remeshed it using Quadriflow remesh. But after the remesh was complete, the new object was completely black (left object). I can't just unwrap the object because the textures are baked onto the image for the photoscan and are totally random (as seen on the right.) How do I apply the textures to my new object just like my old object?

Quadriflow remesh will remove any UVs you have, one solution is to use Data Transfer modifier on the remeshed version, to transfer UVs from the photoscan to the remeshed version, use settings in the image below, you should also place both meshes in the same location, and preferably hide the photoscan
Another solution is to use the Remesh Modifier instead of quadriflow at the cost of low topology quality.


Is it possible to achive classic Z depth type fog or mist in the viewport (3D-view) in Blender 2.8? In Blender 2.79 there was a simple Z distance or depth type fog. We only have to turn on in the world panel the Mist option and fine tune the parameters. Ee could see it in the 3d-view.

Is there an equivalent in 2.8? I'm looking for the simpliest (KISS) solution.
Or do we have to use the volumetrics in the 3d-view? I guess that is more complex and time consuming solution.

Since you're asking about the viewport, looks like volumetrics is the only option for now. It's very fast though and easy if you attach the volume scatter to the world shader.

World tab, check "use nodes"
Shader (Node) editor, select world instead of object
Add volume scatter (try density between 0.01 and 0.1) and plug into volume world node.

Doesn't require volumetrics to be enabled in eevee tab; works better viewing with camera. A super-fast hack in the compositor, at least fast in terms of cpu time, using z buffer (z render output -> divide by a two to  four digit number, add a number between 0 and 1, mix with image render output using lighten or screen) doesn't affect the viewport and doesn't work with DOF.

Good luck!


Mesh created with connected vertices don't create correct mesh I started with a simple plane mesh and then continued working with by creating new vertices by selecting the edges and then subdivide them. Then I connected two vertices with F button to create a new mesh and continued working like this, but it seems there are problems in model, because all visibile meshes are not real meshes and I can't select them! The normals show those who are correct.

I searched for info about this and found that a manifold thing could be the problem, but I'm not sure how to make this model correct again?

To create meshes with new vertices on edges and also create them with CTRL button and a mouse click and then connect them with another edge or vertex, is this not a recomended way of working or how can I avoid getting this problem in the future?

Preciate some help to be able to continue with my model.

Yes; I would highly advise against modeling in this way. It would be much better to use extrude operations (E key) to create your mesh.

If you wish to continue with your current mesh, two ways I would recommend trying to fix it is by first removing any doubles (Spacebar > Search "Remove Doubles"), and then recalculating the normals in the 3D View Tools menu:

If you can attach a Blend file, I could take a look at your mesh and see what else may be able to be fixed, but I would honestly recommend starting from scratch on this one and modeling with better practices.

EDIT:

Here is an example of how you might start building a mesh with extrusion and loop tools, although for a car, I would highly recommend using Background Images of your car and start working your way around that. Here is an excellent resource to get you started in that workflow: http://darkscarab.com/view/43


Make all bones Euler Rotation? Is there a quick way to make all bones in a rig use Euler Rotation rather than Quaternions?

Select the bones to switch and press [CTRL] + [R]. Select the preferred rotation mode.


Viewport not syncing with UV image editor when unwrapping an object I am doing an unwrap and for some reason every manipulation that I do in the UV window doesn't update in the viewport right away. I have to click in the viewport, to get it to update. This has happened before but I can't remember how I solved it before. I closed Blender and started it up again, tried updating to the latest version too. Still doesn't sync correctly.

Here's an image of my UV window in case someone can spot something I missed.

Answering my own question in case it happens to someone else, it was a really stupid thing that I overlooked: the ''Update other affected windows'' was locked.


Textured viewport for UDIM material in cycles I understand that UDIM isn't really integrated yet (I'm on 2.74), but I'm wondering if anyone has found a solution to this issue:

I've got a character that's UV mapped onto 2 tiles (UDIM style I guess), one for face and one for body, and in Cycles I'm using a UDIM node group to correctly map the textures.

But I haven't been able to find a way to view the textures correctly in 'textured' mode in the viewport. His facial texture is just mapped to his body. Note teeth and gums on his right shoulder :O It's not a huge bummer, but it does make all my preview renders look ridiculous :)

I've tried assigning the diffuse textures in BI mode to the corresponding faces, but haven't got that to work yet.

Does anyone know if there is a solution/workaround to get texures displaying correctly in viewport (they work in rendered mode of course).

Thanks!

In edit mode you can assign different materials to different faces in an object.

