Custom Chain Breaks When Animated no matter what So I have customized this chain that I'm looking forward to animate.
I have seen a bunch of videos of how others make it and followed every possible lead:
Increased scale,
increased mass of some links,
increased steps per second (300),
assigned material mesh,
even played with gravity...

i've spent 3 whole days on trying to improve it but it still doesn't work, as the second link always tends to break, or, the whole chain falls off its anchored hook (active-non-dynamic).
Suspicious of my chainlink, i tried to mix it with regular toruses, and individually they work! But when hooked together, they split.

SO! I can only assume that the chainlinks are too thin, which doesn't really make much sense to me.. Attaching pics below. Any hints? Pllleeeeeeeeaaaaaase!!]2[]6

I looked at your file and made out some problems.

Scale was not applied. For any kind of simulation, you would want your scale values to be 1, 1, 1, so after you scaled an object in object mode, hit CtrlA and choose 'scale' to apply it.
The objects were very large. In the scene tab choose a unit system (metric or imperial) to get an idea of the overall scale of your objects. Once I got them ready for simulation (step 3), they were falling very slow, because they had to travel several meters.
Keep your topology clean. Something went quite wrong with your objects, the topology is completely messed up. It also is very dense, that caused your long simulation times. (The numbers of verts are for the whole scene)

The collision margin was way too high. That caused the links to "jump off" as soon, as the simulation started.

What I couldn't fix is the jittering. To make it work somehow, I dialed down the gravity influence of the rigid body world, but that cannot be the solution. Could anyone take a second look at the files and explain, why the jittering is happening?
Also: the solver somehow has problems with the uppermost hook. I removed the rigid body collision from that one and placed some cylinders. Whenever you can, I would recommend to use the collision primitives in the rigid body settings. That is unfortunately not possible for your animation, because the objects intersect with eachother.

Here is the (partially) fixed .blend:

I hope this brings you a bit closer to your goal.


How can you append a material with nodes? I made the lightsaber model below using nodes and I want to append it to another .blend file for an animation.

However, when I append it, the nodes aren't included and it ends up looking something like this when rendered:

My question is, how do you append it so that the material nodes are also included?

Be careful not to confuse material nodes with compositing nodes. The composition nodes are kind of like filters or effects in a video editor, and are applied after or during the render on the image, rather than on the mesh. Your material nodes are being appended just fine, but the compositing nodes are not being appended since they are not related to your light saber object, but rather to the blender scene being rendered.

To copy them, you can create a node group in your original blend file, and append the node group from your second file, or you can click and drag to select all the nodes in the original blend file's window, and ctrl+c copy them, and open your second blend file and ctrl+v paste them. For more info, read this question How do you import a Compositing Node Set-up?.


Subdivision surface viewport problem - edges buried in mesh I'm doing retopology with subdivision surface and shrinkwrap modifiers. In yesterday's project, the viewport behaved like this:

Today it looks like this:

The problem is that the "control points" (actually just the pre-modifier mesh) gets buried inside the mesh and I can't see what I'm doing. In the other file the edges were curved with the subdivisions, making sure they were always visible.

The subdivision surface modifier settings are identical for the two files, so the issue must be elsewhere.

Thank you!

Found it!

The trick is the little triangle icon (Adjust edit cage to modifier result) on the shrinkwrap modifier

Again, not on the subdivision surface modifier but on the shrinkwrap.


Exporting and re-using Armature I want to re-use an armature and the animations on it. Can I just export it as FBX, then import on another project so I can have the same animation on a different mesh?

If you export an armature and its animation as an fbx file format, you will have to re-parent the armature to the new mesh, and set up all of the weight painting, but you can keep the animation and the armature structure, if that is what you want to do. Select the armature, and export it as an fbx. Then import it into the new file.


Trying to make glossy volume shapes I am trying to make a reflection on the outer rim of letters, as if they were embossed in the paper they're printed on, or written with paint/glossy ink.

Such as this:

Credit Alex Trochut

or:

Goal: (answer to @LukeD's comment): The goal is to give a volume effect to a design (previously made in Illustrator for example, or based on glyphs from a font) to "flesh it out" with its reflections.

I usually start from a .svg, which gives problematic topology when converted to mesh... So beveling doesn't work, neither does subsurf.

Also, beveling isn't what I want, because the whole surface of the paint is round, not just the edges.

Maybe there's a way to fill a .svg path with a metaball-type mesh? Or a way to "inflate" it? (I think in 3ds Max there is a thing called "push" that is similar, but I couldn't find an equivalent for blender).
Ideally, one way to do it would be to be able to "inset" the upper faces; shrink or extrude it towards the offset "middle" of the shape as illustrator does:

Here's a .blend to experiment with:

Here is what I have tried so far:

Subdivision, then displacement modifier from the black and white flattened image (edgy reflection):

Subdivision, then displacement modifier then Corrective Smooth modifier (not too bad, but over 1M faces for just 1 letter):

Using a svg curve (inner) instead of outside path then extruding/depth (ok result, but I am trying to get this result from a svg path of the outside of the letter):

Using an offset path made in Illustrator and connecting the inside and the outside curves into one mesh, then subsurf (only possible for simple shapes):

Fluid simulation with extruded edge of the svg path as collision object and a plane beneath as second collision object (ok result, the best so far depending on resolution):

Things I haven't yet tried (still experimenting): shrinkwrap, cast modifier (would that work, if a shape other than sphere or cuboid was applied?), applying different effects to outside edges.

Here's another approach you could try:

Make sure your text object is extruded slightly, then convert it to a mesh by pressing AltC.
The mesh object will be a total mess. Use a Remesh modifier to subdivide it a bit more uniformly. You need quite a high level of subdivision here; in the image below, the middle object was subdivided with an octree depth of 6, but 7 would have been better.
Apply the Remesh modifier, enter edit mode and convert the object into a 2D shape by deleting one side of the object. Adjust the normals if you need to.
Now the slightly tedious part — you have to select all the vertices around the outside edges of the object. With vertex or edge select enabled, you can pick up multiple vertices by Alt clicking on the outer edges. Takes a while though...

Save these vertices as a vertex group. Exit edit mode and add a Cloth modifier to the object. Then go to the Physics tab, select "Pinning", and select your vertex group in the space below.
Change the Structural stiffness to something much smaller (e.g., 0.1).
Finally go to the Scene tab, make sure gravity is active, and change the direction so that it works in the direction you want the text to bulge out. Press the Play button in the timeline, and hopefully you'll see something like this:


Mesh faces that are behind other faces appearing in front in game engine I have a texture mapped mesh, which looks normal in the 3D view, but when I run it in the blender game engine, something strange happens. Whenever there are two faces and one should be occluding the other, the furthest back face appears to be in front. Any ideas why this is happening? I've tried playing with backface culling settings and flipping mesh normals but none of that solves the problem.

It sounds like you enabled semi-transparency (alpha-blend/alpha-sort) at your meshes. This usually happens when you import the mesh from another format.

Switching off the transparency in you materials should fix the problem.


Increase thickness only on specific parts of a 3D model I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?

Some modifiers have an option to affect only specific parts of a model defined by a Vertex Group.

The workflow is like this:

In Edit Mode select the vertices you want to affect, create a vertex group by pressing the Plus Sign on the right of Vertex groups.

Click then on Assign to make the selected vertices part of the newly created group.

To use the modifier on a specific vertex group, select it from the list available groups:

Vertices that are not part of that vertex group will not be affected by the modifier.

NOTE: If what you are missing are faces on the mesh, the solidify modifier will not fill those gaps. It will only make the surfaces of existing faces thicker.


Fluid sim problrms :C Ok guys,  Im not sure, if i understanded  the basic system of fluid simulations in blender. So to my case, this hemisphere is assigned as fluid, the bowl as obstacle. Now I would assign the box as domain, but when i dont do that, the fluid flows only at the ground not in the bowl (only around it) If someone could help, I would extremely enjoy it.

You would really want to consider changing the file location that your simulation bakes to. This could be another simulation you tested that didn't work. Try changing the location to a file on your computer (not "//cache fluid") because that is a .tmp location.


Blender (2.8) won't retain child/parent relationships when linking / duplicating between scenes Is there some sort of trick to make Blender retain the child/parent relationships between objects when you link/copy them between scenes?

It seems Blender destroys them. Is there a reason why Blender does this?

One way is to select both the Parent and the children, so the relationship is kept.

But Blender also remembers the relationship, so you can move parented items one by one.

It works reliably in the Outliner (Collections and Scenes) and also simple copy/paste in the 3D Viewport.


How can I make my gear simulation in the BGE work? I have the movement and rotation restrained properly, but the simulation is not behaving like it should. both objects are rigid body objects.

How can I make my gear simulation work?

This problem is caused by the moment and rotation restraints on the top gear. To fix this, I recommend removing them:

Now, if you run the simulation,
The top gear is responding to the collision with the bottom gear. This is progress. (smile! - it almost works)

We just need to get the gear to ignore translation, but still respond to rotation. This can be done using a rigid body joint.

