How to create wire between objects I have the following:

It contains two cube-like shapes, two sockets and a wire running between them (the curved one). The wire uses an array modifier and follows a nurbsPath. This is extremely difficult to adjust and I doubt it's the optimal way of doing it. I would like to accomplish:

Have the wire connected to both sockets, so that moving any of them will automatically move and curve the wire.

2 Be able to rig and animate the curve between the cubes (the cylinder between them), and have the wire curve organically adapt.

3 If possible, have gravity and collision physics on the wire.

Is this possible? I appreciate all the help I can get!

This isn't hard to do with the setup you already had, with all of your goals and limits, and what you have shouldn't be difficult to adjust-- maybe you'll understand better how to adjust things after reading this and working with it a bit.

From left to right: unposed; posed; posed with physics:

The hose is an arrayed object, curve deformed by a 3-handle bezier curve (although a NURBS should work if you'd prefer), parented to the outlet.  The curve has stretch and bounds clamp enabled, and is parented to the same outlet.  (This is important because for curve modifiers to work well, the first handle needs to be in the same location as the curve origin, so we don't want our first handle sliding about.)

The second and third handles are hooked (no falloff) to empties.  For the third handle, this empty hook is then parented to our other outlet (inlet?)  The empty in this case is optional, you could hook directly to the mesh object.

This gives you a structure where the hose follows both of its connection points, and gives an additional center point for you to animate yourself.

What about physics?  Curves actually have a very good softbody implementation that allows for guidable physics.  Start by setting the weight of both end controls of your curve to 1.0.  (You can do this in the item tab of the sidebar while in edit mode with one or more controls selected.)  Then, give the curve a softbody modifier.  Finally, set your curve's physics settings appropriately-- you'll definitely want a goal default of 1.0, and you will probably want a goal Min of something larger than 0.  Hit your timeline's play button and try it out-- and try move the central hook empty while playing.

Note that while this gives you physics on the curve, it doesn't give you collision-- your actual curve is just a line.  You can disable rendering on the curve object and give it a bevel to create an actual surface to the curve for it to collide.

You could also skip the softbody physics and use rigid body physics, parenting your central empty to a rigid body (itself appropriately constrained to passive/animated rigid bodies).

With physics, you may see some inappropriate deformation of the tube.  Dealing with that is somewhat out of scope for this question, and dealt with elsewhere on Stack Exchange, but one way to handle it would be create a spline IK armature or a skin-modifier created armature for your curve and use that instead of a curve modifier to deform your tube.  This isn't as adjustable, though, as armatures don't have the same tools for non-destructive editing as curves do.

Edit: you can't give it a bevel to give it collision.  It will only ever collide with the verts on the curve.  To give it depth, you will instead have to scale up any collision meshes that might collide with it.


Align UV map island with axis or other island I have following UV map!

Those islands are both same, but one of them is mirrored. I can mirror the one of the parts by selecting UVs -> Mirror -> X Axis (Ctrl-M)

however the hard part is they are not aligned and even rotating one does not make it exactly match the other one and it leaves stretched marks when rendering on one side of the model.

I have found this forum post about almost same issue (different blender version) which does not have a proper answer either.

I tried using snap with vertex but still no luck properly overlapping two islands.

Is there anyway to align islands to X, Y axis or other model?

Change the snapping from increment to vertex

Select an island with L
Choose one of the vertices on the island and match it to the corresponding one on the other island

If they are not aligned due to rotation, continue with these steps

Select the vertex that matches the island you are aligning to.
Use Shift-S to snap the cursor to the selected vertex
Select the one island with L
Use . to set the pivot point to be the cursor
Rotate the island until R and snap a vertex that isn't lined up with the cursor to the similar one on the other mesh.

If the scale doesn't match proceed further these steps

With the pivot point still at the cursor at the matching vertex, hit S to scale until it snaps into place

If the map is distorted, or something above didn't work right, do these procedures instead of the above steps

Snap each vertex individually to the corresponding vertex using G.

Note: if the snapping doesn't work, try holding down Ctrl


Grease pencil 2.8 stroke placement problem i'm currently working on blender 2.8, and i'm importing some mixamo models for drawing over them, my problem is when i draw strokes that if i move the view: the strokes move too like a 3d object, on 2.8: stroke placement panel : there's no more "view" as a possible choice but "origin", anybody has an idea on how to configure "stroke placement" in a way that the strokes doesn't move when i move the view port on different axis? Thanks!

stroke placement "view" in 2.79 blender ver.

I just finded a workaround.

Go to Layers of Grease Pencil, and under the Relations drop menu you have to Parent the Layer to the Camera.

To predict better the draw radius I set up the grease pencil to draw with 3D Cursor and in Side (Y-Z) or Front (it depends). Remember that you have to place the cursor closer to the camera so it overlaps any other model in the scene.


Cannot get rid of reported missing files In the attached startup file for Blender, I cannot -for the life of me- get rid of the path of an image file reported as missing.

The offending file was the photo of a mug used in a previous project, as a background image in an ortho view. In my startup file, I have deleted references to any image file being added to any view, as far as I can tell.

You may confirm that the path is not found by selecting File -> External Data -> Report Missing Files.

I suspect that references to the file are left, somehow, in my startup file, but I cannot find any.

Can you help me get rid of this very annoying message?

Blender won't remove the image because to it, the image is still in use. That is because the image has a 'fake' user, indicated by the 'F' next to the filename:

Add another background image (so you can access the image properties again, like I did above), choose your image and click the 'F' to remove the fake user. The image will now have 1 user, the background image, which you can then remove. After saving, closing and re-opening the file (or by clicking File> Save then File> Revert) the image will now be gone.

Fake Users are used for the very purpose that was causing you an issue, to keep data around even when it's not in use. This can be useful if you have multiple materials and you are swapping between them. The material might not currently in use, but you might want to keep it around in case you want to use it in future. You would click the 'F' to create a 'fake' user of the material data, making sure blender never deletes it, even if it's not in use.


Changing the location of panels in different categories in the Toolshelf (script needed) I need to relocate some panels from the toolshelf in other categories.

I noticed that the BSurfaces addon has a preference field that allows to relocate where it's panel is placed in the toolshelf simply by changing the string in that preference field.
When activated, it is placed in Toolshelf region > Tools category (but only in Edit mode). I would like to put it in a "Retopology" category (tab), so that's what I type in.

Based on that feature, I would like to have a template script that I can activate as an addon that allows me to do the same but for the other panels so I can rearrange my interface and regroup similar panels to better suit my workflow.

For example, let's say I wanted the panel "Rigid Body Tools" from the "Physics" category in the Toolshelf to be relocated in a new category named "Custom" (still in the Toolshelf).

PS: I want to define the relocation of the panel directly from this addon, without messing with the code of the official release.

I suppose the way to do it is to change the "bl_context = " of the panel I wish to relocate but I don't know how to access it.

Can somebody write me such a script?

Thank you.

This Addon could be of your interest. Using it You could create your own panels and then move the existing ones to them. This way its possible to have for example all the architecture addons (Archimesh, Archipack...) in one panel called Architecture.
https://blenderartists.org/t/addon-ui-tabs-change-category/649585


How to remove a common prefix from vertex-group names? I'm looking to write a script that can remove a prefix from all vertex group names, so that I can use the mirror modifier appropriately. The models I work with have "b_" as a prefix for most group names. I found this script to add the prefix back on after mirroring, but it still takes far too long to process the whole thing.

Updated: Removes & Adds prefix back in

import bpy
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode='OBJECT',toggle=True)
for g in obj.vertex_groups:
    if g.name.startswith('b_'):
    print(g.name)
    g.name = g.name[2:]

else:
    print(g.name)
    g.name = 'b_' + g.name

To remove the "b_" prefix

import bpy
obj = bpy.context.active_object
prefixes = ["b_", "f_", "h_", "x_"]

bpy.ops.object.mode_set(mode='OBJECT',toggle=True)
for g in obj.vertex_groups:
    for prefix in prefixes:
        if g.name.startswith(prefix):
            g.name = g.name[2:]


How to prevent the objects from going through the floor? I have a cube and a plane in an inactive layer. I copy them to another layer by using addObject and change their vertices by setXYZ. The plane is static and the cube is a rigidObject. When I start the simulation the cube goes through the plane, while it should not happen since the cube is shown right on top of the plane. Could someone let me know what I am doing wrong? Below is part of the code that I wrote. I wrote it in a way that it runs just once and it doesn't add a cube and plane at every cycle of bge (I removed those parts below):

tmpobj = scene.addObject("Cube", "Empty", 0)
tmpobj.worldPosition = box_world # box_world is a variable that specifies where the cube should move to in the active layer.
mesh = tmpobj.meshes[0]
nvert = mesh.getVertexArrayLength(0)

cc = 0
for j in range(nvert):
    vert = mesh.getVertex(0, j)
    vert.setXYZ(box[cc:cc+3]) # box is a 1x72 array that contains the new coordinates of the box
    cc = cc + 3

tmpobj2 = scene.addObject("Plane", "Empty", 0)
tmpobj2.worldPosition = floor_world # floor_world is a variable that contains the world position of the plane in the active layer

mesh = tmpobj2.meshes[0]
nvert = mesh.getVertexArrayLength(0)
for j in range(nvert):
   vert = mesh.getVertex(0, j)
   vert.setXYZ(floorcorners) # floorcorner is a variable that contains the coordinates of the floor plane

The first thing I see, is that you are loading both objects at the exact same point, "Empty". If it's the default cube and plane primitives, then you're spawning your cube halfway below the plane. Then your changing the vertices of the object, not the global position. This is basically saying "render the object at one location, but render the mesh at another.

This image shows, the collision box offset from the mesh renderer, because the vertex positions where modified, not object position:

So, chances are, your collider is still halfway through the plane, while the mesh is offset the distance you specify.

If you remove the part of your script that moves verts, and just adjust the global position, the box will rest on the plane.

Is there a reason your moving just the mesh(verts) and not the entire object?