If you have 2 materials:
Face
Body.

duplicate the material set up
set the input texture of the body and the Face correctly.

UV maps work on a value of 0-1 over the U and V axis, if you have a face outside of the grid, it restarts from 0, causing a repeat of the UV coordinates.


Making wheels spin as car moves on local Y axis I'd like to know how to make my car wheels rotate when a vehicle is moved forward in the local Y axis, regardless of what rotations on other axes the car may possess. This should specifically work with an armature.

You cannot easily do this, because it is impossible. @Nathan is right, but I'll add here my explanation:

When moving the car in the scene, you want the wheels to correctly follow - let's move the car 2 different ways:

In first example the wheels traveled longer distance, yet the end car position is the same.

Without Blender accessing and knowing what the path was, it is impossible to compute the wheels rotation, because it can be anything based on how the car was manipulated. When you interactively move objects in the viewport, Blender does not store your moves. The bones only remember their rest and their final (pose) position.

Blender can access what the path was from:

animation keyframes
from defined path the car is traveling (follow path constraint)
from simulation that treats the movement on frame-by-frame basis (you can have a little python script running in background as app.handler and turning the wheels, it could look similar to this, or you can implement this with nodes in Animation Nodes addon)

The easiest and most common method would be to use the path. How to setup a driver that rotates the wheel is here:

How can we animate a ball rolling over a path?

It's convenient to offset the curve for left and right wheels and setup both sides separately, so they rotate correctly when turning.


How do you make a glass cube? I've watched a couple of tutorials on youtube but none of them give me the result I want.
My cubes always turn out like this where one side is transparent and others are not, I want them to look like the cubes from the PS2 intro. Below are the settings I added to the cubes material and what I want it to look like

First enable screen space reflection in settings of the material
then in the render properties enable screen space reflection and then enable refraction in the screen space reflection tab...
Don't forget to change the ior to 1.5


boolean modifier difference error I am trying to cut out the "rotational path" of a cylinder as it rotates through a block.

So I created a bunch of copies of the cylinder and rotated each copy in increments of 7.5 degrees until I had covered the full range of motion.

Now I am trying to use a boolean modifier to cut each cylinder 1 at a time from the main block.

I can only get about 5 of the modifiers added before it starts to give me errors saying it cannot execute.

Any help is much appreciated. thanks

You may want to generate your "rational path" with a different cleaner technique possibly using some screw modifier or something different.

Your current method is bound to give problems sooner or later, most related to bad topology and self intersecting geometry both of them well known enemies of Boolean operations.

This has been asked countless times, search this site for "Boolean" and you will find hundred of questions about failed Boolean operations and all the recurring problems and solutions.

If you really insist in doing that way don't plan on being able to add dozens of live Boolean modifiers on top of each other interactively. Blender will eventually crash or most likely fail to preform operations well before that.

Apply your modifiers one at a time before proceeding to the next cylinder


Object disappearing whenever it's not selected My object disappears whenever it's not selected. It's not hidden, I'm not in local view... I can't seem to figure it out. Any help would be much appreciated.

Just figured it out. Somehow I ended up duplicating all vertices for that mesh, which caused rendering issues apparently. Removing duplicates fixes it.


Equivalent of Set Inverse in ChildOf constraint I have an object, A, with ChildOf constraint whose target is B, Set Inverse is applied to keep A's transformation. In the middle of the animation, I needed to disable this constraint( B is transformed without affecting A) and enable it again much later. When enabling the constraint again, A's transform should be also be kept but Set Inverse is not an option because it would ruin the initial setup. So I guess I have to set the object's matrix via console but don't know how, any help?

Use more than one Child Of constraint - with each set to a different 'inverse'. Then use the Influence to blend in each at the appropriate point in the animation - rather than re-using the same one.


Can´t bake larger textures than 1000x1000px I have a problem with baking textures in cycles. No matter what image size I create for UV coordinates, the baked image allways shrinks to 1000x1000 px, thus gets pixelated.
Do you have any ideas, why is it happening and how could I solve it?

Did you set the image texture in your material node setup to the new larger image file?

I did bake a cube to a 3k by 3k texture without problem.


Why am I getting these folding glitches when rigging my model? This might be a really dumb question but I am trying rigging out and I keep getting this weird folding glitches. I am trying to fix it with weight painting? But is there something else I should be doing?