Now, we need to apply the right settings to the joint.

This joint will allow no translation, and will only allow rotation along the X axis. But this joint works relative to another object. We need to put a stationary object in the target field.
A static cube will work. (any other static object should also work as well)

Now, we simply set that cube to be the target object.

The top gear will now have it's X,Y, and Z translation locked to the cube's position, and since it is static, it will not be moving. The top gear's Y and Z rotation is also locked to the cubes rotation, and since it is a static cube, it also will not be rotating. The last step (this is optional) is to paint it your favorite color.

Now we can test the simulation:

Yay! it works!


How to set up 2 different worlds nodes for render I have two objects in my scene cube and plane, and I have set up 2 different worlds. is it possible to assign a world node which will influence the specific object in my scene, One world for the Cube and another world for the plane so they can be influenced by the settings I tweak.

I don't think you can have 2 world backgrounds that can be accessed separately by objects, however, you can "fake" it by mixing a Glossy Shader with your main Texture, and having an Environment Texture connected to the Glossy Shader (make sure to use environment texture and not image texture). Use the Reflection Texture Coordinate as an input vector for your image. Use a different Environment texture (mixed with the main texture) for each object you want different. In the image below, I have a different "background" for each of the cubes, and both are different than the HDRI world environment:


Is there a way to get the dimensions of the camera? I want to know the width and the height of my camera in blender-units.

Therefore I've written a small script:

import bpy

camera = bpy.context.selected_objects[0]

print(camera.dimensions.x)
print(camera.dimensions.y)

But all I get is 0. Is there any other way to get the dimensions?

As far as I know camera objects don't have geometry, and hence no real world Blender Units dimensions.
The viewport size of a camera object depends on a variety of combined factors.

The camera object size reflects the render resolution set in the
render properties panel, changing proportions according to the image
size.
Visual scaling factor, controlled by the Size property in the Object Data panel > Viewport Display > Size.
The Focal Length will also affect the camera shape by adjusting the angle of the sides to reflect the current view field.
Lastly the Camera Shift X and Shift Y properties will skew its shape to reflect the applied panning effect.

As pointed out by Jaroslav Jerryno Novotny you can get camera corners from the python API with camera_obj.data.view_frame.
For more info see https://blender.stackexchange.com/a/28561/7777


Colors look much different in solid view than the render view My image looks fine in the solid view, but get flattened and lose colors in the render view. Anyone know why this might happen?

The problem: When in solid view there's no way of seeing if Vertex Colour mode is enabled or not. In your case it was enabled, which means that whatever material you used when drawing was being overridden by the brown colour selected for vertex colour. That only becomes visible when you switch to material preview or rendered mode.
The solution: I'm not sure there is an easy way to revert this. I looked but can't find a switch to disable vertex colours (whether at the object or layer level), which would be ideal.
So you could switch to Vertex Paint mode, select the same colour as your material (with the picker) and using the replace tool, fix every stroke's colour. This is gonna be long and tedious. You might be able to speed things up in some cases by isolating a layer and increasing the tool radius to do a whole layer at once. Also you can select everything that has a specific material by going in edit mode and clicking Select in the material panel.
A much simpler way would be to render the solid view with View > Render Viewport Animation. But then that limits what you'll be able to use in terms of effect and lights, as they won't show up in solid view.
Good luck and basically the advice is that in the future you should draw in Material Preview mode.

UPDATE: According to the following answer, as of 2.92 Alpha, there is an option in the Paint menu to Reset Vertex Color, which should solve this problem: https://blender.stackexchange.com/a/204738/168


Animate value node from list of numbers I have a value node driving the vertical position of an object. I want to animate this over 800 frames using a pre-existing list of unique values currently stored in an Excel spreadsheet column.
The solutions I can find online seem to require getting heavily into the Animation nodes addon which isn't stable in the current build. Is there any simpler way to do this without entering every value and keyframing by hand?

You can actually achieve this using an inline driver by entering the following directly into the property field (eg, the Z-location) :
#[1.054,0.752,0.557,0.297,0.155,-0.00725,-0.064,-0.079,-0.12,-0.101][int(max(0,min(9,frame)))]

Here the '#' is a shortcut to define a driver, [....] is your list of values - and the rest picks up the current 'frame', limits it to fit in the range of the list (0 through 9 in this case) and converts to an 'integer' to use as an index.
Once pasted into the property it should turn purple (to indicate a driver is present) and changing the current frame should automatically pick out the relevant value from the list.
This obviously gets more cumbersome the more values you have in you list but works fine for relatively short lists. For longer lists it would be better to register a driver function instead of defining inline (see https://blender.stackexchange.com/a/66257/29586 for an example of that).
The key is then to simply reformat your data from Excel into a python list.

The above method will only work with a relatively small list of values - due to the limitation of how much you can actually fit into a single property. For a larger list you can use a text block to define a driver function as follows :
import bpy

mylist = [0.0,0.00333332716049726,0.00666661728406036,0.00999983333416666,0.0133329382751166,0.0166658950724451,0.0199986666933331,0.0233312161070191,0.0266635062852107,0.0299955002024957,0.0333271608367536,0.0366584511695674,0.0399893341866342,0.043319772878177,0.0466497302393557,0.0499791692706783,0.0533080529784122,0.0566363443749947,0.0599640064794446,0.0632910023177728,0.066617294923393,0.0699428473375328,0.0732676226096439,0.0765915837978132,0.0799146939691727,0.0832369162003102,0.0865582135776797,0.089878549198011,0.0931978861687204,0.0965161876083201,0.0998334166468282,0.103149536426178,0.106464510100629,0.109778300837175,0.113090871815951,0.116402186230649,0.119712207288919,0.123020898212785,0.126328222239047,0.129634142619695,0.132938622622314,0.136241625530494,0.139543114644236,0.142843053280363,0.146141404772923,0.149438132473599,0.152733199752119,0.156026569996658,0.159318206614246,0.162608073031178,0.165896132693415,0.169182349066996,0.172466685638439,0.175749105915149,0.179029573425824,0.182308051720858,0.185584504372749,0.188858894976501,0.192131187150029,0.195401344534565,0.198669330795061,0.201935109620593,0.205198644724761,0.2084598998461,0.211718838748473,0.214975425221483,0.218229623080869,0.221481396168911,0.224730708354829,0.227977523535188,0.231221805634299,0.234463518604614,0.237702626427135,0.240939093111807,0.244172882697924,0.247403959254523,0.250632286880787,0.253857829706441,0.257080551892155,0.260300417629937,0.263517391143535,0.266731436688831,0.269942518554241,0.273150601061112,0.276355648564114,0.279557625451642,0.282756496146207,0.285952225104836,0.28914477681946,0.292334115817317,0.29552020666134,0.29870301395055,0.301882502320457,0.305058636443443,0.308231381029164,0.311400700824932,0.314566560616118,0.317728925226533,0.320887759518825,0.324043028394868,0.327194696796152,0.330342729704171,0.333487092140814,0.336627749168754,0.339764665891832,0.342897807455451,0.34602713904696,0.34915262589604,0.35227423327509,0.355391926499617,0.358505670928617,0.361615431964962,0.364721175055783,0.367822865692856,0.370920469412983,0.374013951798377,0.377103278477043,0.380188415123161,0.383269327457468,0.386345981247634,0.389418342308651,0.392486376503203,0.395550049742055,0.398609327984423,0.401664177238359,0.404714563561125,0.40776045305957,0.41080181189051,0.4138386062611,0.416870802429211,0.419898366703806,0.422921265445313,0.425939465066,0.428952932030345,0.431961632855415,0.43496553411123,0.437964602421141,0.440958804462198,0.44394810696552,0.446932476716665,0.449911880556,0.452886285379068,0.455855658136959,0.458819965836671,0.461779175541483,0.464733254371318,0.467682169503107,0.470625888171158,0.473564377667516,0.476497605342327,0.479425538604203,0.482348144920583,0.485265391818092,0.488177246882907,0.491083677761113,0.493984652159063,0.496880137843737,0.499770102643102,0.502654514446469,0.505533341204847,0.508406550931301,0.511274111701309,0.514135991653113,0.516992158988077,0.519842581971038,0.522687228930659,0.52552606825978,0.528359068415772,0.531186197920883,0.534007425362594,0.536822719393961,0.539632048733969,0.542435382167876,0.545232688547562,0.548023936791874,0.55080909588697,0.553588134886667,0.556361022912784,0.559127729155481,0.561888222873606,0.564642473395035,0.567390450117014,0.570132122506495,0.572867460100481,0.57559643250636,0.578319009402243,0.581035160537305,0.583744855732117,0.586448064878981,0.58914475794227,0.591834904958753,0.594518476037937,0.597195441362392,0.599865771188087,0.602529435844719,0.60518640573604,0.607836651340189,0.610480143210022,0.613116851973434,0.615746748333686,0.618369803069737,0.62098598703656,0.623595271165471,0.626197626464451,0.628793024018469,0.631381434989799,0.633962830618348,0.636537182221968,0.639104461196778,0.641664639017484,0.644217687237691,0.646763577490223,0.649302281487437,0.651833771021537,0.654358017964887,0.656874994270325,0.659384671971473,0.66188702318305,0.664382020101179,0.666869635003698,0.669349840250466,0.671822608283674,0.674287911628145,0.676745722891647,0.67919601476519,0.681638760023334,0.684073931524491,0.686501502211224,0.688921445110551,0.691333733334243,0.69373834007912,0.696135238627357,0.69852440234677,0.700905804691122,0.70327941920041,0.705645219501165,0.708003179306741,0.710353272417608,0.712695472721645,0.715029754194429,0.717356090899523,0.719674456988764,0.721984826702554,0.724287174370143,0.726581474409911,0.728867701329662,0.731145829726896,0.7334158342891,0.735677689794023,0.737931371109963,0.740176853196037,0.742414111102469,0.744643119970859,0.746863855034467,0.74907629161848,0.751280405140293,0.753476171109778,0.755663565129558,0.757842562895277,0.760013140195872,0.76217527291384,0.764328937025505,0.766474108601289,0.768610763805974,0.770738878898969,0.772858430234572,0.774969394262235,0.777071747526824,0.779165466668879,0.781250528424876,0.783326909627483,0.785394587205821,0.787453538185714,0.78950373968995,0.791545168938535,0.793577803248942,0.795601620036366,0.797616596813975,0.7996227111931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def drv_getvalue(frame):