If you need help seeing what's going on, you can turn on 'Collision Bounds' in the 'Physics Tab' of 'Properties Panel' for both the Cube and Plane. Also, enable 'Physics Visualization' in the 'Render Tab'.


Rendered frame rate is different than the original footage's Everytime I render a video or animation, it is converting to 1000fps? The original footage is 30fps. Why is it changing? How do I adjust the setting?

Make sure the frame rate is set to 30 here.


How to do a round railing/ fence I am a very beginner in Blender. I am modelling a tank and want to make a round railing at the top of the tank and a ladder.

The ladder should be no problem, but what is the easiest way to make a round railing with the same curve as my tank?

Here is a photo of the tank:

I am not asking for a whole solution, just some tips, since I notice there are lots of features, that makes things easy in blender, but I don't know them at the moment :(...

Please try following steps

Please select the set of edges on the top of your tank, using Alt + click on the edge as show in image below:

Hit Shift + D to duplicate edges
Hit p to seperate the edges
Go to the object mode and you will get a duplicate in outliner
Go to edit mode - Select edges using Alt + click
Extrude a twice as shown in the picture below:

Select alternative faces and hit X and delete Only Faces

You can do it as a single obect too, I hope it help you


How do I apply "mix" and "op" maps? I'm wondering if anyone's worked with the animal crossing models from the-models-resource? I am still new to blender. I know what to do with the alb and nrm maps but I'm wondering what I am supposed to do with the "mix" and "op" maps? Files are available here: https://we.tl/t-I0JONfJtY5

All those textures are prepared for the glTF format, but with some caveats:

The Mix texture contains Ambient Occlusion, Metalness and Roughness
The Normal map has inverted B channel (it was probably baked with flipped normals)
The "OP" texture is empty, so there's no need to use it at all

Since these models are made by fans in their free time, some issues are to be expected :).


How to optimize this scene's render time in cycles I've got this very short animation but a render of a minute in cycles will take ages even though it seems to me like a very simple setup.

Am I missing something crucial here?

There are 2 things that I know of that you could do. One, if your looking for low quality but faster speeds, you could bring the samples down, but I am sure you already know about that. Another thing, from the picture it doesn't look like you have any glossy shaders. If you don't have any, go to the part where it says bounces on the render panel, go to the part where under bounces and turn glossy to 0. This will make it so it doesn't calculate the reflections for the glossy shaders.


Undo aka ctrl + z is a pain on my system with Blender Any idea why undoing (ctrl+z) something as simple as scaling an icosphere just kills blender? My fans spin up like crazy. Is this a bug or just how it is? I'm pretty new.

Consider Blender undo/redo as an automately backup system, they read all data in previous step and load all of them directly. (2.8x)

 (2.9x add some optimized method to it, see the link below)

 (2.7x and below is another system)

memory management - Poor Undo Performance: Blender 2.9 - Blender Stack Exchange
⚓ T60695 Optimized per-datablock global undo

Handling time will depend on your memory accessing speed and your data 'size'. In some situation, undo/redo can be bulky:

Large amount of meshes vertices
Low available system memory (RAM) causing constantly memory swap
Dirty blender file with lots of abandon/orphan data chunks leaved in data
Cumulative memory leak in process when running Blender (restart Blender)


Problem with normals...what else? When I try to remesh, I see this

  QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction.

It won't let me remesh. Shift + N won't work and in Face Orientation all I see is red (as per pic). What can I do?

Thanks

the same thing happened to me, what worked for me was to first voxel remesh it at something like .0001 then all of the normals were fixed and I clicked quad and everything worked fine.


How do I find the technical name for a function so I can assign a hotkey to it? I'd like to assign hotkeys to certain actions, like for example "Extrude Individual Faces"? Is there a list of all possible commands somewhere?

For example, in this picture "view3d.edit_mesh_extrude_move_normal" is the command or function. So where can I find a list of all possible commands so I can assign hotkeys to them?

You can turn on Python Tooltips in User Preferences >
Interface > Display. Hover over the tool or button you
want to assign a shortcut for and the function (operator) name appears.

Then press CtrlC to copy that operator call and paste it into blenders python console CtrlV. Remove the brackets, type .idname_py() and press Enter to get the python identifier of the operator, which can be used to create or edit shortcuts in User Preferences > Input.

Example: bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
Python identifier: object.origin_set


How to set child object world scale using python? How to set child object world scale using python ?
(With the least amount of math possible)

You can read the value I try to change from:

obj.matrix_world.to_scale()

I want to modify this value to an other. Like obj.matrix_world.ItsScale = (5,6,2)

To set a child's scale to a certain scale in world-space, you can do:

import bpy
from mathutils import Matrix

ob = bpy.context.object # child

nmat = ob.matrix_world.normalized()

target_scale = (2, 2, 2)

smat = Matrix()
for i in range(3):
    smat[i][i] = target_scale[i]

# note: order is important!
ob.matrix_world = nmat * smat

The change in scale will not affect the parent (or grand-parents) in any way. The child's children will do on the other hand.

If you want to change the scale of child and parent, traverse all the way up to the root object (which may be a grand-grand-...-parent) and change its scale:

import bpy
from mathutils import Matrix

ob = bpy.context.object
while ob.parent:
    ob = ob.parent
print("Root object:", ob.name)

ob.scale = (2, 2, 2)

Note that this will affect all children of the root object.

If you want to change scale of root and child1 only...

     root
      /\
     /  \
    /    \
child1  child2

... then it's a bit trickier, because you need to change the scale of the objects you want to exclude (they are affected by root). Here's a script that can be configured to ~~~set the selected object to the given target scale~~~ (I think it actually changes objects proportionally to the local scale, and fails if non-uniform scaling is involved), while preserving object locations:

import bpy
from mathutils import Matrix

ob = bpy.context.object
start = ob
orig_scale = start.scale
target_scale = (2, 2, 2)
target_factor = tuple(map(lambda a, b: a / b, target_scale, orig_scale))

visited = [start]
while ob.parent:
    ob = ob.parent
    visited.append(ob)
root = ob

orig_loc = {}
def store_loc_recursive(obs):
    for ob in obs:
        orig_loc[ob.name] = ob.matrix_world.to_translation()
        if ob.children:
            store_loc_recursive(ob.children)
store_loc_recursive(root.children)

other = []
other.extend(start.children)

for child in root.children:
    if child not in visited and child not in other:
        other.append(child)

root.scale = tuple(map(lambda a,b: a * b, root.scale, target_factor))

for ob in other:
    ob.scale = tuple(map(lambda a, b: a / b, ob.scale, target_factor))

bpy.context.scene.update()

def restore_loc_recursive(obs):
    for ob in obs:
        ob.matrix_world.translation = orig_loc[ob.name]
        if ob.children:
            restore_loc_recursive(ob.children)
restore_loc_recursive(root.children)

Note that the scale property of the selected object will not change. Thus, repetitive runs will grow all objects on the path from selected to root more and more. Nonetheless, the change in scale is correct - if you started at dimensions (1,1,1) and set a target scale of (2,2,2) in the script, then all objects from selected up to root will be doubled in size.

A better approach might be to un-parent temporarily, apply scale changes, then re-parent. But I noticed that even Blender's built-in Clear Parent (Keep Transform) fails to preserve non-uniformly scaled objects...


2 textures not showing in object mode MY face and beak of this owl aren't showing textures except in "texture paint mode". The rest work but I can't find the difference. Any idea? Thanks!!

owl.blend
owl.blend1

The Viewport shading depends on your settings. Usually in solid mode you want to model or sculpt, so by default textures are not shown.

Assing the texture(s) to your material and then either press the button marked blue. This way you can already get a more accurate preview, e.g. if you are combining several textures. Or for a simple preview of a single texture, klick the orange dropdown and then the yellow texture button. You may need to click on the texture that you want to show in the node tree of your material.


How do I draw a parametric column or cylinder with varying radius using python I am new to Blender. I have been wondering how to draw a parametric column or cylinder with varying radius using a python script. The radius is a function of cylinder height (polynomial function).
Could anyone provide examples for me to look at? Thank you.

I also wonder if the add_mesh_3d_function_surface.py will help. Thanks.

Using bmesh and screw

Make a simple bmesh edge on zx plane using poly function, then spin it around the z axis.  I've added a screw modifier to do the spinning, and commented out the bmesh spin operator.

import bpy
import bmesh
from math import radians

def poly(x):
    return   0.2 * x * x - x + 1.3

bm = bmesh.new()

# draw on zx plane
v0 = bm.verts.new((poly(0), 0, 0))
for dz in range(1, 100):
    z = dz / 50
    v = bm.verts.new((poly(z), 0, z))
    edge = bm.edges.new((v0, v))
    v0 = v
# could spin here I've added screw mod instead
#bmesh.ops.spin(bm, geom=bm.edges, axis=(0, 0, 1), angle=radians(360), steps=16)

bpy.ops.mesh.primitive_cube_add()
ob = bpy.context.object
me = ob.data
bm.to_mesh(me)
me.update()
# default screw modifier spins 360 on z
screw = ob.modifiers.new("Screw", 'SCREW')


3D view pie hotkey (or menu access) on Mac I'm a Mac user and everybody knows some hotkeys are different from Linux/Windows to Mac, and with some effort I can find almost all of them, except 3D View Pie Menu, with tilde key.

I have a MacBook Pro with Tilde key on keyboard, but doesn't work, and I have an extra Mac keyboard and doesn't work too. The Mac keyboard is different and without some keys, so I bought a new windows keyboard just for that, but still not working. Is there anyone who knows how to access 3D View Pie Menu on a Mac using some hotkey or accessing from the menu on the top?

I managed to locate the listing for the shortcut I believe you're making reference to. It wasn't easy to find. Once you know where it is located under the Keymap category within User Preferences, you can try to either target it using scripting, based on its name (In this case, VIEW3D_MT_view_pie), or, simply create an alternative keyboard shortcut, which will grant you access to the feature without use of any problematic default keys.