After looking at your file, it turns out that the vertex weights have some irregularities. This was quick and easy to fix by simply starting the skinning process over again.
Start by going into in Object Mode, select the armature, then click on the Object Data tab in the Properties Panel, go to the Skeleton section, and press the Rest Position button to get your armature into its default pose. We do this to prepare it for proper skinning.
Next, while still in Object Mode, click on the Modifiers tab, find the armature modifier and press the Apply button, thereby essentially getting rid of it. Now click on the Object Data tab in the Properties Panel, and go to the Vertex Weights section. There is a little dark button with a white "down" arrow on it, to the far right of this section. Click on it, and from the popup menu, choose to Delete All Groups.
Next, while still in Object Mode, select the character mesh, then Shift + select the armature, then press Ctrl + p, and from the Parent menu, choose Armature Deform With Automatic Weights. Finally, go back to the Skeleton section and press the Pose Position button to re-enable your rig for posing and animation. If you forget this step, you won't be able to move your rig, and your animation won't even play.
I find that this works. More tweaks may be needed, though. One thought I had was that as clean as your mesh is, the topology might be able to be improved somewhat. But overall, the mesh isn't bad. With a bit of weight painting, it may be good enough like it is.


Copy Rotation causes rigged foot to rotate the wrong way I've been following this video: https://www.youtube.com/watch?v=VVHKBSknFhA

My character's foot seems to roll to the left, instead of down, when footRollCtrl.L (selected bone under Example) is rotated down.

Example:

Bones settings:

Axis were mismatching. Rotated the bone with wrong axis to match the rest and it works now.


Adding Material Slot: Nothing happens I am trying to assign multiple materials to an object (to different faces). I understand that I have to have multiple materials, and multiple material slots with these materials assigned.

However, I am having trouble creating a material slot in the first place. I select my object, then, still in object mode, I go to Materials tab, then press + on the right of the slot list (A). Nothing happens (i.e. no slot appears in the list) (B).

I thought it might be that I have no material yet, so I pressed the "+ NEW" button below the slot list (C), created a new material, and with it still showing, clicked the + (A) on the right of the slot list again. Nothing happens (i.e. no slot appears in the list).

What am I missing here?

Phil, I add below a capture of how it should be behaving (both on blender render or cycles render): if it does not work like this, something went wrong, either the blender install itself or something else...


How to change modifier keys for navigation? Presently when I press the space bar I am able to then use the mouse to rotate the scene, however I'd like to change this to ALT key.

How can I do this?

You can change default keyboard shortcuts in the User Preferences - ctrl+alt+u under Input tab:

Note that you can search for the keys currently used.

I would have to strongly recommend against that. Especially if you are a new user. Blender has an extremely complex hotkey system and you are likely to cause serious problems for yourself changing it. You are likely to break continuity and make some important functions inaccessible unless you are an experienced user familiar with all Blender's keyboard shortcuts and know exactly what you are doing.


Black lines where a transparent mesh intersects I have a simple piece of geometry with a cloth simulation on it (a tube). I have a second piece of geometry rigged to it with a bone chain. I need the cloth simmed piece to not render, so I made it fully transparent. However, in areas where the two pieces intersect, I get black lines. How do I prevent this?

Normally I would use a mask modifier to hide the simmed geometry, but that causes the bone chain constrained to it to get messed up as the geometry it is constrained to no longer exists.

Disabling rendering of the cloth object entirely isn't an option as other parts of it need to render, and it's running off a mesh cache, so I can't alter the object.

Up the Max bounces under Render > Light Paths > Transparency to a high number, even numbers like 48 or higher. The more overlapping transparent surfaces there are the more likely to get black artifacts if the transparency bounces isn't high enough.
If that doesn't work, perhaps check the normals aren't getting inverted mid-way, but it's likely the former.

You could also disable the cloth rendering completely by unticking everything under the Object Panel > Cycles Settings, which should speed up the render.


Blender won't allow me to select a single bone I am trying to rig this horse model I made (first model I have made as of now) and whenever I try to select a single bone it automatically selects its parents and children bones along with it.
I still have to fix the ears, mouth, and tail but before I do that I would like to rig the legs and neck. Please help.
EDIT: I made sure that all my bones were in pose mode.
EDIT 2: After much tinkering I got it to automatically assign weights that I could then edit but I could not create my own weights.

After clicking your armature, change to Pose Mode or Edit Mode to select single bones. On the picture on your post, click that menu that says "Weight Paint" to choose a different mode.

Pose mode is for positioning your bones in a way that will position your mesh (or leg in this case).

Edit mode is for positioning the initial rest position of the armature.