    if (frame>=0) and (frame<=999):
        return mylist[frame]
    else:
        return 0;

if 'drv_getvalue' in bpy.app.driver_namespace:
    del bpy.app.driver_namespace['drv_getvalue']
bpy.app.driver_namespace['drv_getvalue'] = drv_getvalue

Name the text block something like 'drv_getvalue.py' and execute it. You can then set a driver to use the new 'drv_getvalue' function by pasting the following into a property field :
#drv_getvalue(int(frame))

This will now call the function and lookup the relevant value from your list on change of frame.


Geometry issues in imported FBX file? A 3D model created in formZ was converted from .fmz to .fbx. After importing the FBX file I have a 3D model that has quite some strange dark grey colours in Solid shading. Now I am far from an expert in analysing meshes but I have the experience that there is something wrong with the topology when there are dark tones in the 3D model.

Is there something wrong with this model and if Yes, is this repairable in Blender ?

These black spots indeed are caused by incorrect topology, as well as inorrectly oriented normals and unsplitted faces.

Regarding house contour, which is called MASSA.

In original file faces from the house itself and from the windows are overlapping and closing each other. In the final version of the file the selected faces as well as ones closing other windows are deleted.

These are faces overlapping with themselves, at the same time they close windows. It may be better to recreate them; one way can be subdiving top edges of the house contour, and filling new faces based on new vertices.
Regarding the roof which is called DAK_ZWART. I think the face selected on the picture shouldn't be there as the window continues under it.

Tiles on the roof have overlapping geometry seen through them; it's caused by the bottom big face. Just delete it:

With above mentioned, either split normals of all the objects (I used Autosmooth option in Object Data tab, it can be Edge Split modifier as well, if you plan to export the mesh use modifier only) or set the shading to Flat to make house and other man-made objects look more flat and not too round. See How to smooth shade an object while retaining hard edges? for details.
The normals were recalculated (see  Why are some faces in my mesh darker?) and some double vertices removed for all the objects as well.


How to cut object with text mesh I want to delete everything from the patterned object lying outside of the text
Thank you.

If its an option to lose the abilty to edit the Text, one of the easyest ways to doo this would be converting the text to a mesh and use the boolean modifier on the grid with the text as the intersecting object.


Scale vertices by precise percentage in Edit Mode? When I'm in Edit Mode and have some vertices selected in my mesh, I can hit s and move the mouse to scale the selected vertices, and I can see the amount I'm scaling in the info bar. But how do numerically enter a precise amount to scale? For example, 92%?

To scale the mesh in edit mode all you need to do is to hit S hotkey and enter 0.92 i.e. 92% and hit Enter to apply.

As all operations are applied to objects' coordinates, make sure to apply the object scale in object mode using Ctrl+A and select Scale from the menu to make is possible to scale the mesh proportionally in edit mode.


How to prevent Blender to overheat my computer while rendering? How do I prevent Blender to overheat my computer while i'm rendering I hight resolution image?

I use a MacBook Air OS X Yosemite

Proccesor: 1,4 GHz Intel Core i5
Memory: 4 GB 1600 MHz DDR3

For complex rendering in general, reducing the "threads" can help. (Under performance tab in render)
The computer will auto-calculate it, but you can set it lower than the auto value through the "fixed" option. The render will be slower, but it will be less intense and cause less heating/crashes.


How do I extrude a face to a single vertex I am new to blender so I am trying to learn the basics so bear with me while I try to explain this. I am trying to extrude a face to a single point to make a spikey-looking shape and I only seem to be able to extrude the face outwards keeping the face the same size but I actually want the face to extrude to a point or vertex.

One way is to use Vertices > Merge (or Alt+M) > Collapse to turn multiple selected faces into multiple vertices:

Collapse
Every island of selected vertices (connected by selected edges) will merge on its own median center, leaving one vertex per island.

Merging vertices


Baking inside walls of a cube I'm doing my first interior scene. In the scene I'm using a cube as the room with a hole to let in some light. I'm using light portal. Every object in the scene bakes well apart from the cube which comes out all white. I have tried to use the backfacing option of the Geometric node but the results are the same. How do you bake the inside walls of a cube for faster rendering?

Select your objects and go into Edit Mode (Tab) and press A once or twice so your whole mesh is selected. Then press Ctrl+F and select Flip Normals. What this does it flips the the direction of what Blender thinks is the outside layer.


Using python to change the settings of all subdivision surface modifiers I found this python script to add a subdivision surface modifier to all objects

import bpy

#Iterate over all members inside the Object struct
for ob in bpy.data.objects:
     #Check if object is a Mesh
     if ob.type == 'MESH':
         #Add a SUBSURF Modifier with the name "My SubDiv".
         ob.modifiers.new('My SubDiv', 'SUBSURF')

Is it possible to modify this so that it instead changes the view setting of all subdision surface modifiers?

Use the old one if it exists, else create new one.

Iterated over scene objects rather than all objects in blend.
If the object already has a modifier named "foo" use it, otherwise
create a new one.

test code

import bpy
context = bpy.context

for ob in context.scene.objects:
     if ob.type == 'MESH':
         # get old one or add one
         m = ob.modifiers.get("My SubDiv") or ob.modifiers.new('My SubDiv', 'SUBSURF')
         m.levels = 1
         m.render_levels = 2
         m.quality = 3

oh and in case in testing you have ended up with a cluster of modifiers, here is an example of removing all modifiers with a name starting with "My SubDiv".

for ob in context.scene.objects:
     if ob.type == 'MESH':
         mods = [m for m in ob.modifiers
                 if m.name.startswith("My SubDiv")]
         while mods:
             ob.modifiers.remove(mods.pop())


Can't scale textures in Blender 2.81 I can't seem to scale textures on 2.81. I'm using the usual nodes but whenever I try to connect the UV or Generated to the Vector, scale option suddenly disappears. Anybody having this issue too? Can't work my way around it.

I think the problem is that you're hooking up your nodes wrong because you've been misled by your white stucco texture.  Its base color is a nearly solid color, so scaling only the base color -- which is what you're doing in the GIF -- will have no noticeable effect.

I grabbed the base color and roughness maps for a white stucco texture from here, which I think are the same ones you're using in your GIF.  I applied them to the default cube using the following node network:

Note that the Vector output of the Mapping node is connected to both image textures.  The Texture Coordinate output should be connected to the Vector input of the Mapping node, leaving the Scale unconnected so you have the sliders available.

After that, scaling should work fine:


How can connect bone to another? I made two bones each. But I haven't been finding how can connect them. (I know I can make connected bone by press E. But I don't know how to connect two other bone.)

Click on the bone that you want to connect to the other, then shift-click the bone you want to connect to, then press P to parent. A menu will appear and just click on "connected". This will connect the bones and parent the horizontal bone to the vertical bone (I'm assuming this is what you want to do).


Exporting to fbx - halo material is lost I have a simple cube (the starting scene cube) that I applied a halo material to. When I export to fbx and use the fbx in xna, it just shows the normal grey cube, sans halo. How would I keep the material when exporting?

I don't think that Blender's .FBX exporter exports halo's. Even if it did, the software you're exporting to (in this case XNA) also has to have support for halo materials.