Makehuman render is blurry When importing a model from Madehuman, the render is always blurry.
I try to understand why as the viewport is clear (see file).

I played with the camera settings, increase the light, I tried importing OJB, DEA files, changes materials, added subsurf, smooth shading, yet the render is  always blurry.
I don't understand why.
When I put other objects in the scene the render is just fine.

Any advise as to what I'm missing/doing wrong?

blend file

it was just the intensity of sun light was too much, and you can increase the focal length of the camera to get more sharpness.
enter image description here


Pixelart style render in blender I want to create pixelart sprites for my game, but instead of drawing them, I want to render them with blender. Is it possible to make render like these http://timmaxwell.org/pages/retrorenderer/ ? I think about this flat shading and outline black lines.

You might want to have a look at this: http://www.blendswap.com/blends/view/65505
or this: http://www.blendswap.com/blends/view/44982

They are both using Freestyle for the lines, and Eight_Bit blending has no anti-aliasing. But you can find all that out with a look at the .blend files.


NLA action modifiers, character walking on curve In the old MancandyFAQ, Bassam shows an action curve modifier for making MC walk on a curve up hill and all. I'm trying to achieve a similar thing in 2.71 but not sure how to go about it. Walk cycle and stepped root bone NLA strips are fine, just wanting to fit vertical movement to terrain in a controlled way.

Anyone know how best to do this in the NLA/action editor in 2.71?

Add a curve and check Path animation and set the evaluation time.

Add a Follow Path Constrained after that you character should look like this

With the Locked Track influence you can control the vertical orientation, I used torso because for some reason I wasn't able to select the root bone.


How to add gradient between colours in object? New to Blender but can't seem to find an answer to this.

I have an object with different colours applied to different faces of the object.

I would like to make the colour change between grey and red softer, rather than the hard change seen in the image.

Is there an easy way to do this? For example a short gradient.

There are several ways to do it, you could use an Image Texture node and paint on your object.

You can also do it procedurally with a Texture > Gradient Texture node and a Converter > ColorRamp node:


"L" select connected selection tool doesn't work In the below scene, I cannot seem to select the shape on the left by hovering over it and pressing "L" select connected.

In the below screen shot, I pressed L to select other elements of the scene, and all became selected properly:

But no matter how much I try, I cannot seem to select the left side shape...

There is a cursor proximity thereshold in the "Select Linked".

If you are in vertex mode, the cursor must be near a vertex to catch the vertex. It won't work if none of the object's vertices fall into the cursor's radius (e.g. if it is in the middle of a big face)


Using 2D / 3D textures with volumetrics? I've tried multiple times to get clouds into Blender. However, my scene has too many vertices for it to handle objects with multiple subdivision modifiers. I thought that, as an alternative, I could use a texture to tell Blender which parts of the volume were transparent and which parts had volumetric scattering.

However, when I plug my test shader into volume, I get a half transparent, half emission shader instead, though it works fine for the surface. I've tried using the Texture Coordinate node for the texture itself -- it did nothing.

Then I read about 3D textures on this thread. I tried to find about 3D textures in Blender, which was completely hopeless:

3D Volumetric Planetary Clouds in Cycles?
Volumetric gradient based on density?
Is it possible to convert a procedural texture into actual geometry?
cycles volume rendering 3D image texture (CT or MR dataset)
Creating a texture and normal map from a 3D model / scene
3d Textures from Flat texture

So my question is: How can I tell Cycles to use textures as a factor for a Mix Node, or how can I generate a 3D texture from a 2D procedural ,and use that in Blender? (And sorry about the extra stuff included in the screenshot. GIMP has weird exporting issues right now.)

Sure you can use 2D/3D textures with volumetrics.

All procedural cycles textures will be 3D and you can use them for example like this:

Or you can just project 2D textures on your mesh too, this is the same cube with some mask:


Enabling extrusion sharpens selected object Video
When I try to extrude this spinned object, it immediately makes it sharp and then after pulling the extrude marker out, it makes a seam and then makes an odd shape. I tried to right click and merge vertices by distance, but it has no effect and this still happens.

The video shows the typical (and not incorrect) bulging that happens when you have a closed tubular object with subdivision surface enabled. To avoid that, delete the face at the end so that the mesh is open on the side where you extrude it. If you want to leave it closed, add a loopcut to sharpen / flatten the bulge. It also helps with the fixed direction so you don't have to hit Z to unlock it. The face normal indicates the direction of the extrude, without it it is not locked at the beginning of the extrusion.


How do I remove UV images in Blender, and what do they do? I'm pretty new to Blender, so sorry if this question is silly. I am trying to unwrap a model that I created, and in the process I created a few images. There is 'Render Result' as well as two untitled images I created. What are the purposes of these images, and how do I delete them. In another model I am working on, there are no options in the menu as seen in the attached image. Even 'Render Result' is not present. From what I've gathered, 'Render Result' displays a blank, rectangular grid which does not show the UV map. The other two untitled images that I created on accident are solid black - and this color is not reflected onto the texture.

You can remove images(they are just simple images, not "UV images", you usually create a "UV Map" and it's not an image, but a set of coordinates in a 2 dimensional UV space for your model's vertices that are in 3 dimensional XYZ space so you can use a 2D image to color or texture a 3D model) in the Outliner set to Blender File mode by right-clicking and choosing Delete:

Or by shift + left-clicking on the x in the Image Editor after you have opened the image. This will not completely delete it straight away, but will clear it's users meaning the image will not be saved with the file and will be gone the next time you open the file. The 0 before the name of the image indicates that it has no users and will not be saved. If you use the image somewhere else, like for example as a texture in some material, this action will also break things there as you will have a missing picture there.

What are the purposes of these images[?]

You are responsible for coming up with the purpose of the two image you have created, because you chose to create them. They can be used as textures, masks, you can paint on them or bake some material properties to them or do whatever you want with them.
The Render Result is meant to store current render when you want to render your scene. You should not worry about its existence too much and it will get created when you render something even if you delete it.


Why do gaps appear in my mesh when I animate it? As I attempt to complete a "Walk cycle" with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?

Unjoined Vertices

The problem of parts separating from each other during animation is not due to weighting, but rather to the fact that although the mesh looks like it is all joined together, many of the vertices are not in fact joined together.

For example, in this mesh, the three planes are considered by Blender to be one object, just like all the parts of your figure are considered one mesh, and they look like they are all joined into one piece. However, when you move some of the vertices in Edit mode, you find that some of the vertices of one plane are in the same spot as vertices of another plane, but they are not actually joined/merged into one vertex:

In this case, you have several places where two vertices are in exactly the same spot, but are separate from each other.

To solve this, there is a tool called Remove Doubles, which merges vertices within a certain very small distance of each other, usually almost right on top of each other.

You can access Remove Doubles many different ways, but all must be done in Edit mode and will effect only vertices that are selected. So, for your model, I would suggest:

Select your figure → TAB → select All (A) → W → Remove Doubles

When you do this, Blender will tell you how many vertices were merged/joined together up in the top right corner of the Info header bar:

In your model, there were 878 pairs of vertices that were merged, thus effectively "removing" one vertex from each pair when the two were merged.

So, this joins shut many holes in your figure so they will not come apart when you animate. However, there still are places where the vertices were too far apart for Remove Doubles to merge them, so you have to merge them by hand using AutoMerge Editing.

AutoMerge Editing with Snap To

AutoMerge Editing is an option you can toggle on and off via the AutoMerge button on this 3D View header while in Edit mode:

When enabled, as soon as a vertex is moved close enough to another one, they are automatically merged.

In order make it easy to get the vertices to move together more easily, enable Snap To Vertex in the 3D View header while in Edit mode:

This will cause any vertex you grab and move to snap to nearby vertices, and with the AutoMerge enabled, they will merge and close one more hole in your figure.

Select Non-Manifold Vertices

However, one of the last remaining problems is locating all the holes in your figure so that you can close them. To do this, while in Edit mode use Select Non-Manifold Vertices via CTRLALTSHIFTM. This will select all the vertices that are part of a hole in your mesh, which you can then start to grab and automerge together:

After you've merged some, use CTRLALTSHIFTM again to find more needing to be merged.

However, one thing to note is that on your figure's hair, each vertex along the  edge is considered non-manifold and so will be highlighted, but this is not a problem, since the hair is just a flat surface, rather than a volume. 2D flat surfaces (planes) are considered non-manifold, so all edge vertices on a flat 2D surface, like your figure's hair, will always be highlighted when you select non-manifold geometry. Thankfully, though, that's not a problem for your animation.

Tips to Avoid Gaps in Meshes When Modeling

When you are creating a model and you are trying to avoid having gaps in your mesh, here are two tips to help:

Enable AutoMerge before you begin editing. This will reduce the need for Remove Doubles later on
Use Snap To Vertices to make sure your vertices merge easily


Armature - cannot rotate finger I have a finger rigged. When I try to rotate the finger back and forth it only moves slightly from side to side. What is causing this problem and how do I fix it?

.blend file

Turn out that there were rotation locks on it.


Cloth collision with rigid body stuck at starting point I wanted to simulate an object falling above a cloth, but found that it kept falling through no matter what I do, while trying to figure out what's wrong I also found that when I put the object under the cloth, it seems that the collision stays where the object was and didn't really "follow" it. Sorry if I'm not communicating things clearly, I'm new to blender.

At the physics tab add a cloth physics and scroll down a bit, you should see the Collisions title. Open it up by clicking on it then enable the self collisions.


Can I store text object data in external file? Situation: I have a project with 20+ scenes and hundreds of text objects in random places (a song).

Is it possible to put the text object data (text itself) into a text file(s), to edit externally without the need of searching the object inside blender? So that edited and saved text file will update the objects in project on restart of blender?

PS: text objects aren't keyframed (if that makes a change).

This is an addon for writing text objects to .xml file and reading them back from the text file.