To weight paint for a specific bone, (1) change to pose mode, (2) select the bone you want to paint for, (3) select the mesh, (4) change to weight paint mode, (5) start painting. This will only work if the mesh already has a vertex group with the same name as the bone. These groups are automatically generated if you parent the mesh to the armature and choose "With Empty Groups" or "With Automatic Weights" when parenting.

If you need more details on armatures or weight painting, I recommend a tutorial such one of these:

Wiki (skip to skinning section)
Blender Guru
YouTube


.fbx and .blend have flipped normals in unity Cannot export from blender to unity. On first image you can see imported .fbx and .obj(.obj works good).
Scale in blender is positive and normals facing outside.
I tried export .fbx with flipped normals from blender, but with flipped normals lightning in unity works wrong.

It looks like .obj and meshes is totally ok, but while importing with my armature it goes wrong. So i checked my armature and scale by X axis was -1, and right after importing good looking .obj was affected by negative scaled armature and normals gone wild. In blender, i applied scale to armature by selecting armature and pressing Ctrl+A a then Scale, same as people said in other threads about messing .obj Shame on me, i need to be more careful


How to delete or hide reflections, bounces and refractions from a geometry on render? I'm making a Prism. It's not based totally on reality, so it can count as a basic representation of it.

As you can see on the image, there are reflections made by the objects, but how can I erase exactly those reflections? I already unchecked the box on the objects that are from 'Transmission' and 'Shadow'...but still I see them on there.

Is there any solution to this?

If i add more Roughness to the Glass BSDF, the reflections dissapear, but the transparency isnt the same.

To prevent an object from appearing as a reflection on other objects, uncheck  Glossy  under Ray Visibility in the Object tab:


How to duplicate an object with rig and animation? How can I duplicate a geometry with rigging and animation?

I have an animated character with bones, but I need to duplicate it just like a mirror, without messing up or ruining the model.

You can use Blender's group linking system:

select both your mesh and its armature
hit CTRL + G to put them in a group (and eventually hit F6 to name that group)
If you need a clean scene, you can create a new empty scene (in the "info" toolbar (at the top of the default UI layout), the + button)
hit SHIFT + A and select "Group instance", then choose the group you just created
repeat the last step as many of time you need duplicates
play the animation, all the groups should be animated the same.

If you need one group instance to play the animation mirrored, you can scale it on X and Y axis with value -1 (S > SHIFT+Z > -1)


Just render shadows and reflections What I want basically want to create is this

Therefore I good some spheres on a plane and some lighting.
My problem is, that I want to have all the shadows and the reflections of the plane on the spheres, but I want the complete plane to be one color. So the plane shouldn't be affected by the light.

I think there should be two solutions, which I both don't know how to do them:

Render a complete white plane which is not affected by light
Render a transparent plane which is should receive shadows and affect the reflections of the spheres.

Has anyone an idea how to do one of this? (Number 2 would be better for me)

You could use an Ambient Occlusion Shader for the plane. This will give the plane a constant color while still giving you the desired ambient shadows without the shadows from the light source. By default the Ambient Occlusion is pretty weak. We can use the compositor to make the Ambient Occlusion more prominent.

Add an Ambient Occlusion Shader to the plane
Enable the AO render pass

In the compositor:

use the RGB Curves or a similar node to make the AO pass darker
Invert: needed to properly control the factor input
Use the Multiply node to control the strength of the darkening
Subtract: this is a Color -> Mix node. This is the final output

NOTE: you can use the Distance parameter in the World Panel to change the proximity in which Ambient Occlusion is shown.

AO before vs. after compositing


Make the axis gizmo disappear Where do I turn off this enlarged axis display?

Uncheck "origins" here:

Or Ctrl. shortcut.


how to make ocean with depth I'm trying to make ocean but I cant to make the ocean had that feeling of depth

Here a possible solution (will only work in cycles):

Instead of using a plane, turn your ocean into a volume that
stretches from the surface to the bottom of the sea.
Give it a Principled BSDF with perfectly white Base Color, Roughness set to about 0.0 and Transmission somewhere at 1.0 (all values can of course be tweaked at the end)
Beneath the surface-tab (where you just set your Principled BSDF) is a volume-tab. Open it, and choose for Volume the Volume Absorption shader. Set the Color to something ocean-ish and tweak the Density until you're satisfied.
Render and profit!

A little demonstration:

The red Suzanne is behind the ico-sphere, the spheres material (visible on the right) is something like you'd want your ocean to be. Here's a render:

The lighting is off but you get the idea. Not only can you see the Suzanne through the sphere, things like refraction, etc. are handled for you automatically.