Most of the time, it's just best to export meshes, UV maps and animations with the exporters, as materials and lights vary wildly from program to program. Do all the material setup in the target program.


How make equal cuts regardless of orientation I'm modelling the bridge of a spaceship and I want it to look as if it was engineered. How would I make sure all these cuts are equal? I just loop cut it and eyeballed it (3 on the front, 4 on the side) but I am also concerned about the diagonals. Is there any way to cut around a mesh in equal parts?

You can use the Bevel modifier

Select the edges where you want the cuts
Add a Mean Bevel Weight through Sidebar
Add a Bevel modifier, Limit method > Weight

Then just apply the modifier (if you want) and add loopcuts manually.


Rendering and lighting issues in blender eevee under linux I am experiencing some weird lighting And rendering issues on blender under Linux.

This is what I get on Linux:

And this is what I am supposed to get:

My OS is Linux Mint 19.1 Cinnamon with Linux kernel 5.3. iam using Blender 2.8.1 I tried loads of different Linux kernels but ended up with The same results. I tried Upgrading My kernel Downgrading My kernel. Installing Updates. I tried Everything Nothing is Working. Also I got the output when running Blender from Terminal.

Received X11 Error:
    error code:   182
    request code: 156
    minor code:   34
    error text:   GLXBadFBConfig

Received X11 Error:
    error code:   8
    request code: 156
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Error: Not freed memory blocks: 2, total unfreed memory 0.000458 MB

Blender quit

Graphics cards from the Radeon HD 6000 series are not supported, since they use the old TeraScale 2 architecture. Blender 2.8x requires GCN first generation or later when using AMD GPUs.

Supported Graphics Cards
These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements. Always make sure to install the latest drivers from the graphics card manufacturer website.

NVIDIA: GeForce 200 and newer, Quadro Tesla architecture and newer, with NVIDIA drivers (list of all GeForce and Quadro GPUs)
AMD: GCN 1st gen and newer (list of all AMD GPUs)
Intel: Haswell and newer (list of all Intel GPUs)
macOS: version 10.12 or newer with supported hardware


How to convert selected vertices to mask? How to convert selected vertices in edit mode to mask in sculpt mode?
Test

import bpy
import bmesh

Om = bpy.context.object.data
vertm = [v.select for v in Om.vertices]
bm = bmesh.new()
bm.from_mesh(Om)
if not bm.verts.layers.paint_mask:
    m = bm.verts.layers.paint_mask.new()
else:
    m = bm.verts.layers.paint_mask[0]
for i, i2 in zip(bm.verts, vertm):
    i[m] = i2
bm.to_mesh(Om)
bm.clear()
Om.update()

this will work in Object and Sculpt modes. Not while in Edit mode.


My model gets distorted when I rig it I made  wolf model:

I started to follow tutorials to rig the head to prepare my wolf to animation. And when I wanted to see the result in object mode, this :

I unwraped my model, I remove the X-mirror options and some modifiers, nothing.
Could you help me to fix this ?

Btw : I'm not a native english speaker, so my english is quite bad, if you don't understand something, I can try to say it differently

Have a nice day

You might also want to inspect for keyframes that you didn't mean to place but accidentally did. I have had a similar result especially when using cntl+option+0 to place a camers


About obj files to export with textures How to import a wavefront obj file with textures without having the mtl files as I have downloaded a model but it does not contains the mtl files it have only the textures and obj.

This is actually very simple, since OBJ files carry their own UV maps. After importing the model, create materials for it like you normally would if you had made the model in Blender and already created the UV map, then import your textures into the materials manually with Image Texture nodes.


Rendering multiple scenes in blender render Basiclly I was following this tutorial: https://www.youtube.com/watch?v=pBRMh5QZ1n8

and I've done everything correctly but when I render it, only the text renders without the extra halo scenes. here are some screen-shots if it helps: (I think)

If you need more screenshots or info just say specifically as i'm kinda new to blender only started properly learning it like 5 days ago.

EDIT: Ye that helped with the transparency but no luck the text is on it's own still when rendered

If anyone would be kind enough to go through the file and see what's wrong here is the link ;)

or request more screenshots if you need more info.

The scene with the text doesn't look liike it has any transparency, so when you Alpha Over it on another image, it completely covers that image. Change Alpha to Transparent under Shading in the Render tab. Change this only on the scene named Scene in your file. Scene.001 and Scene.002, which contain the halos, should keep the default setting, Sky. The halos really do get rendered, but they are so faint, that they're just not visible enough without a background.

You can also set them all to transparent and insert a second Alpha Over node like this, to be able to contro, the background colour.


Can I still use fly mode in 2.7? I used to use the mouse wheel in fly mode to move the view/camera smoothly backward and forward while controlling the speed at the same time.

I updated to Blender 2.70 and it seems that this is not working anymore.
Can I still use this navigation method in 2.70? How?

If you want to use both fly and walk mode without toggling settings in your preferences constantly, it's still accessible in 3D view > Header > View > Navigation > Fly mode:

Since that's kind of a pain to get to if you use it a lot, you can:

Use the search menu (Space > fly)
Create a custom shortcut by right clicking on the option in the menu and selecting Add Shortcut.

This way you can have both fly and walk mode within easy access.


Follow path not align on the path With the mesh and curve selected . Pressing Ctrl+P to follow path. But the mesh not following the shape of the curve. Some are inside some out side the path. Any suggestion or help how it works. Thanks

You are doing it the wrong way:

delete the parent relationship, you won't need it
create a Follow Path constraint on the object and select the curve in the Target field

As you can see the origin of the object is on the curve, but the object itself is not, so to fix it, with the objects selected, go to Object > Set Origin > Origin to Center of Mass (Surface), and press Alt + G to reset the object's position

You may want to enable Curve Radius in the constraint

NOTE

In your picture, unlike in your .blend file, you have many of those object on the curve. If you want multiple copies of the object on the curve you should use an Array Modifier with a Curve Modifier


How to make video with image Sequence? When I do render animation with image Sequence , it doesn't work with the message 'Border rendering is not supported by image Sequencer' I think that's why I chose Resolution X:1500 Y:399 instead of 1080p?
but I need a this proportion for some reason. so I want to keep this Resolution's proportion and make video with those images. How can I do that?

The problem is that your Render Resolution Y = 399. You didn't mention your render settings but I assume that your output format is: FFMPEG Video with an H.264 codec. The way this encoder works is by dividing your image into macroblocks of a fixed size (e.g. 4x4) and compress these blocks in parallel. Therefore your width and height must be divisible by 2.
If you should change your Height to 400, I think the problem will be fixed.
If you need this 1500 x 399 resolution, you can render it out as a PNG sequence. Then, you can use FFMPEG to create a movie (e.g. MP4) of it. There are plenty of solutions on the internet to do this; see for example https://stackoverflow.com/questions/60788967/ffmpeg-width-not-divisible-by-2-375x500-error.
You will find a more elaborate answer for this common question on https://vse-docs.readthedocs.io/extra-tools/ffmpeg/ffmpeg.html


How to model a Dome Tent? I can't figure out how to put a dome on a five sided polygon like so. Any ideas? Thanks!

Loopcuts+Cast modifier

Start from adding a regular pentagon to the scene (a circle with 5 vertices).

Inset the ngon (i) and add some loopcuts.

Then add a Cast modifer controlled by an empty which you should put a little below the pentagon (depending on the shape you wauld like to get) to make it bump up. You could also use Proportional editing with "Sphere" influence if you already have an idea of the final silouhette of the tend.

Enable modifier visibility while editing to add further loopcuts in the parts that need a higher polygon resolution.

Set the object shading to smooth, mark sharp edges and add an Edge Split modifier.

You can get a similar result also with Subdivision Subsurface modifier (not suggested, too many faces and it's difficoult to achieve the correct curvature)

Cloth simulation

If you are looking for a realistic definition of the surface (in the middle of each sector the fabric should be a litte more loose), you can let the physic model it for you by running a cloth simulation.

Pin the vertices along the boundary, define the arcs and create seam between the arch and the tissue below. Now fill the field in the cloth sewing panel and start tweaking the settings to find the wanted curvature of the fabric.


How to move around the gradient spline I want to animate a gradient node moving around from left to right, but I cannot figure out how to. I tried the Color Ramp and the Mapping node to control the gradient spline.

This is the node setup I have at this point

You can key-frame the location field(s) in the Mapping node.

At the moment you are mapping in Camera space, (i.e. the space of the whole rendered screen in XY, and Z in and out of it.) Maybe one of the spaces associated with your object would suit your purposes better, it depends what you want to do.

Select 'Texture' in the Mapping node, and right-click in any of the  Location fields to set keyframes, and  animate the position of the texture in X/Y/Z.