How to use:

you have a file with text objects in one or multiple scenes
have text objects
export to an xml file (file->export->text to-from xml )
edit text outside blender save the .xml
in the first .blend file (with the objects and scenes ) use the addon to update text objects from the .xml file  ( this time select read_objects in the left side of the file browser )

install: from the addons tab click install from file and select this txt_xml.py file check the check-box to activate

UPDATE
the addon file txt_xml.py

bl_info = {
    "name" : "text objects to-from xml",
    "author" : "chebhou",
    "version" : (1, 0),
    "blender" : (2, 7, 3),
    "location" : "file->export->text to-from xml",
    "discription" : "copys an text objectx from-to xml file",
    "warning" : "this add-on is extremly unusefull",
    "wiki_url" : " chebhou@gmail.com",
    "tracker_url" : "chebhou@gmail.com",
    "category" : "Import-Export"
    }

import bpy
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from bpy.props import EnumProperty, BoolProperty
from xml.dom import minidom
from xml.dom.minidom import Document

def txt_sync(filepath):
    dom = minidom.parse(filepath)
    scenes =dom.getElementsByTagName('scene')
    for scene in scenes:
        scene_name=scene.getAttribute('name')
        print("\n",scene_name)
        bl_scene = bpy.data.scenes[scene_name]
        txt_objs =scene.getElementsByTagName('object')
        for obj in txt_objs:
            obj_name = obj.getAttribute('name')
            obj_body = obj.childNodes[0].nodeValue
            bl_obj = bl_scene.objects[obj_name].data.body = obj_body
            print(obj_name,"  ",obj_body)

def txt_export(filepath):

    doc = Document()
    root = doc.createElement('data')
    doc.appendChild(root)

    for sce in bpy.data.scenes :
        #create a scene
        scene = doc.createElement('scene')
        scene.setAttribute('name', sce.name)
        root.appendChild(scene)

        for obj in sce.objects :
            if obj.type == 'FONT':
                #add object element
                object = doc.createElement('object')
                object.setAttribute('name', obj.name)
                txt_node = doc.createTextNode(obj.data.body)
                object.appendChild(txt_node)
                scene.appendChild(object)

    #write to a file
    file_handle = open(filepath,"wb")

    file_handle.write(bytes(doc.toprettyxml(indent='\t'), 'UTF-8'))
    file_handle.close()

class   text_export(Operator, ExportHelper):

    """write and read text objects to a file"""
    bl_idname = "export_scene.text_xml"
    bl_label = "text from-to xml"
    bl_options = {'REGISTER', 'UNDO'}    #should remove undo ?

    # ExportHelper mixin class uses this
    filename_ext = ".xml"

    #parameters and variables
    convert = EnumProperty(
                name="Convert",
                description="Choose conversion",
                items=(('W', "write objects", "write text objects to xml"),
                       ('R', "read objects", "read text objects from xml")),
                default='W',
                )

    #main function
    def execute(self, context):
        bpy.ops.object.mode_set(mode = 'OBJECT')
        if self.convert == 'W':
            txt_export(self.filepath)
        else:
            txt_sync(self.filepath)

        bpy.context.scene.update()
        self.report({'INFO'},"Conversion is Done")
        return {'FINISHED'}

def menu_func_export(self, context):
    self.layout.operator(text_export.bl_idname, text="Text to-from xml")

def register():
    bpy.utils.register_class(text_export)
    bpy.types.INFO_MT_file_export.append(menu_func_export)

def unregister():
    bpy.utils.unregister_class(text_export)
    bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
    register()


When I open blender it loads a previous project when I open up blender it loads a previous project. When I load factory settings it resets but then when I re-enter blender, the project is still there!!! I don't know what to do I tried deleting it but it just won't work.

It seems like you have inadvertently saved that file as your startup file.   I'd make sure you have a backup of that old project file.    Delete all the objects that you see.   Then select (File, Save Startup file).   Close and re-open Blender and see if that's more to your liking.


How to duplicate a loop cut in blender I'm trying to duplicate a loop cut on all the top teeth of the gear and I can't honestly remember how to do that. I haven't work in blender in a while and I completely forgot the basics. It must be a better way instead of doing it individually for every tooth. Picture attached bellow and ty for your time.

I would use Inset Faces. You can select loops where you want to add loop cuts by using Alt + LMB  and then press I to inset faces.


Character - Walk not Slide Quick info.

I'm trying to get my character to walk along a road.
And turn around and sit down on a bench.

My problem is. Is that my character slips. and do not walk
I get the legs to move. but when "he" takes a step so slide one leg forward. It's like he standing on ice.
I can not think of what I might have done wrong.

You can look at this to see. https://drive.google.com/file/d/0BxaO0HtoK5UgcjJVQ3BXMGd6MDQ/view?usp=sharing

How do I post my Blender file here?
As you can see closer what is wrong.

//
Robin W

Your walk cycle is too slow. Basically, the guy is going twice to three times the distance he should per step.

To fix: either speed up the animation, or slow down the movement until it appears that the dude is moving right again. This may take some trial and error.

Also, there's pretty much no realistic way that avoids sliding to move a lego figure besides having his entire upper body rock back with each step. it'll look like he's ice skating until you fix the fact that both feet are on the ground at the same time. The foot that comes forward to take a step needs to be aerial-ized. I realize that this is hard for a guy with no knees but there are ways. You might want to check youtube to see how others have done it.


how to make a image bigger I have looked at tutorials and they said to open the blender "render tab?"
I can't find how to do that. Im sure this is a easy fix. I appreciate anything. my desktop is the same as when you open " video editing". I have used video overlay but it is so small.

Go to Properties panel > Render tab > Dimensions and increase the percentage slider.


I cant get the bump to show up on this soil texture I need to have this look like real soil because its going to be viewed from a straight on view and I cant seem to get the bump right with my nodes.

nodes

Blender file

First, try changing where it says Add to Multiply. I also notice that you are viewing the soil at a pretty shallow angle, rather than perpendicular or slightly less (optimal for node based bump). If you are going to continue to do this, I would suggest also using the Displace Object modifier along with the node based bump as demonstrated at about 57:52 here.


Where can the viewport clipping parameters be changed? Zooming in to inspect texture details in 3D view clips some closer faces like shown in the image. It's not the camera view so changing camera settings doesn't help.

Where can the distance to the clipping plane be adjusted?

It's in the 3D View area's Properties N menu > View tab:

It doesn't affect Orthographic view, where there's no view distance.
How to set the the view port clip parameters per Python script is described in an answer to the question "Setting camera clip end via Python".
Older Blender 2.7:


How do I join two separate objects so I can edit them as one mesh? I have created two meshes as separate objects and I want to create a face joining them. However, since they are two different objects, I can not edit them to add the face.

Is it possible to join them into one mesh?

How to join two meshes with the Join command

It is very easy to join two meshes together using the Join (CTRLJ) command so that you can add a face between them.

Here is how you do it: Select both meshes at the same time, then press CTRLJ:

Now both meshes are one object and in Edit mode, you can add a face between them.


Will it soon be possible to render an Eevee animation in realtime (2.8 Beta)? What I tried:

Most available tutorials
Some render / file format settings

The result: A 2 minutes long animation that plays fine in realtime takes a day or two to render on a GTX 1080.

There's no button to just "play out to a file".

My question is not "how", cause obviously there's no way right now. The question is: is it on the roadmap and will it come with the release of 2.80?

EDIT: Question was misunderstood - I have a complex scene in Eevee (not the default cube). It looks awesome and plays at close to 60FPS inside Blender. So if I would grab it with say an external video recorder, my scene "render" would be finished in 2 minutes (or as long as it plays). But using Blender's "render animation", still with Eevee and the same settings as the realtime window, it takes a day to render out to files. Can't I just "play it out"?

I think what you are looking for is this!


loop works only for 4 frames any idea why? I'm trying to use scripting to create jumpy cone for fire purpose, and the loop works only for 4 frames, any idea why? Thanks in advance

import bpy
import random

for object in bpy.data.objects:

    bpy.ops.object.select_all(action = 'DESELECT')

    string1 = object.name

    for o in string1:

    if (string1.find("Cone",0)!=(-1)):

        object.select = True

        c = 2

        a = random.randrange(10,30)

        b = random.randrange(3,6)

        a /= b

        # make each object that string1 find, "ACTIVE"
        bpy.context.scene.objects.active = bpy.data.objects[object.name]

        object.scale.z = a

        bpy.context.scene.frame_current = c

        bpy.ops.anim.keyframe_insert_menu(type='Scaling')

        c += 1

Can do this without operators.  I've set script to run on all objects in scene with a name starting with "Cone".

A common blender technique is to select an object and simply use

cone = context.active_object

Here is test code that adds a random z scale for cone on each frame from scene.frame_start to scene.end_frame.

import bpy
from random import randrange
from bpy import context
scene = context.scene
cones = [o for o in scene.objects if o.name.startswith("Cone")]

for cone in cones:
    c = scene.frame_start
    while c <= scene.frame_end:
        a = randrange(10,30)
        b = randrange(3,6)

        cone.scale.z = a / b
        cone.keyframe_insert("scale", index=2, frame=c)
        c += 1


Underlying tiny checkerboard on painted object I have my object set up to paint, but as soon as I paint on it, a tiny checkerboard pattern shows up under the paint color?

I figured out what was wrong: I needed to delete pre-existing textures in the texture tab.


Rigi body physics - box inside another box is pushed out of it I'm trying to create a simple physics scene.
I've placed a box inside another box but the box is pushed out of the box.
Even when I flip the normals of the biggest box...
Why is this happening?

Here is the blend file:
https://drive.google.com/open?id=1cdTgxnJNDxOXfIfCp_iuSubug1SjKPAe

Thx!
Steven

I found the answer, because the primitive collision shapes are solid.
A mesh shape must be used...


how to animate atoms finding and binding to eachother Is there a way to animate for example atoms finding each other, binding to each other. For example by means of different particle systems.

thanks in advance
Ben.

I think you should look at using force fields physics,
Here is a short tutorial that might get you on the right track:
https://youtu.be/ebgHGmjf5Nc


How to create tentacles moving with the wind? I have the feeling i'm on the wrong way to do this. Because its part of the mesh. So, maybe somebody know it. How can i add movement to the tentacles in the wind? Like Hair. Sadly the whole mesh move with the wind, but i only want the tentacles.

You can achieve this by using a Soft Body Lattice to automatically deform your mesh and react to the physics. The advantage of this over making the whole mesh a Soft Body is that each tendril can be given its own soft body settings (so some could be stiffer or heavier than others) and also your actual mesh geometry will not affect the simulation (making it simpler and quicker to simulate without having to change the geometry of your mesh).
To start, create a Lattice object and increase 'U' to give it enough detail in that direction. Scale it and position it over your 'tendril'. After re-scaling, ensure you 'Apply Scale' to ensure the simulation is consistent.

If you need to you can reposition each vertex of the lattice in Edit mode so that it evenly surrounds your mesh (in my case I used a straight extrusion for simplicity).
Anchor the 'base' of the lattice by adding a new Vertex Group (we'll call it 'Anchor') and assigning the 'base' vertices to that group.

Similarly, on your mesh, create a new Vertex Group (in my case named 'Tendril') and in Edit mode assign all vertices in the tendril to that group.

Select the lattice, hold Shift and select the mesh, press Ctrl+P and parent the lattice to the mesh so that it follows it.

Select the lattice and add Soft Body physics. In the Goal, set the Anchor as the Vertex Group, increase Stiffness to 0.999 and Default Strength to 1.0. Set the rest of the soft body settings as desired. For me I set the Object Mass as 0.1kg, set the Edge Springs to 0.8 Pull and Push and Bending to 2 and enabled Stiffness.

Select the mesh, add a Lattice deform modifier and set the Target to the lattice, with the Vertex Group set to Tendril.

Now run the simulation and you should have the tendril reacting to the soft body physics.

The mesh should now respond to forces and movement. For multiple tendrils, simply repeat the process - adding more soft body lattices and further groups and modifiers for each tendril.
Blend file included


How to get / set attributes scene property in blender 2.79? This question has already been asked for blender 2.8, now that I have had an answer I quote the code fragment of @aliasguru's answer

(How to write __annotations__ (scene property) in new scene?)

This works perfectly on blender 2.8, now I'm trying to figure out how to make it work on blender 2.79, but I can't find the right keys to do it. It is simply a matter of copying the props "props" of the scene recorded in a class of PropertyGroup

def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.__annotations__.keys():
        source_attribute = getattr(first_scene.scene_prop, key)
        setattr(new_scene.scene_prop, key, source_attribute)

the error I get during code execution is:

AttributeError: 'MyclassPropertyGroup' object has no attribute '__annotations__'

Note: Within the class there are properties of type enum, float, int, string, bool

The code given in the linked answer as you rightfully point out only works in Blender 2.80. I cannot find the source at the moment, but I read somewhere that __annotations__ have been added to Blender 2.80 for exactly the reason you are trying to use it: So that a user can conveniently check out custom added properties that came from Add-ons. There is no true replacement for that in Blender 2.79, the feature simply did not exist.

Other methods can get you a long way though. The given code example can be changed to this:

def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.bl_rna.properties.keys():
        source_attribute = getattr(first_scene.scene_prop, key)

        ### copy attribute only if it can be written
        ### bl_rna.properties returns more props than you defined yourself
        ### one example is 'rna_type', which is write protected
        ### so use the .is_property_readonly() method that each prop offers to check this
        if not first_scene.scene_prop.is_property_readonly(key):
            setattr(new_scene.scene_prop, key, source_attribute)

There are only two major differences here. One is that the property string list is retrieved using .bl_rna.properties.keys(). You will see .bl_rna on most corners of Blender Python, it is a way of inspecting the internals of the current Python object you are dealing with. Most commonly you will then use the properties path from there (as we do in this code example) to get to the custom defined properties.

The problem we are facing now is, we also get additional ones that were created by Blender itself. rna_type is a common one, I've seen others as well though. Some of these properties, like the mentioned rna_type, are write protected. That's where the second change comes in: Your custom scene_prop has a method called .is_property_readonly(), which needs a string passed on to it - the key we just retrieved. So the if-clause makes sure we just try to set the prop if it can be written.


Why is this bone suddenly not connected? So I'm animating a model, I've rigged it and because it's all extruded, the bones should all be connected.

I'm working on the walk cycle animation and then I notice this:

I'm not sure how this happened but I tried Ctrl + P and selected Connected in edit mode but when I went back to Pose mode, it was still like this. Does anyone know what could have caused this?

Also because this model is for an upcoming game, I cannot upload or share it, sorry :(

You'll find that if you select the bone you want to be the child, then shift-select the bone you want to be the parent and press CtrlP, then choose the "Connected" method of parenting, the bone will become a connected child of the parent.

But it will also do something you probably didn't expect - jump to the tip of its parent bone instead of the root. This is because this is necessary in order for it to be "connected". Bones are unidirectional in their flow of parenting hierarchy. That is to say that each bone's root is like its beginning, and each bone's tip is like its end, and each connected child bone must begin where its parent bone ends.

If a bone is not "connected" that means a gap of distance is allowed between the tip (end) of one bone and the root (beginning) of the next, but the root of the child is still relative to the tip of the parent, as you can see by rotating a parent bone in Pose Mode and watching how its child bone moves.

It is possible that you selected your bone's root and extruded, thinking it would be connected (because it looks the same when you do it) but in reality the newly extruded bone was not created as a child at all. If you select a bone's tip and extrude however, you will get a connected child bone. It's easy to get confused by this at first.

The Outliner is your friend, and will reveal to you the hierarchy of your bones or parented objects. The Relations section of the Bone Context can also show you if the active bone has a parent or not.


Align internal face of UV island with another island I have a bunch of mesh pieces that are next to each other with some faces facing the camera, and others facing away. I want to UV unwrap them in such a way that the front face UV pieces line up side by side without distorting the rest of the UV unwrap. Here's an example with cubes to easily show what I mean. The initial state:

What I want them to look like:

With something simple like a few cubes, its easy to do by hand. But I need a way to do this for many pieces, so hoping to find a way to speed up the process. (Note that its fine for the sides to overlap.)
An answer that doesn't require scripting would be preferable, but I can probably put together a script if anyone can point me in the direction of the right sort of API commands to use, or suggest what steps to take (I've done scripting in other areas, but am not familiar with the API in relation to UVs.)

Using Snap to vertices in the UV editor is really the only option you have for aligning.
Select the parts you want to move, and move the cursor over them until they snap to the side you want. This should work fine with more complex unwraps too.

I verified this by testing it out on a suzanne head here:

After:

This is about the closest you can get to actually aligning faces, other than eyeballing it.


My objects are semi-transparent, and not one behind the other in the compositor I have multiple scenes each with different objects. I want to combine all these scenes in the compositor but when they render, all the objects from each scene overlap each other and are all transparent, so I can see all the objects when some should be hidden behind others.

To join my scenes I'm using a mix node with add.

What you describe as "transparent" is the result of adding the RGB pixel information of an image to that of the others.

When using add the pixel values of each of the images are summed and will make final image brighter.

If you want them to create the illusion of having one image in front of another, you need to use an alpha channel and have that control how images are combined.

A proposed workflow:

Render each layer with a transparent background, to do that enable the Film Transparent Option for the scene.

Use the alpha channel to determine how they combine over each other. The Alpha Over node is one of the options that will allow you to do that.

The node sockets to which the images are connected determines the result:

The background image should be connected to the top socket

The foreground image or scene to the bottom socket.

The foreground's alpha channel is used to control the overlay the foreground's RGB color information on to the background.

click on the image to enlarge

The most basic example would be like this: where the UFO is the foreground element and is combined over the landscape using the UFO image's Alpha Channel:

click on the image to enlarge

If you have more than two layers, you combine one on top of another, and then combine the result with yet another layer and so on like this:

click on the image to enlarge

Note that if the background image has an alpha channel, both alphas are combined.

click on the image to enlarge

An alternative to the Alpha Over node would be using a RGB mix node and using the Alpha channel of the foreground layer control the mix with the background:

click on the image to enlarge

Another example:

A simple scene: Three circles, the red is on top of the others and the green on top of the blue one. They've been separated in different layers.

Using the add operation will result on the sum of the values for each pixel for each of the RGB channels of the image, a simple A+B operation.

See what happens where the circles overlap, where each of the RGB values of a layer are added on to those of the other layers:

The Alpha over operation is a bit more complex: A+B(1-alpha)


Is there any way getting a more accurate behavior of the pie menus on hover? The snapping menu specifically is giving me trouble when ever I hover over what I want it just doesn't seem to highlight correctly. I've never been a fan of pie menus they seem to slow me down as my eyes are scanning in all directions rather then just up and down like 2.79 I'm miss clicking more with these new pie menus then I ever did with the old menus in 2.79.

Is there anything that can be done about this is been a problem since Beta?

Pie Menu Settings

Pie Menus
Animation Timeout
Length of animation when opening Pie Menus.
Tap Key Timeout
Keystrokes held longer than this will dismiss the menu on release (in 1/100ths of a second).
Recenter Timeout
The window system tries to keep the pie menu within the window borders. Pie menus will use the initial mouse position as center for
this amount of time, measured in 1/100ths of a second. This allows for
fast dragged selections.
Radius
The size of the Pie Menu set with the distance (in pixels) of the menu items from the center of the pie menu.
Threshold
Distance from center before a selection can be made.
Confirm Threshold
Distance threshold after which selection is made (zero disables).

Setting from python console:
>>> C.preferences.view.pie_menu_threshold = 1
>>> C.preferences.view.pie_menu_radius = 20
>>>


How to make character run forward? Here I need to make this character run forward in this corridor.

Following this path:

I've already done the run cycle but I can't find a way to make it move while running. I tried to slow down the fps rate and keyframing the character while it moves and other things but without succes.
There is maybe an add-on or an internal blender's function?