Frame 5:

Frame 40:


How to IK Rig a human arm with external controllers? So in the above image:
Symbol   Description

S      - Shoulder

U      - Upper Arm

L      - Lower Arm

W      - Wrist

F      - Fingers

Now, I have to IK-rig it from upper arm to fingers and I was hoping for someone to explain how to go about this as I couldn't find a simple enough video to understand; I am relatively new rigging. You can just rig one of the fingers and adapt it to the rest and just explain what the differences are between rigging a finger and rigging a thumb.
If you could do so by posting screenshots, I would be grateful.

As Josh said there are many ways to rig an arm, here is one basic:

Add a Target bone and a Poletarget bone to your arm. The Target will be the arm controller, the Poletarget will determine the arm orientation.
Parent these 2 bones to the Root bone of your armature.
If don't have a Root bone yet, at least deparent these 2 bones.
Disable their Deform option in Properties panel > Bone > Deform: When you'll parent the armature these 2 bones won't deform the mesh.
Parent the Hand bone to the Target so that when you'll move the Target the Hand will also follow, which is very convenient.
Give the Lowerarm an IK constraint, choose a Length of 2 so that it will move Loweram and Upperarm only, and choose the Target bone as the Target and the Poletarget bone as the Pole Target.
If you want your Hand to stick to the Lowerarm, give it a Copy Location constraint with the Lowerarm as the Target and a Head/Tail value of 1.
For the fingers: give the second phalanx a Copy Rotation constraint with the first phalanx as the Target, and give the third phalanx a Copy Rotation constraint with the second phalanx as the Target so that when you'll rotate the first phalanx the rest of the finger will follow.

A good thing would also be to choose a B-Bone Display for your armature (in the Properties panel > Data > Display), and to segment the Upperarm and Lowerarm so that they will bend smoothly (Go in the Properties panel > Bone > Bendy Bones > Segments and give 5 segments for example). In that case, give the Lowerarm an Copy Rotation constraint with the Hand as the Target and Space > Pose Space / Pose Space: when the Hand will rotate the Lowerarm and Upperarm will follow. Also, you could limit the rotation of these bones in the Properties panel > Bone > Inverse Kinematics, but it's a bit tricky and most of the time you won't need it.


Animated FBX Export Glitch - Foot Bones Jerking I've come across a troubling issue that I have not been able to solve. When trying to export an animated FBX file from Blender, the resulting file produces weird glitches in the foot bones of the character rig, despite the animation playing perfectly fine inside Blender initially.

I have included a link to a video of the rig with a ultra-simplified box-type mesh for an example. You can see the animation plays fine in Blender, but when you export the FBX and then re-import the FBX file you will see the feet glitching wildly. This behavior was first discovered inside UE4, but it is identical inside Blender after you import the FBX and watch the animation.

Thanks so much for your time in looking into this. If this behavior in the FBX can somehow be avoided by modifying the rig, please let me know. I have tried exporting over 30 times with different settings in both the FBX exporter and the rig itself, but have not been able to fix this.

-Adam

I thank God for showing me the solution! All you have to do is add a "false foot" bone that is NOT a deform bone to each leg. I named this bone FootParent.

Connect this bone to the Lower_Leg bone (which has an IK constraint).  Set FootParent's Inherit Rotation and Inherit Scale to off, and add a Copy Rotation constraint which copies your Foot_IK bone (X + Y invert, Target: Local With Parent, Owner: Local).

Now duplicate this FootParent bone (or add a new one in the exact same location and orientation) and name it Foot. This will be your deform bone, and is NOT connected to anything.

Finally add 3 constraints to your Foot bone: Copy Location of the FootParent bone (Target: Local With Parent, Owner: Local); Copy Rotation of your Foot_IK bone (X + Y invert, Target: Local With Parent, Owner: Local), and optionally Copy Scale of your Foot_IK bone (Target: Local, Owner: Local). Now all your animations will export to FBX the way you created them in Blender!


What's the data_path of lamp energy? BUG? I'm trying to insert a keyframe via python to animate energy lamp but i get this TypeError:

o.keyframe_insert(data_path='energy', frame=5)
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.keyframe_insert() property "energy" not found

The data_path "energy" should be correct, as explained here how to find the data_path for scripted keyframes just rightclick the Energy property and select "Copy Data Path".

Distance property don't works too.

I tried this on several Blender version: 2.71, 2.74, 2.76b, 2.77

More:
I added manually the energy lamp animation and by checking this value:

bpy.context.object.data.animation_data.action.fcurves[0].data_path

i get still the same value 'energy'

It's a bug or i'm doing it wrong? There is some workaround?

SOLVED

I was confused by the fact that the property color was animatable directly from the lamp object otherwise energy and distance can be animated by lamp.data

The correct code

o.data.keyframe_insert(data_path='energy', frame=5)

Of the three choices my bet is that you're doing it wrong in that your o object is the lamp object, not the data part, or some other non LAMP data object.

import bpy
context = bpy.context
#o = bpy.data.objects.get("Lamp") # assumes you have an ob named Lamp
#o.data = bpy.data.lamps.get("Lamp")
o = context.active_object
if o:
    #o.energy
    print("%s (%s)" % (o.name, o.type), getattr(o, "energy", "Has NO energy property"))
    o = o.data
    #o.data.energy
    if o:
        print("%s (%s)" % (o.name, o.type), getattr(o, "energy",  "Has NO energy property"))

If you grab a datapath from the DATA Properties panel, eg mesh panel for mesh objects, the datapath will be resolvable on the data part.
context.active_object.data  (except for empties, whose data part is None)


Object emit light distance I created an object, and I wanted it to glow. I used to just place points of light around it, and parent them to it, but using the emit option in the materials seemed so much easier.
But when I gave it an a higher emit than 0, it went only a small distance before the light stopped. I turned it up to 200, and the object was white with light, but the light didn't go any farther.
Oh and I changed the color, and nothing happened.

To get this kind of interaction in Blender render you'll have to enable Indirect lighting with the Approximate Gather method.

From the Blender Reference Manual's page:

  Indirect Lighting only works with Approximate gather method.

The emission color of the emitting object's surface comes from the diffuse color multiplied by the emission strenght (Emit).


Have problems with the Blender Eve character. Can only modifie one side of the character in sculpt mode I have problems with the Rain Character. One half of the character won't react at all in Scuplt Mode and don't understand why.
The Character is available for free here:
https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da
Thank you very much in advance <3

I found the answer. It has something to do with the Shape Keys. You have to select basic and then go into sculpt mode .


plugins or addons that add more nodes? Are there any plug-ins or addons that add more nodes for use with Blender materials?

nodes like warp, wood, vector drawing, etc ???

thanks

I would suggest looking up Open Shading Language (OSL). There are a number of repos using it available on Github.

To use it, you'll need to be using Cycles (Eevee, in the interest of being fast, does not support OSL at this time). Additionally, you'll need to be rendering on your CPU, not your GPU; while it's possible in theory, no one has implemented OSL rendering on the GPU yet and it's no small undertaking.

After you have that set up on your Render context, you'll want to select the checkbox for "Open Shading Language". This prepares Blender to run its internal OSL interpreter.

After that, in your shader, you'll have a Script node available. Add one. It seems simple at first; you just have a box for the OSL file and a toggle for a file-internal vs. file-external location; assuming you've got an OSL, click external, and open it up in the box. Once your OSL is open, the script node will have a lot more character, along with (presumably) some new inputs and outputs. Hook them up, play with your new node!

I hope that helps.


A single object appears black I have a simple face object. And when rendered it appears black. Textures work in view port textured mode. I've tried recalculating normals. I'm Using Cycles. Uv map is turned on.

The problem lies with the custom normals you have on your mask and horns objects.

Before clearing custom split normals:

After (using a simple diffuse shader I created while debugging the file):


Can't open hdri in Blender 2.8 release candidate do you also have issue with opening HDRI in Blender 2.8 release candidate? Did something changed?
My approach is to go to the world settings, change color to an environment texture, click to open texture, but all HDRIs are invisible for Blender. I tried switch off filters or move HDRI directly to the world window, but nothing happens. I checked also addons, did I miss something?

You've probably accidentally removed image files from the filtering in the file browser. Make sure that when filtering is turned on that the image icon is also enabled. Otherwise it won't display image files.


How do i turn off individual lights using falloff in animation nodes? I want to turn off a bunch of lights inside a collection using falloff in animation nodes but i cant find a node that connects the value of the light intensity to the falloff or a node that allows me to apply the falloff to all lights in the collection.
Thanks in advance for the help! :)

You need to know how to access and modify each light's energy. Then evaluate the falloff in a subprogram and tweak each light's energy.
In order to know the property's name, you have to activate "Python tooltips" in the preferences :

Then hover you cursor over the field :

So, given the point light, you access its energy with an attribute node and the path data.energy. Similarly, if you want to access the color, you would use data.color.

For ease of use put all your lights in their own collection.

Add your falloff object (I chose a cube), tweak the fallof type and connect it to your subprogram.