I'll attach the .blend file in the way it cuold be usefoul for helping me.
Thanks in advance!

.Blend file:
https://www.dropbox.com/s/di4r9kp11h8rlf2/Concorso.blend?dl=0

I don't see any path for the character to run along so I'll include this link as to how to create a path and have avatars objects  move along them.  here
Instead of forcing the character to follow the path, place an empty there instead, have it follow the path, then parent your character to the empty, much as is done in this answer - here
This will give you more flexibility to steer the character's facing direction, rotation etc so it does as we do in real life, 'anticipate' the turns.
The running animation can run independently while the character is 'pulled' along the path by the Empty.


Create sharp crease in smooth Mesh While modeling an Audi R8 I have the following problem. The thing I want to create is seen in this image:

I want to create a sharp crease (outlined in red) which starts around the first exhaust and then goes to the second.
Is there an efficient way to do this (I also use the Subdivision Surface Modifier for this model).

In order to specify what the subsurf modifier should smooth and how much, you can use the Mean crease setting. This will allow you to (basically) tell the subsurf that it can subdivide an edge, but leave it sharp (instead of smoothing it). There are other techniques for getting sharp edges in an organic model workflow, most of which are discussed here.

It discusses using more edge loops very close together, which is effective, but very inefficient.
It discusses using weighted creases (which is what I recommended above)
And it discusses the edge-split modifier

...all of which are effective tools for making sharp edges. Each has its benefits and draw-backs.


Bad 90 rotation from I've been confronted with quite an annoying problem lately. I'm working with a colleague on 3d models, thus we frequently need to pass the models from one computer to the other. Yet is so happens that when one of us exports the model, although its rotation is at 0,0,0, when the other opens it in its own Blender, there's a rotation of 90 in X and -0 in Y.

I've been searching on the internet and I have seen some posts complaining about that problem with FBX export to Unity. I have tried a couple of things such as this: How can I prevent blender from exporting fbx with-90 rotation on the x axis to unity? or this https://unity3d.college/2017/07/08/fix-bad-90-x-rotation-unity3d-blender/  but nothing seems to work.

More precisions:
- we work only with obj and gltf, not fbx.
- I've imported Suzanne on one computer, just exported it as an obj, and on the other computer there's the 90 rotation. If i import this model back on the PC from which it's been exported, there's the rotation as well.
- For the same test, I have exported in GLTF. When I import the GLTF Suzan back on the PC which exported, there's no rotation visible in the Transform and Suzanne is correctly oriented. But when I import it on the other PC, there's still no rotation visible in Transform (except that Y is at 0 whe  it was at 0 on Y on the other computer) BUT Suzanne is not oriented the same way in the viewport! It's totally confusing.

So there, basically I don't understand what's happening, I have exactly the same Blender versions on both the computers, I just would like to be sure that when I export an object from one computer, it can be rightly imported with the SAME axes and rotations on another computer.

Thanks for your help!

This happens when we don't set the 'forward' and 'up' directions properly when exporting and importing.

When you click export to .obj in blender, you will be shown a screen to select the name of the .obj and output folder. Along with it, on the left of the screen, you will find the settings for export (if you don't see this panel, press 'T'). In those settings, by default, you can find the forward and upward directions as shown below.

When exporting, these directions are supposed to be the directions of the 3D program from which we are exporting. In our case Blender itself. So set it as follows. Because in blender, Z is the up direction and Y is the forward direction.Why? Because of what Blender shows as front view and top view.

Similarly, when we are importing, these directions specify the up and forward directions of the 3D program, from which the .obj file is exported. In your case, its blender again. So set it again to Y Forward and Z up.

Now, you won't get any wrong transform values.


Specify the inheritance of location, rotation, scale when parenting objects I have these two objects A and B.
I want A to follow B but only A's location not rotation.

Everytime I use the parenting method, child object always follows every
detail with parent object.

This A object rotates but I want B not to rotate, just follow A's location.
How is it possible? Should I use other method? not parenting one?

Copy Location Constraint

Blender has a copy location, rotation and scale constraint, as well as a copy transform constraint (ie copy all three_)  Adding all of location, rotation and scale, or copy transform with influence 1 and using world space is the equivalent of parenting.

For question example consider adding just  a copy location constraint on A targeting B

Example default Cube at location of default Camera. With offset unchecked is at exact global location. With it checked will behave similarly to a child, and be offset from parent based on its location

Leaving above the same: If we add another copy location constraint, targeting the Light, with influence 1, the cube will be at location of Light. With influence 0.5 will be half way between Camera and Light.


Creating a new vert with bmesh resets previously created verts I'm creating new vertices using bmesh at 3d cursor position but every time I add a new one, all the previously created vertices jump to their original positions (if they were moved). It's like I need to somehow update the bmesh, I'm doing bmesh.update_edit_mesh(ob.data) but this doesn't seem to help. Also I've noticed that if I manually switch to Object mode and back to Edit, verts keep their positions next time I run the script (switching modes with Python didn't help)

Here's what's happening:

And my code:

import bpy
import bmesh

def get_cursor_pos():
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            ctx = bpy.context.copy();
            ctx['area'] = area
            return bpy.context.scene.cursor.location.copy()

def main():
  cursor = get_cursor_pos()
  ob = bpy.context.selected_objects[0]

  bm = bmesh.new()

  # convert the current mesh to a bmesh (must be in edit mode)
  bpy.ops.object.mode_set(mode='EDIT')
  bm.from_mesh(ob.data)
  bpy.ops.object.mode_set(mode='OBJECT')  # return to object mode

  bm.verts.new(cursor - ob.location)  # add a new vert

  # make the bmesh the object's mesh
  bm.to_mesh(ob.data)
  bm.free()
  ob.data.update() # ¯\_(ツ)_/¯

  bpy.ops.object.mode_set(mode='EDIT') #back to edit mode
  bmesh.update_edit_mesh(ob.data) # ¯\_(ツ)_/¯

main()

p.s. on a side note I also find weird that running the script selects all the verts I had selected when I had entered the Edit mode, I ownder if that's also part of the same problem

Add vert at cursor in edit mode

The cursor is in global coordinates. Set to local by multiplying by the objects world matrix inverse.

import bpy
import bmesh

context = bpy.context
scene = context.scene
ob = context.object
mwi = ob.matrix_world.inverted()
me = ob.data
bm = bmesh.from_edit_mesh(me)
bm.verts.new(mwi @ scene.cursor.location)
bmesh.update_edit_mesh(me)


Blender stops responding when trying to export fbx with empties but doesn't with just one empty I don't understand what's going on, here's the file of what I'm trying to export. If I select just one empty and try to export it, it does without issues, if I try to export several then it just stops responding after setting the name for the FBX and clicking export although it doesn't crash, it just stays there "thinking".
I'm using Blender v2.78c (latest one) in Windows 10.

https://ufile.io/nbxs4

Seeing the same result you are, taking a very long time to process

My blind guess is that if you wait long enough it will eventually export the file successfully, since selecting only a subset of the empties exported successfully after a while, although it may take longer than you are willing to wait.

The resulting (partial) file did however have 200+ Mb in size, so something else other than geometry is being processed and exported that is causing the long delays and large file size.

I noticed that some objects did have some animations in them, so that must be causing the delay and file bloat. Disabling animation export in the FBX dialog resulted in a 500kb file that exported in seconds.

This may be an actual bug or a result of the high number of empties, heavy use of parent relationships, baking of animations, or any combination of both.


Weird Shrink/Fatten Scalling Problem Quite the noob since I'm trying to learn how to use Blender for the first time (Sorta). That said, I've been experiencing a weird problem with the shrink/fatten tool as it appears to be shrinking one object, and fattening the other, even though they've all been selected, as shown in the gif within the link: https://imgur.com/a/whfT0

Don't know exactly what could be causing it, but possibly an easy solution can fix it.

As Akados mentioned, there is a problem with your normals.
What are normals?
Every face has a normal. It's the direction the face is pointing at. One side of every triangle is considered the "outer" side and the other is the "inner" side.
Why is shrink/fatten confused?
When you use shrink/fatten, it moves the faces in the direction of the normals.
Fatten = move towards the "outer" side.
Shrink = move towards the "inner" side.
It makes sense when you think about it.
Since the "3" in your example has the correct normals, it works fine for that part of the mesh. But the "D" part seems to have flipped normals, so the shrink/fatten actually moves faces in the opposite direction.
How to fix it?
Blender knows how to automatically get the normals right. You have to select everything in the mesh and Make normals consistent, using the shortcut ControlN.


Deleted .dvd file, and "Could not open file for writing." I just completed my first Blender job. Without thinking, I deleted what I thought was a superfluous .dvd file.

After realizing I rendered my file in black and white instead of RBG, I tried to render my job again but I just get a the warning, "Could not open file for writing." I do have a saved, .blend file. Is it possible to generate another mpeg file from this?

It could also be a permission problem and maybe the .dvd file has nothing to do with it... double check if blender can write to the output path set for your work (still or movie) in rendering settings...


How do I select Edit Mode after I imported an SVG into Blender 2.79b? After I imported the SVG file, it automatically entered Object Mode. When I select the Object Mode drop-down, there are no options other than Object Mode. I am specifically trying to correct the faces/spaces reversal problem, but can't get out of Object Mode to Edit Mode. Tab doesn't switch between the modes.

After importing the SVG you need to right click it in 3D view or left click it in Outliner. Then you will be able to Tab into Edit Mode without issues.


Human toes rigged not deforming correctly I rigged up a human foot, using only one bone to control all the toes. When I rotate the bone up or down the toes don't all stay at the same level.

I want them to stay flat, at the same level, like how they are when the bone is not bent up or down.

As you can see, the toes are all weighted the same, yet the are not level when rotated up or down.

Any help is appreciated.

Thanks

The easyest way to do what you described is probebly to rig each of the tose seprat and fix them separat.

If you rig the tose as one bone they will be deformed as one object and will probebly create a new problem if you fix one.
The deformation is done lineal and you whold need to make a exponetial deformation to make it work. You could cheat and play with the weights and make it god enoth but it will be limeted.