Result :


Mesh got damaged while modeling My Mesh is damaged as shown in pic, I was modelling a Dinosaur and could not see other side, but suddenly when i checked there is some damaged mesh shown in pic. I was using Sculpting before that. Can anyone tell what is the problem in it ?? I have uploaded the blend file here -
https://filebin.net/wnzix0e6s7s23bk8/BabyBoss.blend?t=aegqgh60

I am learning blender and not sure where i did mistake, can you help me how to rectify?

With such a complex model, you should find the way to make a loop cut in the middle of it (down the spine of the animal). Eliminate the damaged side and use a mirror modifier. That should fix it and help you go faster overall.


Screw Modifier Texture I am trying to use a screw modifier to make a screw that's textured like a basketball, can someone teach me how to do this? I don't understand how one edits texture on a screw modifier material without baking the mesh first, and I can't do that because i intend to animate the parameters on the modifier after texturing.
How do i do this? Thanks!

To texture a screw modifier without applying and unwrapping, use "Generated" as a texture co-ordinate. If you want more control over it's placement, use a mapping node between the Texture Coordinate and the Image Texture (not shown).


Looking for a more gentle Brightness/Contrast algorithm than the native node I am trying to put together a brightness/contrast node group.
I am aware of the one in Blender, but the algorithm is lacking in my opinion.
Here's an example:

Here's an adjustment made in Photoshop:

I am looking for something that is close to the non-legacy algorithm used in Photoshop. Something more gentle, that doesn't blow out the color and saturation. I've done a google search and came across some algorithms but I don't know which yields the best result.
Edit: Here is some information I found after digging a little bit about how Photoshop does Brightness/Contrast:

Prior to CS3, Brightness/Contrast applies a linear transformation to the transfer curve: adjusting brightness alters the polynomial constant, sliding the curve to one side; while adjusting contrast alters the polynomial scalar, expanding or compressing the curve. In later versions, the core behavior was changed to a non-linear transformation, while this linear behavior is retained as Legacy mode.

So it sounds like I need a non-linear transformation that alters the "polynomial scalar". I'm not sure exactly what that means in practice.
Edit2: More information found here (Emphasis mine):

The current library implementation (v20.6 on the moment of writing) uses default Photoshop algorithm that preserves the full tonal range from the shadows to highlights, but it doesn't yet support legacy behavior.

Edit3: I did some more digging:
An implementation in Python
Fundamentals of Image Processing (Go to page 43)
I'm hoping someone with background in image processing could lend a helping hand here.
Thanks so much for any help.

The default brightness contrast node is a broken piece of anachronistic mess.
“Brightness” is exposure typically.
“Contrast” is stretching values apart or pulling them together around some image maker chosen pivot point.
So exposure is a pure multiply. Change to the CDL node and use slope.
For contrast, you can use the power of the CDL.
For a pivoted contrast, it would be correct to use a value node, and divide your RGB by the value. The value is your pivot, so for example, start with 0.18 for middle grey. Then apply the power via the CDL. Then on the other side of the node, multiply the output RGB by the pivot value. Think of the pivot as the point that values will push away from (greater “contrast”) or pull toward (“less contrast”) depending on the value of the power.
Photoshop is a display referred assumption, and formulas don’t work under the same assumptions in a radiometric-like RGB domain.


Is it possible to deselect element but keep it active? In this question I found out uses for being able to deselect the active object.

You can basically use the active-but-unselected object as a transform pivot point for the rest of the object selection without affecting the active object. Which is great.

You click-select the object to make it active, then border-deselect it. It's now unselected but remains active.

But here you can see the behavior is different in in Edit Mode.

While this doesn't seem like a big deal with a vertex selection it would be nice with an Edge or Face to modify around a face's pivot point without actually modifying the active face.

I've been able to force deselect an active element through python but I was wondering if there was a way without scripting.

Based on the comments it seems like the answer to the question is that Active-But-Unselected elements in Edit Mode are not really intended to be used the same way as Active-But-Unselected objects in Object Mode.

Active verts and edges become deactivated when unselected, and unselected faces, while remaining active, become hidden which kind of forces you to "work in the dark".

For the specific use-case I posted in the original question it seems like the cleanest way to achieve that is to use the 3Dcursor as the pivot like sambler and user3800527 mentioned.

To keep conventions consistent across modes in Blender I wish all elements had a persisting active item that remained visible regardless of selection. It would make learning Blender a lot easier without having to ask so many questions :)


Add Glare to Equirectangular Panorama Without Stitching Issues I made an equirectangular panorama in blender, and I added a glare node to emulate glow on the objects. When I view the rendered image, the glow does not stitch properly. Is there a way to fix this, or add the glow in a way that will allow the image to stitch properly?

You can see that glow is cut off when the image is stitched. To combat this problem, some of the glow should be visible on the other side of the image, as indicated below...

As 3pointedit suggested in the comments, you can use the Translate node to make it seamless:

I set the Mix to 1 in the Glare nodes so they output only the glare, which I mix using Lighten.


Importance of keeping meshes low-poly How important is it to keep meshes low-poly? When I model I feel bad about adding high-poly detail and don't do it because when I started with Blender I read some stuff against high-poly modeling, but now I'm confused.

It's completely unimportant, until you hit some limitation. Once you do, you know where it'll hurt, and possibly how to solve it.

A high-poly model can be used to bake bump maps, shadow maps, etc. which can be used to give a low-poly model a high-poly look. So even though you may not use the high-poly version in the end, it still is useful.


Blender 2.8 - No theme presets? I'm really sorry if it's something dumb I'm doing, but for whatever reason, I have no other presets to select from than those in the pic below, and I swear there were others when I was checking 2.8 when the beta first released

Has something changed since then? Or did I perhaps delete a file by mistake? or is there an option I need to check or something?
I know there's something wrong here because I just checked a YouTube video and this guy had a bunch of presets (just as I remember)

I've googled but couldn't find anything (besides user shared themes) Again, I'm terribly sorry if it's something dumb from my part! It's been a couple of months since I gave 2.8 a visit.

Developers have decided that there were too many themes shipped by default with Blender.

Some were of poor quality, unfinished or not well supported; maintaining them and updating for the new UI is also a lot of work. Developer time is better spent on other features and refining these two to a higher polish level.

Rather than shipping a multitude of themes of dubious quality it is better to focus on two well supported high quality themes instead. One dark and one light, should suffice to please most users taste.

You can still make your own if you like or download and install third party ones. A call for content has been put up if users want to contribute their own.


Text along path does not work as expected I have a text object that I want to go along path. The problem is, that the text moves only in 2 dimensions.

I expected that the text will be on top of the curve, but it kept offset. But that is not so important as the path not fully control the text.

What am I missing?

To move an object along a curve, you can use a Follow Path Constraint on the deformed object:

But first, you may need to make sure your follower object and curve have their origin aligned, otherwise there will be an offset between them and the deformations might not be as expected. Though this can be use for intended effects too.

As for the Follow Path constraint, you can either do this manually by selecting the follower object, add the Follow Path, set the target and hit Animate Path, or you can just select your follower object, then your curve and hit ⎈ CtrlP → Set Parent to Path Constraint

This will set the constraint for you, with the target and the animation.

The only thing you may need is to set the Forward and Up axes, which totally depends the context. If you don't know what to use, set your transform orientation to Local, select your follower object with the Move active tool enabled and see which axes you need:


UV Unwraps incorrectly despite applying scale I have been trying to unwrap this simple cylinder but it keeps unwrapping like this...

I have applied the scale and rotation, even location and it didn't work. I also tried erasing the applied memory and trying again but it still didn't work.

Conformal method doesn't work either.

I am completely stumped. No idea what's causing this :/ Any help is appreciated!

The generated layout is representative of the seams you marked on the mesh.

Since you only have one seam ring around the lower cap of the cylinder, Blender generates one UV islands from the lower cap and another from the rest of the mesh, which is the cylinders main part (or perimeter), and the upper cap - together in one island.

I normally prefer to mark both caps and then to add another seam on one of the vertical edges of the perimeter, so that the layout of the perimeter will be in the shape of a(n easily textured) rectangle, rather than a circle:

To reproduce this mark the seems as seen in the image (in Edit Mode --> Edge Selection Mode, select seam edges and mark seams via AltE --> Mark Seam.

Then select all edges (A), then UV unrwap via U --> Unrwap.


How do I model the express key of a wacom tablet? I'm trying to recreate my wacom tablet in blender and I'm trying to model one of the express keys so that's flat against the actual tablet surface. It's basically just a button shape:

Q: How do I model this shape?

Add a Circle mesh and select half of the vertices.

Press Y to separate the selection, and move it away along whichever axis it faces.

Select all (A) and press F to fill the shape with an n-gon.

In Edge Select Mode (2), select the two longest edges, press W and select Subdivide.

Select the new edge and press ⎈ CtrlB (Bevel Tool). Scroll  MW up once or type 2 to get two segments.

Select everything and press E to extrude the shape.

Select the center edge and move it down.

Delete the faces on the bottom.
Finally, select all the sharp edges and bevel them to your liking.

I'd recommend shading smooth at this point. ;)


Is it possible to add a driver to a vertex position? I want to add a driver to a vertex' z position. Is this possible? If it is, how?

When I try to add a driver, all I get is the option to edit source and edit translation.

In edit mode, select the vertex you want to animate. Then CtrlH > H (Hook to new object). This will create an empty, whose position you can animate, and the selected vertex will follow it.


Wave grooves on (ring) mesh For straight grooves, I use the Bevel tool, and some simple extruding and scaling operations. However, I also want to place an oblique line on a ring (so seperate the ring into two piece for a 2 coloured ring). Furthermore, not only straight but also wave-shaped grooves as follows. (from the wedding ring front view)

I want to ask for help on how to place an oblique line and wave-shaped grooves on ring.
Thank you in advance for your help!

You could use the Simple Deform/Bend modifier:

Create your curve, use bezier curve if you want, then convert to mesh, use LoopTools > Space to make the space between vertices regular:

Extrude up and down:

Give it the Simple Deform modifier, choose the Bend mode, bend 360° on the Z axis:

Keep a copy somewhere, apply the modifier:

Extrude inwards, merge the vertices by distance, delete the inner faces if you have some:

Bevel the curve, extrude inwards:

Give it a Subidivison Surface, add some edge loops to sharp the edges, etc...


How do I navigate to external drives using the file browser? How to navigate to external drives using this blender nav system?

For example, if I'm in the "C" directory, how do I use use the navigation buttons to go to the desktop or external hard drives without typing it in?

It's in the left panel.

View > Source List
Shortcut: T

Or just drag that little arrow on the left...


How to get the grid size in a Python script? I'm trying to find a way to get the grid size so I can align some vertices to it in a script.  Frustratingly, bpy.context.space_data.overlay.grid_scale allows you to set the grid size but not get it.  The overlays tooltip suggests using bpy.data.screens["Scripting"].overlay.grid_scale, but this causes an error:
>>> bpy.data.screens["Scripting"].overlay.grid_scale
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Screen' object has no attribute 'overlay'

What's a good way to try to get the grid size for my script?

Overlays are set per view.
You need to find the (or a) 3d view area.
import bpy

def get_areas_by_type(context, type):
    return [a for a in context.screen.areas if a.type == type]

# Get view3d areas
view3d_areas = get_areas_by_type(bpy.context, 'VIEW_3D')

# Assuming there is one (if not test it in your code)
view3d_area = view3d_areas[0]

# The view space
view_space = view3d_area.spaces[0]

# It has overlay
view_space.overlay.grid_scale = 4.0

Or if you know that your context is the 3d view, you can use:
context.space_data.overlay.grid_scale


how to get the vertice's Horizontal and vertical location in the window? actually I'm trying to get the vertice position in the blender's window

thanks to bpy.context.window.width and bpy.context.window.height I know the windows size but how to get  the vertice's Horizontal and vertical location in the window?

I think it is possible because I can set the cursor (Operating System cursor) to some location with cursor_warp

thanks for any help

There is a function that does the conversion from 3d space to 2d view area location_3d_to_region_2d see the DOC :
in this example, i get the 2d coordinates in the area, window and the system screen

import bpy
from bpy_extras import view3d_utils

oa = bpy.context.active_object

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        viewport = area.regions[4]
        for v in bpy.context.object.data.vertices :
            #coo in 3d space
            co_3d = oa.matrix_world * v.co
            #coo in the 3d view area (2d)
            co_2d = view3d_utils.location_3d_to_region_2d(viewport, area.spaces[0].region_3d, co_3d)
            #coo in the blender window
            co_2d_w = (co_2d[0]+viewport.x, co_2d[1]+viewport.y)
            #coo in the system screen
            co_2d_s = (co_2d_w[0]+bpy.context.window.x, co_2d_w[1]+bpy.context.window.y)
            #display
            print("\n\n3d space co :",co_3d,"\n2d in viewport co :",co_2d)
            print("2d in window co :",co_2d_w,"\n2d system co :",co_2d_s)

NOTE :
this is what window ,area and region stands for in blender :


Library Linking with compositor and VSE Let's say I have the characters linked to a scene named "Shot_002" in Shot_002.blend where I did the animation. I can link the Scene to a new .blend file and use it in the compositor, or I can link the same Scene to another .blend file and use it in the VSE.
Is there a way to link the file with the compositing work to a file with the editing work to make a render of the full short film directly after the editing is complete?

No, but you do have recently opened files listed in File->Open Recent.

There is the Edit Linked Library addon that adds buttons to switch back and forth between linked mesh object files, but at this stage it doesn't support VSE strips. You may want to make a suggestion to the author or use it to make a similar addon for the VSE.


GPU not recognized on 2.8 I am currently using an AMD Radeon R9 280, which, according to this listing, should be supported as it uses GCN 1st gen architecture. However, it doesn't show up under system preferences. Has anybody had this sort of problem with 2.8, and if so, how might you have fixed it?

Thanks

The requirements for GPU rendering are higher than the minimum requirements for running Blender.

  Supported Graphics Cards

  These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements.

The manual states that GCN second generation or later is required for GPU rendering. Graphics cards that do not meet that requirement will not be listed in the preferences.

  AMD OpenCL

  OpenCL is supported for GPU rendering with AMD graphics cards. Blender Supports graphics cards with GCN generation 2 and above. To make sure your GPU is supported, see the list of GCN generations with the GCN generation and supported graphics cards.

  AMD OpenCL GPU rendering is supported on Windows and Linux, but not on macOS.

Since the Radeon R9 280 has the GCN first generation architecture it's not supported for GPU rendering.


Why having a good uv map is important? I just did a painting test in substance painter with a really dirty light mass UV map, and the bake is good, the paint leave no artifacts, normal map and height painting is also good.

So I’m wondering why is it really necessary to have the regular clean uv map and in which case they are really important ?

In my answer I will only cover the importance of good UV layouts for real-time graphics engines, because it's the only topic I have enough experience in to write about.

Importance in Real-time Graphics Engines
Besides giving artists the advantage to hand-paint models, good UV maps are very important for any type of real-time graphics engine (the likes you'll find in any modern game engine). The reason for this is obviously performance.

Enter the wonderful World of Draw Calls:
Simply put, every time a graphics engine needs to draw an object with a texture-based material (one or multiple textures) on the screen, it sends a message to the CPU to load the object mesh data and the material from the storage medium (conventional hard disk, ssd, DVD,...).

The CPU then sends the data block to the already waiting GPU, which processes the data block into a visual representation on the screen.

If you dive further into the matter, you soon find out, that every UV island has seams that produce another draw call per seam, while the GPU figures out how to stitch the islands together.

Every draw call produces load on CPU, GPU, RAM, VRAM and the storage medium. If you have loads of them, the frame rate will suffer.

Conclusion
Again, in highly simplified terms, you get the amount of draw calls per object by adding up the materials and the texture islands on the UV map.

This is the reason why game asset artists try to use every trick in the book to use the maximal available texture space while maintaining a the lowest amount of UV islands.

Further Information on Draw Calls
Simon Scheibt's Render Hell delivers the most complete source on the topic that I know of.


Using an Emission shader with textures without affecting the color of the mesh? I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).

Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.

I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?

You can mix an emission shader with emission value 1 with an emission shader with a higher value based on the is camera ray output of the light path node.  This way the camera will get the actual value with everything else getting the higher value.


How do I make an inner edge loop parallel to an outer edge loop? For this object I need an inner contour parallel to the outer contour. If I use Extrude (E) and Scale (S), and reduce the outer contour, an inner contour is created. However, this does not run parallel to the outer contour. Instead of moving inward, the contour is moving to the outside.

Is there a command that creates a uniform inner contour? In the above example I tried the desired one by hand, that is a) inaccurate and b) very time consuming.

Use Shrink/fatten Alt+S with Offset Even option instead:

And don't forget apply scale in object mode! (Ctrl+A -> Scale)


Acting when detecting world position I am trying to get the cube perform an action when its on a defined position but i cant make it work, i can make it show position on the console but cant get the cube to react to the code.
This is my code
import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    own.applyMovement((0.2, 0, 0), True)

    pos = own.position
    x = pos[0]
    y = pos[1]
    z = pos[2]

    print(x)
    print(y)
    print(z)

    if (x = 10):
        own.applyMovement((0, 0, 5), True)

main()

Take a look to logical operators.

position is deprecated use localPosition and worldPosition.

from bge import logic
cont = logic.getCurrentController()
own = cont.owner

own.applyMovement((0.2,0,0),True)

pos = own.worldPosition
x = pos[0]
y = pos[1]
z = pos[2]

print(x)
print(y)
print(z)

if x >= 10:
    own.applyMovement((0,0,5),True)


How to make particles a different color depending on which side they’re on? Ok I have a particle system (in 2.8) where the object emitted is a meatball. I need to have the left side of the emitter emit red metaballs and the right side blue, with blending in the middle. I probably need to use a colorramp here, but don’t know what the exact node setup would be.