Floor constraint with bumps? I am making an animation with a car and was wondering if there was a way to integrate bumps into the floor constraint, so that the wheels would automatically go over the bumps

Yes, you can do that, by creating a floor marker and using a shrinkwrap constraint to raise it up the level of any bumps:

The wheel's armature has a wheel parent, an axle, and a floor bone.  Both the axle and the floor are parented to the wheel parent.

The floor bone is raised to the level of the mesh by a shrinkwrap constraint, as pictured.  (Not lowered, but you can build that in with a second constraint if you want.)  The axle has a floor constraint (with offset) targeting the floor bone.  As the wheel parent moves over a bump, the floor bone raises to the level of the bump, which raises the floored axle bone.


How can I make light that changes its color with path length? I want to create a light source whose light colour will change with ray length.

Example:

(light src)______________
        |    \           \_______
        |      \                 \______
        |(red)   \ (green)              \(blue)
(plane)_______________________________________________________________

The node setup for the lamp:

Ray length as input
A power for tuning the value
HSV node which shifts the input color depending on the ray length
All connected to the color socket of the lamp

The plane which receives the light is just a simple diffuse shader.

An alternative configuration:


Blender doesn't open after Windows 10 creators update As the title says, ever since I updated to the latest version of Windows 10, Blender won't open. I haven't done anything that could have broke it. After installing the update I tried opening it on Steam, it just opened the console type window which gets closed and then nothing happens.

I tried to re-install the Steam version - Result = Same problem
Tried installing non-steam version - Result = Same problem.

Anyone else has this issue?

I really want to carry on with my project but can't carry on :/

I also had the same problem. I updated my drivers and went into the blender folder that's under the program files folder and just clicked on that application. Now it works again.

Hope this helped :)


How do I apply a procedural generated scratch overlay across multiple mesh What is going on

100% procedural texturing is part of the goal
Each board is an individual mesh
Exact same material is used on each mesh
Material's nodes add a random value to Object Texture Coordinates to the z coordinates to generate the variations in the wood grain

Goal

Procedural scratch across multiple mesh
Image texture is not an option

Using Geometry Node's Position socket you are able to mark surfaces from a global coordinates perspective.  Simply add an overly once you have a desired pattern generating.  Here is an EXAGERATED example just to show what happens.  Kepping in mind all the boards have exactly the identical material applied. Eliminating the need to apply image textures.

Of course the final scratching will be much more refined and detailed. :)


How do I get rid of the small line that appears in-between offsets when using array? I'm new to blender and was following along a tutorial but when I got to using the array tool on my model I noticed that mine was different to the video. When I use array with relative offset I can notice a small gap or line in-between each offset. It may not seem like a big thing but once I add a simple deform to get the shape I want it becomes a big problem. I feel like I followed the tutorial almost perfectly but seeing as it has no voice over its possible I made a mistake somewhere. I've added the images of the gaps below. If you have any ideas please let me know.

youtube tutorial

Ideally, you need to go back a step and fix the Array. It should be 'Relative' offset, by '1' in X, and 'Merge' should be checked, so the array elements become continuous. But before you do that, you have to remove the faces at the element ends, that coincide where they join, otherwise there will be internal faces in the array. There will be no need to apply the array, you can leave the modifier live.
After doing that, and Simple Deform > Bending your array, there may still be a join visible where its ends meet at 360 degrees. You can get rid of that with a Weld modifier.
It may be worth going into the object's Data tab > Normals panel, to give the whole object an 'Autosmooth', set to about 45 degrees.
Your .blend had the Array applied, so I couldn't fix that. I repaired the mesh instead. But really, you should go back. It's better to keep your modifiers alive as long as possible, for flexibility.


Is there a simple way to attach a skin texture to a humanod mesh? I thought this would be a relatively simple thing but it turns out
nothing in Blender is simple and it appears to be a maze of information
where I cant even find the trail let alone follow it.

Make a texture on the side bar >>> go into edit mode on the mesh >>> select it all >>> click on "mesh" on the toolbar near the bottom >>> click on UV UNWRAP it would automatically unwrap the mesh for you.

Smart UV project works, but just unwrapping it is the better option.


Why does the order of the editor type entries flip upside down? When there's not enough space above the button, the entries switch order. Where you would have moved up 5 entries for the NLA-Editor, now you move 5 down. Is there a reason for that?

The reason would be considered consistency. As menus are intended to be a mouse driven UI element, having the same option two steps from the mouse click is considered consistent. This changes when a user uses keyboard navigation as the direction to move changes depending on the location the menu starts.

The use_directional_menus option defines which order menus are drawn. When disabled menu items will always be in the same order, top to bottom.

This option isn't made visible to the user, so it needs to be set manually. Using blender's Python Console type in

C.user_preferences.view.use_directional_menus = False

If you want this option to always be set, set the option and then in preferences click Save User Settings


Cycles Render displays wrong UV wrapping in material mode As stated, the textures do not follow the settings in the material. They seem to repeat no matter what while in material mode of the 3d-view, but render fine. Nothing in the material seems to change this. Any solution? It's not a deal breaker but it'd be more convenient if I could resolve it. This occurs on all my models, this is not a special case. Using 2.79.

In the below screenshot I am using Extend instead of repeat but this is only reflected in render.

EDIT: Apparently this is an 7-8 year old bug that's only fixed in 2.8?

You can do it with math so it's shown in the 3D view as well if you must:

It seems it gets a bit confusing on exact 0 and 1 on the coordinates as you can see at the edges, but if we extend the last 0.5% or so of the image it seems to work fine:


Baking with multiple Maps Question I'm new.
I recently grabbed an av skeleton from a game's wiki and wanted to know how I can select the uv maps separately? As in, just tapping L to highlight them. I had cut the edges of the mesh to separate it, but I ended up with this break in smoothness between parts. So I went back and marked the seams... voila! I can select them individually with L. So now the question is, how do I get it to bake ONLY the highlighted UV mapped area instead of all 3? Answered! Made multi materials. Now it's baking black:

This time I'm adding screenshots :)

Once you have your model assigned the 3 materials

1: Select the Head material.

2: In the UV/Image editor, create a new image for the head to bake to.

3: In the Node editor add a New Image node and select the Head image as reference.

Repeat for the other 2 materials.

Note: It is very important that you leave the Image node selected (highlighted) for each material. If an Image node is not selected then that material will not be baked !

4: Select all of the mesh.

5: When you have your baking options setup hit the Bake button. All 3 materials will be baked, each to its own image.

When the baking is finished only one of the three will be visible in the UV/image editor.

6: Go to the UV/Image editor and one by one select each of the three images and save them some where for later use.


Why are files so small after linking objects? Just used link objects (Ctrl+L).  It worked as promised.  It kept all attributes and orientations of replaced objects while changing the mesh to the replacement object.

Only baffling thing is file now only size of replacement object (2MB) even though about 30 objects in scene... original file before change was 260 MB... to test it I copied/pasted replaced object in new file and it seems ok with same size (2MB).

Did another test using monkey mesh--by herself, the file = 99KB... the file with 4 duplicates and original mesh (total 5 monkeys) = 187kb... using link objects replaced 4 with 1 = 101KB.

Why the difference and will objects generated with linked objects cause problems if used in other scenes?

When you are choosing to link data between objects you are telling Blender that these objects share the same data. It's not just that when you edit one object Blender will edit the other object to match, it's that they both reference the same data.

To explain this further, imagine 3 objects, each with their own object data:

You can think of this as 6 units that Blender has to save: 3 object data blocks and 3 object blocks.

Now, if were were to link the data of these three objects it would look like this:

Now there are only 4 units Blender has to save: 1 object data block and 3 object blocks. Obviously, only having to save 4 instead of 6 blocks of data will result in a smaller file.

The more objects that share each other's data, the more memory is saved.

When objects that share data are joined, you can imagine Blender first separating all the data so each object has its own object data (like image 1) and then joining the objects together. Yes, that would result in only 2 data blocks (1 object and 1 object data), but the object data would now contain 3 times the number of vertices (from merging the 3 separate object data blocks), resulting in the file size going back up.

To summarise, if objects are using linked data, the data is shared so the file will be smaller, but when objects are joined, any memory sharing is lost as all vertices (and any other data) are joined into one object data block.

There shouldn't be any trouble with using linked data in another scene, the only issue that can occur is forgetting the object is linked, editing the object and then realising all the other objects have now been edited, which might have been unintended.


Mirror object on x but also flip on Y? I'm mirroring an object across X axis which is fine. But I want to flip on Y after mirror.
I'm using an empty as the mirror object and it only lets me rotate axis using X and Z. It's ignoring the rotation of the Y.
Is this by design or am I doing it wrong?
See sample file at https://github.com/d0n13/blender
Thanks
Donie

The red object is not a reflection of the green object, wherever you put the mirror. It's a rotation of it. You could get there via 2 reflections, bit the mirror modifier would generate excess objects on the way.
An array modifier can do it using an axis/origin Empty with a rotation in Z of 180, the translation will depend on the origin of your object and the relative position of the Empty ...


Damaged baking result Im using blender 2.82 with cycles renderer and im trying to export object to unity (as fbx). Very simple one:

My problem is that after baking colors are damaged. Some areas are black (even after recalculation of normals).

This is my shader configuration:

After creating a jpg file for uv, recalculation of normals, UV Unwrap, F3->Smart UV Project->setting borders to 0.03

im trying to bake with configuration bellow:

But the result is a disaster:

What im missing?

Thanks!!!

you are missing the shader after the texture...
and i recommend to change flat to box in this case for better result
good luck (y)


"Floor" Property in game engine? I have many instances in which I need to use a property to control if the player is on the ground or not. How can I create this? The simple approach that comes to mind is to create a plane over all the floors and give it a property, "floor". Whenever the player is colliding with it, "collide" will be set to true. Else, it will be false. This seems messy and confusing, especially with a large, complex map with rough terrain, ramps, etc. I am looking to create this in a more ideal fashion, how can I create this? Thanks.

I am not sure if I understood the question correctly, but the collision mesh can be simpler then the actual floor and still have the information needed to make the object interact properly.

Of course this comes at the price of not having the best precision and giving some areas where the interaction may result in it going through or colliding prematurely but the amount of detail is for you to decide.


How to select the fcurve of a material I have a fcurve assigned to a material, but for some reason it neither influences the Offset, which it should be, nor shows up in the Dope Sheet or NLA Editor. And actually, the X-Offset is only greeen because I readded a keyframe - it was somehow gone. Now what I want is to simply select the action. But it never shows up ANYWHERE...

Edit: I can select it in the NLA Editor now, but I need it to show up in the graph editor, which it doesn't, neither is it present in the Dope Sheet

The action editor that you are using only shows a subset of keyframed values, to see all available keyed data you need to use the full dopesheet or the graph editor.

If the values you are looking for are still not visible then check the options in the header that filter the displayed items.

EDIT:

An action is basically a container for animation data that can be turned into an NLA strip. One active action is associated with an object for editing and is cleared when added to the NLA, it can manually be activated again in the action editor if further editing is needed. The dopesheet and graph editor only show animation data that is in the current action for an object.

A materials animation data is stored in it's own action, but this action is not shown in the action editor and only material animation data that is associated with a material in a selected object is shown in the dopesheet and graph editor. Once a materials action is turned into an NLA strip blender does't provided a simple way to re-activate it for further editing. You need to use python to re-activeate a materials action so that it can be edited.

In blender's python console enter the following (adjusting the names) -

bpy.data.materials['Material'].animation_data.action = bpy.data.actions['Material.action']

Then the material animation data can be edited in the dopesheet or graph editor.


How can I hide the shadow of an object? I just want to hide the shadow of one object. How can I do it ?

If you are in Cycles Render, select the object, go in the Properties panel > Object > Cycles Settings, and disable Shadow.

As aded by Lemon, if you are in Eevee, select the object, go in the Properties panel > Material > Settings, and set Shadow mode to None


Blender Cloth, Single object with two meshes, wanting to keep them joined for first few frames of cloth physics Hello fellow Blenderer's

I am working on a small project where I have a character eating and when the food moves away from mouth I want to form a string of dribble that stretches then separates in half and fall.

as seen in my simple animation here. I am wanting the two middle points to stay joined for longer. Glued if you will!

the Object is a tube which is separated in the middle. I use KeyShapes to make the tube go from thick to skinny in the middle during the animation.

Not sure on how to accomplish gluing them together for longer.

Hook modifier could do it, but there is perhaps a way to do it through simulation which would give better results.


Rendering proper materials I am a beginner at rendering! I am trying to render a very simple object, a sphere with a single material added with the principled shader. I would like to make a high-reflecting metallic sphere.

I don't understand why I see something similar to what I want in the LookDev Method (I use Blender 2.80), but something totally different (i.e. a diffusive and very dark sphere) when I render the scene. I attached the pictures of both the LookDev Method and the rendered image.

I think that the materials settings are more or less fine (cause I see it properly in the LookDev Method), and I have tried both Cycles and Eevee as render engines, including the Ambient Occlusion and employing an HDR environmental texture.

Could anybody suggest me which rendering settings are key to obtain the desired result?

Rendered vs LookDev display

LookDev mode is intended to give a basic approximation of how the material will behave. Those reflections? They're a built-in environment texture so that we can see the reflections of the surface. Rendering is a different process tho, and uses separate lighting.

Lighting is a pretty complex topic, but one good way to get reliable results is to use an HDRI - like lookdev mode does. Hdris can easily provide good lighting and realistic reflections. This is perfect in your case too, because the reason that the rendered sphere looks flat is because it only has a uniform color to reflect! The best free high-quality HDRI source is hdrihaven.com To learn about how to use them in your scene, see this How can I render an object with an hdr background?

I hope this helps!


How to render a curve without creating meshes? I am able to render a curve by bevelling it.

However, for a scientific visualisation that I am working on, this doesn't render the way I wish it to. I would like the curve to render as a fixed width line irrespective of the distance from the camera.

Currently, I have to adjust the bevelling amount based on camera distance, and also play with rendering samples to get a smooth looking line.

Is there a cleaner approach that I am missing?

I am currently using the "cycles" renderer, but I am open to suggestions for any other renderer. Thanks!

Clarification: This is an animated visualisation. Hence, the distance from camera varies continuously. Here's an example video of what I am trying to do. The comet orbit is the curve I am worried about.

You could use OpenGL render (the button in the 3D View header) in Wireframe view mode. Every curve is rendered as a line without the need for any beveling. Animations can also be OpenGL rendered.

It is very fast. But there is no possibility to set the line width. It's always 1px.

To support transparency you have to set the shading mode to GLSL (press N in 3D View and look for Shading).


My image look changes when i modify the render resolution If i render my scene in 1280x720 it looks ok but whe i increase the resolution to 2560x1440 the ground looks darker . I only changed the resolution,nothing more:

The first image was a test and the second a final render . I want the final render to look like the first image.What i should do ?
(THE UNFINISHED RENDER HAS 2560X1440 AND THE OTHER ONE 1280X720)

(

This may be caused by the resizing process, when the software used to display the rendering tries to fit the image onto the size of your monitor.


Which deform modifier, if any, would do this? I need to perform the following transformation: an arbitrary flat geometric figure needs to be rotated around a circle, so to speak. The circle lies in the same plane as the figure, and its diameter is fixed. Rotation angle is also fixed.

If a point of the figure lies on the circle, it does not change. If a point does not lie on the circle, it is rotated around the closest point on the circle in a plane that passes through the point and the circle axis. The following images illustrate this transformation. The circle is shown in red, the original figure in green, and the target figure in blue.

Is there is ready modifier for this? I thought Shrinkwrap would fit the bill but no luck as it distorts the figure.

Thanks in advance.

== DC Dweller

There is more of an indirect approach using the curve deform modifier.

Suppose I want o apply it a jagged circular line,I don't model it as a circular line,I model it as a normal line then deform it on a circle to become circular.

Here is the original object:

Select the circle(curve) and the object as the circle the active.
Press Ctrl+P then Curve deform
Now you have the circular shape (you can make it taller to completely fit).

To the main answer of the question:

All you have to do is changing the tilt of the curve.

Note:If the rotation of the object is nor deformed right,you have yo change the axis of deformation from the curve deform modifier.


How to animate falling feathers? I think that this animation is possible in blender with a rig, yes?

Rig or is there another way?

You could also try a Curve modifier, if you want a fixed path, and there is no need for physics or interaction with any other objects.

Have in mind that it may lead to undesirable deformation at tight corners.


Fluid sim silently fails at high resolution When I push the resolution of my fluid sim to say 300 or more it will run for a while - about an hour then just quit, no errors. The remaining frames are not simulated and the domain turns back to a solid cube in those frames. At lower res it works fine. It does the same in blender 2.79 and 2.80. Not sure whats going on...

Pretty sure you ran out of memory. The fluid sim is a notorious memory hog, and most users do something to "fake" more detail in fluids. Bit of a bummer because it takes a very beefy system to make liquid that doesn't look chunky and gross.

I think there's a project to improve this somewhere...


Keep specific UV layer and remove the rest I am trying to automate the process of removing all UV layers except for one named 'baked' on an active object.
looking online I can only see answers using data.uv_textures, something that changed in Blender's API.
I am very new to scripting and don't really understand how to read and use the Blender Documentation
I would like to go from

to this

Also, Any tips of how to use the blender documentation will be greatly appreciated.
thanks.

Based on @batFINGER answer
The following allows for passing either a single string of a uv_map name to keep or a list of names to keep.
Since the function rem_uvs takes a parameter reference of the object a check is made to ensure the object is a mesh type (which may have uv_maps). Attempts to iterate through objects that do not include data.uv_layers would cause AttributeError and the script would fail.
In order to avoid errors caused when modifying a loop control all items that are intended to be removed are 1st added to their own list. That list is then used to remove the uv_maps from the object.
Be sure to only use one of the 2 function calls at a time or include the single name in the list of names.
import bpy

def rem_uvs(uvs_to_keep, ob):
    uvs_to_rem = []
    if type(uvs_to_keep) == 'str':
        uvs_to_keep = list(uvs_to_keep)
    if ob.type != 'MESH':
        return
    for uv in ob.data.uv_layers:
        if uv.name in uvs_to_keep:
            continue
        uvs_to_rem.append(uv)
    while uvs_to_rem:
        ob.data.uv_layers.remove(uvs_to_rem.pop())

# providing single name to keep
rem_uvs("baked", bpy.context.object)

# providing list of names to keep
names = [
    "AO",
    "Combined",
    "Normal",
    ]
#rem_uvs(names, bpy.context.object)


My Blender appears to be missing features While following Blender Guru's rope tutorial, I found that my nodes are different than his.  Among other things, I don't have an input slot called "displacement".  In reading through what I could find in StackExchange, I got the impression that I needed to turn on the "experimental" stuff.  The methods suggested either didn't exist on my Blender (turning it on in the Render Properties -feature does not exist on my Blender) or has no effect (selecting "Testing" in the add-ons properties menu).

I confess that I am a relative novice and have basically only used it for some simple 3d modeling and am just learning how to use nodes but I have a project where I could really use this tutorial.  What do I need to do to get my nodes to have what I need?  I have tried various versions of Blender, including the 3.0 beta and it all looks the same.

Please remember that I am a novice and many of you seasoned veterans can easily talk over my head.

If you do not see render settings that you expect, you should check if the render engine you need is selected. If you need Cycles it should be selected in the header of the Info panel:


Transform/Scale Pattern over X Axis using Shader Nodes I'm looking for a way to scale a pattern over the length of the X-axis using just shader nodes.
The bottom image is the effect I'm going for.
Thanks!

I've just added those few nodes at the start of your tree and I thing that's what your trying to achieve. Here is what it gives me.