Here’s a diagram of what I need where R is red side and B is blue

How can I do this?

The color ramp factor can be based on the velocity info of the particle system. Or you can use "Object info" >> "Location" or "Geometry" >> "Position" as an input, but those are based on the world coordinates, so they will work only in the Origo.


Rigging Automatic Weight not working right Hello everybody I have sculpted a Frog an already rigged him and posed him into a position, then I dumbly deleted the armeture becuase I thought its done.
Now I had to resculpt the left arm and now when I try to apply the rig with automatic weights its not working. Here are some Pictures as example.
I also wonder if I cant only rig one arm but why shouldn´t that work ?
There are no weights to the bones except one with just a little.I could paint them my self but the mesh is really high resulution so its almost impossible for me.
Please help, my scene is actually finished and that was the last detail i wanted to enhance. Thats bothering, are there any settings needs to be done ?
Thanks :)

To answer your question, your weighting is now entirely off, but you can fix it via weight painting. The parts you want to move should be red, with a bit of a falloff into yellow and green as it merges into the other bone.

HOWEVER, since you've sculpted, and it's not intended for animation, there's a much easier solution. Try using a lattice! Add a lattice to your scene and move and scale it around to fit the arm as well as you can (do not do this in edit mode! it'll mess up your results!). Then apply a lattice modifier to your sculpt, and select the lattice you just made. Now you can go into edit mode. Before you touch anything, add some more points to work with over in the modifier settings until you have enough to bend it. It shouldn't take many. Now all you have to do is move the lattice around until it looks like you want.


X-Ray is too much X-Ray When I use X-Ray, the mesh also becomes transparent which is often super confusing.

What I want is to see all the vertices/edges just like in the picture, the closest ones are more visible than the "hidden" ones, but I want the mesh to not be transparent.
I think it is really confusing to see the shape of the mesh in the X-Ray because it has no depth at all. Ideally, it should look like a frosted glass material
Is there a way?

just open the setting in shading and set the x-ray value to 1 that means it is fully visible but keep the edges and vertices see throu. The lower the number is the more transparent the geometry is.


What is and how to use a Fake GI Dome? I've come across a concept of a fake GI dome. I would like to know what is it (is it the same as a sky dome, or is it rather an array of spot lights arranged in a hemisphere fashion, if so, how many lights should there be?). And what is the benefit of a fake GI dome? I understand it renders faster than true GI right, but how about the quality? Also, does it make any sense in Cycles, because Cycles uses GI sort of by default. I understand it does make sense in Blender Internal though.

It's been a very long time since I read about fake GI but as far as I can remember, Fake GI and light domes are two different approaches to get global illumination.

The goal of both methods is to create sort of a "50% grey" effect that illuminates the whole scene in a similar way cycles does when you render out the default cube with no additional light source in the scene. Ideally there would be no shadows at all since the light comes from all directions. Additional lights will then produce shadows which aren't completely black.

afaik Fake GI would use a skydome with maybe a fancy HDRI image slapped on that emits the light, while light domes are dome-like structures build out of actual light sources - many light sources.

I don't know if those methods are really that much faster to justify the amount of pita they require in terms of workflow (compared to modern render methods, that is), but most of the results I've seen are quality-wise somewhere in between Blender internal with Hemi + additional light sources and Cycles. The point is that shadows are still "harder" thus more unrealistic.


Extrude to particular position I use blender for 3d printing and often want to move vertices or extrude faces to a particular point.

For example

I have a face at the y coordinate 3.47. After selecting that face I often find I would like to extrude it in the y axis to position 5.0.
Is there a way to specify the position instead of the amount you want to move ?

Currently I calculate the difference manually in a calculator and the extrude by that amount.

Is there an easier way.
I guess I could create a Python extension for it but wanted to make sure it didn't exist.

Thanks

I couldn't get m.ardito answer to work.
I wanted to move vertices with different y position to all the same plane.
I found lots of answers on forums with answers like

"select the vertices and press S Z 0 to put all the vertices in the same z-position, then move then set the 'Median Z' value in the transform properties."

I just could not get these to work.

In the end I modified a the script I found.

import bpy
import mathutils

class OBJECT_OT_MoveX(bpy.types.Operator):
    """Move selected vertices to cursor's location"""
    bl_idname = "object.movex_operator"
    bl_label = "Simple Move Operator"

    @classmethod
    def poll(self, context):
        return context.mode == 'EDIT_MESH'

    def execute(self, context):
        MoveSelectedVerticesToCursor(True, False, False)
        return {'FINISHED'}

class OBJECT_OT_MoveY(bpy.types.Operator):
    """Move selected vertices to cursor's location"""
    bl_idname = "object.movey_operator"
    bl_label = "Simple Move Operator"

    @classmethod
    def poll(self, context):
        return context.mode == 'EDIT_MESH'

    def execute(self, context):
        MoveSelectedVerticesToCursor(False, True, False)
        return {'FINISHED'}

class OBJECT_OT_MoveZ(bpy.types.Operator):
    """Move selected vertices to cursor's location"""
    bl_idname = "object.movez_operator"
    bl_label = "Simple Move Operator"

    @classmethod
    def poll(self, context):
        return context.mode == 'EDIT_MESH'

    def execute(self, context):
        MoveSelectedVerticesToCursor(False, False, True)
        return {'FINISHED'}

def MoveSelectedVerticesToCursor(moveX, moveY, moveZ):
    bpy.ops.object.mode_set(mode='OBJECT')

    for vertex in bpy.context.object.data.vertices:
        if vertex.select:
            new_location = https://blenderartists.org/forum/showthread.php?280330-XYZ-location-of-Verticesbpy.context.object.matrix_world.inverted()*bpy.context.scene.cursor_location
            if moveX:
                vertex.co[0] = new_location[0]
            if moveY:
                vertex.co[1] = new_location[1]
            if moveZ:
                vertex.co[2] = new_location[2]

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

class MyPanel(bpy.types.Panel):
    bl_idname = "OBJECT_PT_my_panel"
    bl_label = "Align to Cursor"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    #bl_context = "object"

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

        row = layout.row()
        col = row.column()
        view = context.space_data
        col.prop(view, "cursor_location", text="3D Cursor Location")
        #row.prop(bpy.context.object, "OBJECT_OT_delete", text = "Cursor to selected")

        layout.row()
        layout.label(text="Align selected vertices to cursor position", icon='MESH_DATA')
        row = layout.row(align = True)

        row.operator(OBJECT_OT_MoveX.bl_idname, text="X")
        row.operator(OBJECT_OT_MoveY.bl_idname, text="Y")
        row.operator(OBJECT_OT_MoveZ.bl_idname, text="Z")

def register():
    bpy.utils.register_class(MyPanel)
    bpy.utils.register_class(OBJECT_OT_MoveX)
    bpy.utils.register_class(OBJECT_OT_MoveY)
    bpy.utils.register_class(OBJECT_OT_MoveZ)

def unregister():
    bpy.utils.unregister_class(MyPanel)
    bpy.utils.unregister_class(OBJECT_OT_MoveX)
    bpy.utils.unregister_class(OBJECT_OT_MoveY)
    bpy.utils.unregister_class(OBJECT_OT_MoveZ)

if __name__ == "__main__":
    register()


cycles material for marshmallow "peeps" Does anyone have ideas for this material? Especially the sugar on the surface which I'd like to model as small cubes rather than rounded bumps as in Voronoi? Thanks!!!

If you are using Cycles render engine you could probably achieve a simplistic setup quickly using a mix between a diffuse and a translucent shader node. A voronoi texture for displacement or bump could help with the rough surface.

My diffuse color was setup for a quick random colors for display purposes, but you can use any solid color instead by removing the ColorRamp node and the Object Info radom output


Scaling and importing from blender to unity When I make a 3d model in blender and import it to unity the model has an incorrect size and im thinking the problem has to do with the units but I don't know what units to use while modeling in blender (cycles).

Another problem is that when I import it into unity it imports itself without textures so im thinking it has something to do with how I save the model in blender, right know im saving it as .blend

And the final problem is that when I import the model from blender to unity the y,x,z axis are inverted or weird.

Thank's in advance.

A Blender unit is per default 1m. You can display this in edit mode by the Edge Info checkbox the units can be enabled in the Scene Tab.

In order to import it correctly into Unity drag and drop the .blend file directly to your asset folder in unity, materials will be automatically created. Textures need to be imported and assigned manually to the material slots.

Behind the scene Unity runs Blender and does an .fbx export. You could also  export the model manually. File -> Export -> .fbx for more control:
Note that the export dialog provides settings to scale and change orientation of the used coordinate system: