FBX Exporter Animation Artefacts I am using the FBX Exporter to export animations from Blender but I see strange animation artefacts when playing back the FBX with Autodesk's FBX Review

At first I thought it might be FBX Review, but then on importing the FBX back into Blender those artefacts are also clearly visible in Blender.

Below are gif versions of the Blender and FBX Review for a simple rig.

In the Blender version the feet do not move at all.  In the FBX version, the feet are continuously moving and you can see a jitter at the beginning, middle and end of the animation.

I am using Blender 2.78a with FBX Exporter that comes with it.

Has anyone seen this problem or could shed some light on a possible solution?

Thanks for any help.

I do not know what causes the problem, but I fixed it by restarting from scratch.  I appended just the mesh from the original blend file into a new one then I rebuilt the armatures.  The resulting exported fbx then did not suffer from the jitter problem.

Not a great answer, but I found the following which could be the reasons for not working in the first place:

Make sure scale is applied to everything before you start building the armatures.
It seems that the fbx exporter does not handle scaling in the animations well, so don't have any scaling in your animations.
The fbx exporter seems to ignore the objects' origins and uses the "world" origin instead.  To avoid any problems, set all the objects' origins to the "world" origin.

You may be able to get away with just applying these steps without having to rebuild the armature.

I have since then always followed these steps on new projects and it has worked every time.

I would like to hear from others if this works for them.


How to avoid "Cycle of dependency" when rigging a mechanical model I'm trying to rig this clamp to move how it would in real life. However, I can't figure out how to do it without causing a situation where there is a "cycle of dependency". I rigged this clamp and in the viewport it was working beautifully. When I went to render the animation, however, it started to get glitchy. I reported it as a bug and that was when they told me its because I had built a cycle of dependency. I don't know how to rig this to get the same result while avoiding that error I caused.
Basically for constraints I got the long vertical bone the parent of the smaller vertically bone that is in rest orientated in the -z position. That smaller downward facing vertical bone is then tracked to the long horizontal bone that is the clamp arm. That Clamp arm is also tracked to that smaller downward facing vertical bone. I cant figure out how to cause this motion in which the movement one causes everything to be pulled along with it, without having this cycle of dependency.

You can work well using IK. See for detailed structure.


How to make a pure white smoke with blender internal render engine (not Cycles) I use the Quick Smoke to generate smoke.

I want white smoke but I can't make pure white smoke with quick smoke , the smoke rendered is grayish.
 I've seen a lot of solutions for cycles renders on You-tube but can't find any for blender internal render engine.
What's the simplest way to make steam-like pure white smoke with blender render engine.

If you want to make smoke brighter, you need to make color of the smoke  brighter than white. This is howto:

In material settings make reflection color completely black:

As you can see, it doesn't affects at all, because this setting rewrites by smoke texture.

Next, go to the texture settings and find reflection color. Put here something like 5.0. (To set value above the limits click on value and print the number from keyboard)

This setting mix value 5 times more different than original (black in material settings) color of smoke reflection.

Also, you can set "extra-white" color in smoke color setting:

Select emiter of the smoke (not domain) and in phisics tab find smoke color setting


Blender Object loses Alignment during Rotation (Only During Render) I have a blender object which animates / rotates along the z axis just fine in the viewport:

However, when I render it in either Eevee or Cycles, the object (hilariously) loses alignment and breaks apart:

Can anyone help me figure out what's the cause of this really strange behaviour at render time?
Edit: deleted all my rendering configs.  Issue was caused by original object overlapping with my Collection Instance and showing up on render. I had to hide the original object in order to make it work on render.
cake model comes from here


How do I apply modifiers and other changes in 2.90? I'm using 2.90, and going through a tutorial to create a couch on youtube. I've added a mirror modifier, 2 arrays, and a subdiv. How do I apply those modifiers so it completes those operations on the mesh? I don't see an Apply button anywhere, and have looked up 'Apply' in the doc with no answer. Is there a hotkey other than Ctrl-A?

While Emir's answer is technically correct, it can be tedious to apply multiple modifiers using the Modifier's panel. Note  that, for any selected object, you can also float your cursor anywhere within a given modifier's listing within the Modifier panel and press the Ctrl + a shortcut, and that specific modifier will be applied instantly. Which is nice.
But if you have a lot of modifiers this may still not be very convenient. Thankfully, you can apply all modifiers at once by selecting the object which contains them in Object Mode, and at the top of the 3D View, go to the Object menu, then Convert To, and finally Mesh. Even though the mesh was already a mesh before you began, converting it to mesh applies all its modifiers at once.


How to move/rotate makehuman character in blender by adjusting value I have a makehuman character exported to Blender and rigify addon turned on. I could use the mouse to move hand/legs of character. Since my character pose need precision, I couldnt get better results by using mouse based pose creation. How could I adjust the movement by adjusting values rather than using mouse to adjust values.

Or can anyone please elabrote on ways of doing this.

Select a bone (1), then press N to open the properties panel in the 3D Viewport. At the top of the panel, the transform menu contains WXYZ rotation which can be edited for precision (2).

Right click and press Insert Keyframes to add the values into keyframe.


Way to control mesh volume for character animation My problem is best expressed in example:

On a character, when the arm bends it tend's to self-intersect, instead of working like a muscle and, expanding and, stretching while retaining its original volume. What really happens is the faces from the top of the arm's of mesh clip through the bottom when fully bent.

No matter how I apply the heat map/weight paint, I cannot seem to prevent this from happening.

I did some research currently, Blender uses a standard heat map as the basis for its weight painting, from particle maps to character bones to verts.

Is there a way to apply a quaternion/dual quaternion, or and implicit skinning method?
These methods would help a lot in retaining the appearance of volume under compression and would solve issues with large characters and muscle flexing?

The Video Link Here  was presented as at Siggraph years ago and, explains the issue a lot better than I can, but I would love to see some solution like this in Blender if there isn't already and I am just oblivious. Any help is much appreciated.

Blender does not currently support anything like implicit skinning, or any dedicated tools for character self collision.

Dual Quaternions are simply a different way of calculating bone transforms on vertices and prevent some artefacts, but have no concept of intersection or volume (although they make the results appear to preserve volume better under some conditions).

However there are a number of ways these effects can be mimicked in blender:

corrective shapekeys driven by bone rotations/positions (see https://www.youtube.com/watch?v=f3JWNIkwBZ8). This is probably the simplest way, but can be time consuming.
soft body or cloth on skin (possibly with collider objects underneath)
supporting soft body muscle meshes, using shrinkwrap to fit the skin too
extra bones using various constraints.

All of these methods tend to be very time consuming and fiddly to get good results with.

I agree that it would be great to see something like this in blender, however for the time being it is not likely.


Translate object using lowest Z value python I have an object located in the origin (0,0,0). I wonder how I can translate it along the z-axis where the lowest -z value of the object will be translated to z value 0 as shown below:

Here is a simple script that accomplishes this...let me know if you have any questions.

import bpy

# get a reference to the active object
obj = bpy.context.object

# get the minimum z-value of all vertices after converting to global transform
lowest_pt = min([(obj.matrix_world * v.co).z for v in obj.data.vertices])

# transform the object
obj.location.z -= lowest_pt

Note

For 2.8 replace * with @ for matrix multiplication.

lowest_pt = min([(obj.matrix_world @ v.co).z for v in obj.data.vertices])


Can we preset Graph Editor Interpolations for Elastic? Pressing [T] in the Graph Editor with an Active Keyframe lets you Set Keyframe Interpolation - Dynamic Effects: Elastic, is a choice. With that choice come basic presets, .8 Amplitude, 4.100 Period

I want to do this 59 times and seem to have to do this by hand (!!!) but wouldn't complain IF I could adjust the preset so each new occurrence is right for my project. This is easy to understand in practice but tough to explain but can I adjust the presets? Copy/Paste includes the Interpolation but ALSO the keyframe value.

I'd settle for the ability to copy/paste just the adjusted Interpolation settings, can we?

59 times I needed .8 to become .04 - lots of clicks unless you know something I don't.

The first tip is that pressing T will apply the interpolation to every selected keyframe.

First, to simplify the graph editor, hide curves you aren't working on.

It would appear that you want to do this to every third keyframe, so select all won't help. We have the common selection options in the graph editor.

B to box select keyframes
C to circle select keyframes
⎈ Ctrl RMB to draw a lasso around keyframes to select

I'm thinking if you zoom out enough to see all or most of your keyframes, you can use circle select to quickly select the keys at each "corner" of your stepped fcurve.

That is about where blenders UI stops being helpful. Then we can often turn to python to help automate repetitive tasks like this. We can use the text editor to type and run longer scripts. For smaller tasks, the python console can be used to type out commands. Pressing ↑ Up arrow can bring back the previous command so we can change a single value (like the index number of the keyframe point) before repeating.

If you have selected the keys that you want and used T to set the interpolation to elestic, we can set the amplitude and period of these keys -

import bpy

obj = bpy.context.object
fc = obj.animation_data.action.fcurves

for c in fc:
    for k in c.keyframe_points:
        if k.interpolation == 'ELASTIC':
            k.amplitude = 0.8
            k.period = 4.1

In your example you appear to be setting every third keyframe, you may need to add some extra keys to maintain the repetitiveness as at least one appears missing. We can use a repetitive sequence like this to automate the entire process.

import bpy

obj = bpy.context.object
fc = obj.animation_data.action.fcurves

# adjust this to 1 or 2 to get the right keys
startidx = 0
for c in fc:
    if c.hide: continue # skip curves we have hidden
    for i in range(startidx, len(c.keyframe_points), 3):
        c.keyframe_points[i].interpolation = 'ELASTIC'
        c.keyframe_points[i].amplitude = 0.8
        c.keyframe_points[i].period = 4.1

You may also run the script and then select the first and last keys to undo the elastic setting if you didn't want it over the entire curve.


Realistic smell effect I'm about to model a piece of cheese, and I would like to give it some kind of smell effect as it's known from cartoons when a cheese is too old, or if someone with smelly feet takes off the shoes... Well, guess you know what I mean...

Now I want to make that kind of effect in blender. Of cause, it's going to be in 3D, and I hope it's possible to make it look a little more realistic than the cartoons. Also, I would like the "stink" to be half green, half transparent so that it is visible, and you know exactly what it is, but still not so green, that it looks more unrealistic than it's necessary.

I only need this effect for pictures, so it doesn't need to have an animation effect to it.

Here is what I came up with (Since it wont be animated I decided not to use smoke sim).

I used grease pencil D+Mouse click to draw the smoke.
Convert stroke to curves then in the curve menu I had the fill set to HALF and extruded until it looked good.
Then convert it to a mesh ALT+C.
I brought it into sculpt mode with a smooth brush and fixed all the wrinkles and odd looking things. Then used the blob brush to add thicker bulges where I thought they looked good.
Duplicated the smoke and changed how it looked with more sculpting and scaling.
The material added is just a simple diffuse (Principled BSDF) mixed with a transparent shader using a noise texture. I added a 2nd mix shader and transparent node to bring the overall transparency down.

Hope this helps.


Spline bevel thickness Is there a simple, sure-fire way of just beveling a spline without it constantly either twisting or breaking or whatever else? I'd like to think i'm at least of an intermediate skill level with Blender, but i still can't get my head round Blender's splines. A different spline, a different experience. All i want is to bevel a spline and have the bevel thickness be the same throughout its length. This is as close as i got.

The weight, the radius and the tilt (1,1,0) is the same on all the vertices. The LocRotScale on the spline were applied numerous times.

Would really appreciate any help. Thanks.

Try to switch to 2d shape because it makes better defined corners.
 If you want to optimize for render convert to mesh using Alt C.
Then add a decimate modifier and play with the ratio value until you got the looks that you want.


How to get correct lightning in the shadows? I just started learning Blender. After I finished my first scene I saw some problems in the shadows. Is there someone who can help me out and tell what I could improve to get rid of these problems?
My lighting setup is one area light from the left (blue arrow A) and one point light from the right (blue arrow B). In both lights I check marked shadows with bias at 0 and clip start at 0.05.
Red area: The shadow seems to be rather further down the edge then right in the edge. Also the lighting is not very even.
Yellow area: There is no proper shadow around the legs, maybe the legs are even emitting some light.
Hopefully someone can help me out :)
Cheers, Julian

Okay, got I myself. Didn't changed my render engine from Eevee to Cycles..
So much better :)


bpy.ops.object.select_inverse() removed from Python API? A script I wrote, which used to work (I think Blender 2.6), no longer seems to work. I think the select_inverse() operator has been removed?!

I made the mistake of removing the old version of Blender before installing 2.7, so I can't look back at old module.

Wow, go away for year and try to come back, everything is changed and old Blender forums are gone!

select_inverse() was available up to 2.61 (API docs), it's missing in docs from 2.62 on.

The following operator inverts the current object selection and should be equivalent:

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

You can get every past release here:
http://download.blender.org/release/

Blender.org forums were meant for developers, and the user community was mostly active on http://blenderartists.org/ anyway. Consider BA.org the successor to the official forums.


How do I make a plane have thickness? So I made this structure by subdividing a plane and elevating parts to make hallways:

Then I realized that I wanted to make the walls have a certain thickness.  Is there a way to do this?  Extruding didn't really work for me.

Solidify Modifier

You can do this by adding a Solidify modifier to your planes:


Why cannot I override the context for bpy.ops.object.origin_set() I ran the following code to reset the origin of Cube:

import bpy
# set selection
bpy.data.objects["Cube"].select = False
bpy.data.objects["Plane"].select = True

# override context
override = bpy.context.copy()
override["selected_bases"] = [bpy.data.scenes[0].object_bases["Cube"]]
override["active_base"] = bpy.data.scenes[0].object_bases["Cube"]

bpy.ops.object.origin_set(override)  # works on Plane
bpy.ops.transform.translate(override, value=(1,1,1))  # works on Cube

However this resets the origin of the Plane instead. What am I doing wrong ?

from the blender bug tracker https://developer.blender.org/T57572

  operator origin_set relies on selected_editable_objects afaict, so adding override["selected_editable_objects"] = [bpy.data.objects["Cube"]] should do the trick:


Boolean functions removed faces, is there a relatively quick way to fix this? I've been working a tube chassis model to 3D print. I used the boolean union function to join the tubes together into one object, hoping it would be watertight and printable without too many issues to fix. I realized once everything was connected and saved that several faces are missing, and the joints between "tubes" are not particularly clean. Based on my non-manifold selection, it would probably about as long to find and fix each problem as it did to make it. Is there anything that might be able to make it easier/quicker? Or at least a better way to remake this that would result in less issues to fix? I'm fairly new to blender yet and I'm not real familiar with all of its features yet. Thanks in advance.

Here's my .blend file, hopefully the link works: http://pasteall.org/blend/index.php?id=48820

Blender can select non-manifold edges CtrlAltShiftM. The mesh analysis display options can also be useful for 3D printing.

You will find enabling the 3D Print Toolbox addon will be helpful. Click the Check all button to see how many locations have issues. While there is a Make Manifold button, be careful to check that the automated process doesn't add unwanted faces.

If you are in edit mode each item listed will be a button that will select the relevant areas.


Adding an image in the image editor through python I was trying to automate the process of adding an image in the image editor through python. Well i kind of succeeded, but only in changing the resolution and not the color/alpha values. I seem to be lost at this part, i want the alpha value of the image to be 0 and i cant seem to find a way to automate that through python.

How can i change the alpha value of the image im adding through python ?

Color is a parameter of bpy.ops.image.new():

bpy.ops.image.new(name="Untitled", width=1024, height=1024, color=(0.0, 0.0, 0.0, 1.0), alpha=True, generated_type='BLANK', float=False, gen_context='NONE', use_stereo_3d=False)

bpy.ops.image.new in API


Can we execute custom Python functions from driver expressions? I have a simple function that I'd like to call from a driver Python expression.

I've run the script to define the function, but it doesn't seem to be accessible from the driver expression.

Error in Driver: The following Python expression failed:
    'myDriverFunction()'

Traceback (most recent call last):
  File "<bpy driver>", line 1, in <module>
NameError: name 'myDriverFunction' is not defined

Is it possible to modify the namespace in which drivers execute?

Your custom driver must add itself to the list of drivers BPY is aware of.
See the example here:
https://docs.blender.org/manual/en/dev/animation/drivers/workflow_examples.html#driver-namespace

import bpy

def driverFunc(val):

    return val * val    # return val squared

bpy.app.driver_namespace['driverFunc'] = driverFunc    # add function to driver_namespace


Mesh face not rotating at the same rate as rest of the mesh When ever I try to move a bone in pose mode, the face of the barrel of the gun doesn't move as fast as the rest of the mesh, resulting in the pictures below.

Any idea on how to fix this?

Another, earlier version of the setup:

This one is better.

Thanks for the file, I feel now I can understand what you meant.

in weight paint mode you can see that (at least) some bone have incomplete weights to that arm: some part are blue while they should have been red.

this is causing a part of the arm not moving with that bone:

You just need to correct weights (all red) to make it move better with the bone:


how to reset dynamic/physic simulation at frame other than 0? I have a dynamic (rigid body) simulation, but my animation range is from frame 584 to 716. So i don't start from frame 0. The problem is i can't start the simulation because i have to go to frame 0 for simulation to work. Is there any trick without have to slide/offset all my animation/scene to start from 0 ?

Thanks

Look for the settings for the simulation's cache.

There you can set the start and end frames for the simulation. The default values are 1 to 250, but you can change them to fit your needs.

in 2.79:

in 2.8:


How can I create an irregular, marble-tiles surface? I'm trying to create a marble-tiles procedural texture for a bathroom's pavement like this:

What I already did was creating the surface for the single tiles, but I can't get to do two things:

Creating an irregular shape for the tiles (I'm using the brick texture but I can't create irregular mortars like the ones in the picture);
Making the gradient-like pattern.

So basically I first created the reddish tiles' texture using this node structure:

I then tried to use the gradient node to recreate the pattern of the real pavement, but the result is this:

As you can see, I've linked the color channel of the gradient node to the bias channel of the brick texture node, but I don't know why the black part that should show ONLY red tiles still has some white tiles on it, something that does not happen with the white part. Besides, some of the red tiles are witheish, but I want only white and red tiles, not something in between, and I'm not sure why this happens.

For the asymmetrical mortar I still have no clue, I tried to use the wave texture and attach it to the "mortar size" channel of the brick texture node nut it didn't work so well. Any idea?

I achieved the brick fade/like effect, as well as some irregularities in the scale of the bricks, the node setup is below the test image

You can use this add-on as well to create more complex brick textures: https://blenderartists.org/t/cycles-brick-tricks-0-1/685934


Align axis to object normals I have an object rotated around X axis but its own axis pointing in different directions because it was rotated manually for practicing purposes. How do I align the axis with the normals of the object now considering that I can't do it manually. Also how do I align the 3D cursor to the normals of the rotated object in case I don't know the exact rotation angle in order to do it manually in View Panel  (N) Another dilemma with the 3D cursor is that even if we rotate the thing it has no effect on snapping or adding new objects raported to its orientation. They are still subjected to Global axis no matter what transformation mode we are in or orientation of 3D cursor.

Assuming you're using post-2.8 versions, click the Show Gizmo button at the top of the screen, select the Move, Rotate and/or Scale, and set it to Local instead of Normal


Can I change middle click to Pan? I'd like to swap the controls for pan and orbit essentially so it's like AutoCAD where middle mouse click goes to pan and shift middle click is orbit. Where's the best place to suggest this as a feature add?

You can configure this in User Preferences > Keymap (Input in 2.7x); just set the shortcuts for view3d.rotate and view3d.move accordingly:


Transparent Material in Blender but not in Unity I am working on creating model in blender that has part of its material transparent. I would like to port it over to Unity to use as piece in my game, however the transparent section is not properly being rendered in Unity. I have unwrapped and baked a UV map, which I then saved in my Unity project. However, the transparent section of the material is not transparent but black. I've tried chaning the rendering mode in Unity to transparent but that makes the whole model transparent. I'm not sure what I need to do to get only the transparent section of the model to render properly. Any suggestions would be helpful. I have provided images of my model in blender as well as in unity with the current material settings.

When working with transparent textures you'll have to set up a separate material in Unity that has it's surface type set to transparent and another material for rendering the opaque parts, In blender you'll have to assign an extra material slot for this transparency the extra slot will show up in the material options for your model in Unity.

Select the parts of the mesh you want to use the transparency and click "assign"

In Blender

In Unity


How to introduce random material offset and rotation to array modifier created objects in 2.81? I have generated tiled wall using 2 times array modifier(width and height),

I want to introduce some randomness to materials so the tiles don't look like cut from single large piece.
I tried adding random rotation like below but the rotation is the same for each duplicated object.

What can I do to make it random on each instance independently

This is video what helped me. The Array modifier creates a copy of an object, which behaves exactly as its origin. So you should also see this answer.
Apply the modifier to make the data real.
Enter Edit Mode on the object and press P  > Separate by loose parts.
Select all separated objects and press Shift + Ctrl + Alt + C  > Origin to Geometry.
This will make each piece an individual object with the origin located at the origin of the original object. Now you can manipulate them as you wish.


What are the faces with dotted patterns on them that seemingly cannot be subdivided Ran into this a couple times while modelling this spaceship. A face will have dots all over it and when i try to subdivide it doesn't work. I do notice that the faces around it kind of wiggle around a little though?

The dots mean the face is Active. See Why does one of the faces show dotted in editmode?

The reason why it apparently can't be subdivided is not due to it's selection state, but rather because it is an n-gon. An n-gon is a faces made up of more than four edges.

Subdividing an n-gon won't create edges running through it, but will still add vertices to it's existing edges:

While in Face Select mode these verts won't be visible. To see them, switch to Vertex Select mode
(⎈ Ctrl↹ Tab).

Depending on what you are doing, n-gons should generally be avoided. See When should N-Gons be used, and when shouldn't they? for some more info.


How to add textures on top of textures? I'm trying to create some sushi.

I've got this but I don't understand the UVWrapping as I need to almost decal some ingredients onto the rice texture.

As you can see, I went to edit mode (↹ Tab) then selected the top and bottom of the sushi... I added a texture in that texture tab on the right, and then selected that texture from the UV editor... The rice appeared and I positioned the circles accordingly.

I then hit A to select the entire sushi roll and then de-selected the top and bottom... In the UV editor, I then applied my sushi wrap texture.

Now what? How do I go and apply a texture of sushi ingredients on top of this roll?

After adding a material, add two textures. The texture(s) lower on the list will be applied over the previous texture(s):


How to connect these faces smoothly (if possible) I want to make a cliff scene like this in Blender:

So in order to do that, I'm trying to connect these two faces together (each one is a plane and has a displace and a subdivision surface modifier)

However, when I connect the two faces in Edit Mode, it looks like this:

What should I do? Should I even connect the faces at all?

I think you shouldn't have connected them in edit mode. First off, select any one of the plane in object mode. Then add the boolean modifier to it. Select the second plane as boolean object and set the type to union.

Alternatively, you can try sculpting your mesh with smooth brush.


Why am I getting different shading on different faces when I merge the vertices? I started with a bowl shaped geometry with no top and no bottom.

I wanted to add geometry to the top of this semi-sphere, so that I can use sculpting to mould it to a desired state. Does Sculpting create any new Geometry?.

On bottom side I followed How can I add vertices to intersection of two edges? to add geometry and on the top side I extruded the vertices and merged them to the centre.

It may be that you have inverted normals. In order to 'repair' the object, follow those steps:

Enter Edit Mode by pressing Tab.
Select every vertex in the model. You can press 1, then a (maybe even times).
Press Shift+N to recalculate normals outside, or Shift+Ctrl+N to recalculate inside.
Exit from Edit Mode by pressing Tab.

Those steps should help, but if you have messed up something other than normals, it may not help. You can also enable "Face orientation" in overlays menu in 3d Viewport to see blue/red faces indicating normals.


How to set world's background without effecting the lighting? Is there any way to make the world's background white without making everything way too bright?
I simply want to make the whole world white, without effecting the lighting.

Light path node (works for Eevee & Cycles)...


Accidentally Deleted My Main Screen I'm new to Blender
I used a split screen and instead of closing it, I closed the main one.
is there any way that I can bring back?

Hey I'm not quite sure what you mean, a photo would be helpful but if you accidentally exited 3D View you can select 3D View mode back from the mode select panel on the top left.


How to smooth already made slope? I have made this slope manually but I was wondering how to smooth it out because it is clearly bumpy.

You can delete most of the edge-loops in between. That will make your life much easier. You can probably only keep the lower two as well as the upper two. Add one on the middle to adjust the arc. Subsurf should do the rest.


Cylinder with varied light power intensity along the axis I am trying to simulate a beam of light travelling through a cylinder where the power of the light follows a simple sinusoidal pattern along the axis of the cylinder (i.e. the intensity increases and decreases like sin(x)). I have found an image describing roughly what I mean by intensity:

As you can see at the right bend there is an increased intensity in the light streak.
How could I achieve this effect in just a straight cylinder, where the brightness goes up and down periodically as you move from left to right.
I am very new to blender and feel a bit overwhelmed on how to do this. Any help would be appreciated.

You could try something like this.

All I did was take a Wave Texture on the vertical (Y) axis, stretched it out a bit and colored it with a ColorRamp to make light and dark (red) areas. I overemphasized them a bit because sometimes subtle differences don't show up well in screenshots.
All I did after that was take another Wave Texture, set to run on the Z axis (Horizontal), scaled it down so it was only one (visible) band, distorted it a little, and then used that "warped gradient ring" as a constraint for the color, so it looks less like it's on a flat surface, and more in a neon tube. I did this by multiplying it with the color in a MixRGB node. I finally ran it through an emission shader, in keeping it being with a light source, and I turned on "bloom" under the render properties tab to make it glow. The end result (against a black background) looks like this:

FYI - there are white patches on both sides, I only shot from one angle. You can control the amount and the size of the patches using any combination of the Mapping Node, the Scale of the Wave Texture, and by moving the "Needles" of the ColorRamp.


How to add reference numbers to exported UV map My current workflow is:

UV unwrap my 3d object in Blender
Export UV map as a .png
Import UV map into photo editing software (Photoshop/ClipStudio Paint)
Create a new layer and paint the UV map in a separate layer, using the UV map as reference (where the outlines are)
Save the painted UV map as a png
Import the painted UV map .png  as a texture in Blender.

The most time consuming part of this workflow is that I have to keep a mental reference to what part of the UV map maps to what part of the 3d object. Sometimes I don’t know which part of the 3d model a certain part of the UV map refers to and I find myself making brush strokes in Blender on the texture to determine where it maps to on the UV map.
Is there a way (built into Blender or an addon) that can:

Add reference numbers/letters to the exported UV map
Export a third angle projection image of the 3d object (or something similar) that has the same reference numbers/letters as the exported UV map to use as reference when painting over the UV map in Photoshop/ClipStudio Paint

I know Blender allows you to paint directly onto the 3d model (Substance Painter also allows this) but my computer does not have enough power to follow this type of workflow.
I am open to look at existing workflow's that follow a similar process.
Here is an example of the UV map that I want to generate as reference:

Here is an example of the projection image I want to generate to help map the UV map to the 3d model:

The closest I can come up with:
Go to the "UV Editing" work space
Select your object and enter edit mode
Create the UV map.  Here I'll use the default cube and its default unwrapping for simplicity.
Use the UV menu to export the UV Map to a file:

Make sure to check "all UVs" in the file dialog:

Create a new image using the "+ New Button"

Make sure you create a blank image:

Switch to the image editor:

Switch to paint mode:

Use the paint brush to add your annotations:

Save the image to a file:

Now you have two images files, one with the outline of the UV Map, the other with annotations.  Load them into your favorite image editor as layers, with the UV map above the annotations.  Set opacity to taste and you end up with something like this in the image editor:

You can even use this technique to temporarily put the annotations on your model by giving it a material that uses the image you created as an image texture:

Using the shader:

This will even allow you to place the correct orientation for the faces, if they happen to be otherwise indistinguishable.


Removing fireflies from render Relatively new to Blender, completely new to stack exchange.

Creating a dimly lit scene using a large amount of emissive objects. Render keeps coming up with tons of fireflies in it.

Scene is dark so you might have to zoom in a bit.

Tried multiple methods including, increasing samples, changing clamp settings, caustics, filter glossy, among many other things, none of which seemed to fix it in the slightest. Is there anything else I could try or have I incorrectly used the previous methods?

Any help would be appreciated!

Here's the file.

Hi there, I checked your file and you had a few weird things going on... In order of importance.

You had too many emission objects with different values, the problem here is that some meshes are very small and have a high emission value (strength).

I fixed it and replaced all emission materials with only 2, one for the houses and the other for the electricity rays. I think i screwed up your animation there :(

also the world background was only contributing noise to the scene because of the texture you applied to it, and the background was basically black so I just removed the texture and made it all black and saved some render time.

Other than that the scene looks fine.

Some optimizations I made...
Organized your scene since It has a lot of objects. using "3D view:Layer Management" comes with blender, just turn it on.

I also used Branch Path Tracing and saved a ton of time rendering.

I noticed you have a crazy high resolution at 60 fps if you are going to render an animation just double check the settings and make sure that's what you really want, if you are using a GPU to render change the tile size back to 256, if you are using a CPU keep it at 32... that's the size I used to render your image.

Good luck with your project!

https://drive.google.com/file/d/0B7Is78yvd9nWa2wtVHVaT21Hb28/view?usp=sharing


I would like the parent to rotate and translate with the child but scale the parent independently I have parent and child objects.  I want the child to move and rotate with the parent, but I would like to be able to scale the parent without affecting the child in my Python script.  I know that I can set the parent to transform independently with this:
bpy.context.scene.tool_settings.use_transform_skip_children = True
or in the Options menu in the upper right hand corner of the 3d view window.
In my Python code, I would like to be able to detect that a translation in the parent object is occurring, set the parent to transform independently, and then reset that the child transform with the parent. Is that possible?  I am not sure if a modal operator would work, and I do not know what to call the event that would trigger it.

If your overall goal is to have the child translate and rotate with its parent but scale independently, then one option is to use a Child Of constraint instead of parenting. This solution does not require any Python scripting.

Clear any parent the "child" object may already have with Alt+P.
Add the Child Of constraint. Once you assign the "parent" object, you can choose which components of its transform are inherited. In your specific case, you'll want to disable all three scale axes.


Extend Frames On Bezier Circle Path Animation When putting an object to follow a path on a beizer circle. The frames it takes for a full 360 motion around the circle is 100 frames (from 1 frame to 101).

I was wondering if I could extend the frames to 201 for a full rotation. And how to go about doing this task.

Please and Thanks!

Yes, it's quite possible, and (luckily) easy, too!

Select the Bezier Circle. Go to the Properties panel > Object data tab > Path Animation dropdown and change the Frames: value to 200.


Context becomes a Nonetype object when called by a custom panel I'm now debugging my code for 2 days and I can't find any solutions to my problem.

I am building an add-on for my company and I need to create a Panel to call the new operator.

The operator by himself works but when I call it with the Custom Panel it gives me an AttributeError : 'NoneType' object has no attribute 'data' on this function :

def parenting(parent,child):
    bpy.ops.object.mode_set(mode='EDIT')
    pbone = bpy.context.object.data.edit_bones['%s'%parent]
    cbone = bpy.context.object.data.edit_bones['%s'%child]

    pbone.select = True
    cbone.select = True
    bpy.context.selected_bones

    scn.update()

    cbone.parent = pbone

So I believe the class where I create the panel and call the operator has some issues

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Automation"
    bl_idname = "automation"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "world"

    def draw(self, context):
        layout = self.layout
        #scene = bpy.context.scene
        layout.prop(bpy.context.scene, 'MyWB')
        layout.prop(bpy.context.scene, 'MyT')
        layout.prop(bpy.context.scene, 'Myd')
        col = layout.column()
        col.prop(bpy.context.scene, 'Car_path')
        col.prop(bpy.context.scene, 'Wheel_path')
        row = layout.row()
        row.label(text = "Environment")
        row.operator(operator = "dh.autom")
        return {"FINISHED"}

def register():
    bpy.utils.register_class(AutomationOperator)
    bpy.utils.register_class(LayoutDemoPanel)

def unregister():
    bpy.utils.unregister_class(AutomationOperator)
    bpy.utils.unregister_class(LayoutDemoPanel)

#if __name__ == "__main__":
bpy.utils.register_module(__name__)

If any one has any idea?

I resolved my problem finally,
i'm just going to share the solution in case of someone has the same issue

the error was coming from the definition of the parent bone and the child one. Because I am in edit mode, I have to define them in the armature and not in the object.

So instead of

pbone = bpy.context.object.data.edit_bones['%s'%parent]

the correct code is

amt = bpy.data.armatures['PLATFORMAmt']
pbone = amt.edit_bones['%s'%parent]


Why is my object rotating oddly? https://youtu.be/ISEo-8k-6gg
I'm trying to animate a treasure chest, so I moved the origin to an edge, and now I cant rotate it properly. I know you can do this, but I don't know how I might've messed it up.

Before adding keyframes you need to apply the rotation using CtrlA.
You are experiencing a gimbal lock, which happens when two rotation axes coincide causing a loss of rotational freedom- in this case, the X and Z axes. This is because you have set the Y rotation value to 90, so applying it should solve the issue.
More on gimbal lock: https://en.wikipedia.org/wiki/Gimbal_lock


Armature attaching to mesh on contact Beginner here. I have encountered a weird problem.
Without parenting, as soon as any armature touches a mesh, they somehow connect and move together.
I cant figure out how I caused this and how to turn that off. Can anybody help?

I have a newly added bone, entirely unrelated.
Mesh is in a different spot.

I have only moved the bone towards and into the mesh. This movement is not connected to the mesh, I can move it freely as long as I do not let go while inside a mesh.

However, if I let go of the button and the armature touches the mesh, from this point on, when I move either the mesh or the armature, they move together.
I do not know how to fix this.
As I said, I did not actively parent the armature, their parent tag is empty, neither did I had the mesh selected while adding the new armature, the mesh does not have any modifier except subdivision surface, and it happens with every armature I might add. What am I missing here?

Simply turn off proportional editing. It's not the armature that is controlling the mesh, but the fact that when you move an object with proportionale editing turned on, every other object nearby will be moved.


How do you model a shape that is asymmetrical? I really like this shape but I cant seem to even begin modelling this. Any tips? Is sculpting a good idea?

in your 3D view, Add > Image > Reference > select your image, press AltR to reset its rotation, choose orthographic top view, create a plane and extrude until you have this kind of result:

Then extrude up, bevel the angle, give it a Subdivision Surface modifier, etc...


rotation_euler is displayed correctly in "n" panel but not in python I am confused, are these not the same, or should be the same?

If they are not the same how would I get the rotation information from the 'n' panel using python? Thanks for all the help.

They are the same, but in UI the values are displayed in degrees, in Python it gives you radians.

$ degrees = radians * 180°/π $

$ radians = degrees * π/180° $

The Blender python API gives you radians because the Python trigonometric functions sin, cos, tan, etc. expect radians as input, so it's more convenient in programming.

For humans it's easier to read angles in degrees, so that's why UI uses it.


2.8: Is it possible to Scale up the Grease Pencil object symbol? I was wondering if it was possible to scale up (or down) the Grease Pencil object symbol? I mean just scale its appearance without scaling the drawing inside, like for example it is possible to scale up the apparent size of an Empty in the Properties panel > Data > Size without changing its real size.

Thanks in advance!

When you have your Grease Pencil object selected, you should find in the "Data" panel of the Properties window a section called "Viewport Display" with an option to control the size of the marker


How do I append an object from a python script in Blender2.8? I'd like to Append an object using a python script, and do it in Blender2.8.   I have found some code snippets to do this on 2.7x but having trouble on 2.8.

Below is what I tried.  I get this error on the last line:  AttributeError: 'bpy_prop_collection' object has no attribute 'link'

Thanks for any suggestions or code snippet.  I am beginner level on Python, and intermediate level on Blender.

Matt

# current scene
scn = bpy.context.scene

# path to the blend
filepath = "//2019_template_01.blend"

# name of object(s) to append or link
obj_name = "Chassis"

# append, set to true to keep the link to the original file
link = False

# link all objects starting with 'Chassis'
with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):

    data_to.objects = [name for name in data_from.objects if name.startswith(obj_name)]

#link object to current scene
for obj in data_to.objects:

    if obj is not None:
       scn.objects.link(obj)

had the same problem! Here is the solution that worked for me:

change the last code snippet to following:

#link object to current scene
for obj in data_to.objects:

   if obj is not None:
      bpy.context.collection.objects.link(obj)

you can also add collections and their content from other blendfiles with data_to.collections:

for col in data_to.collections:
    bpy.context.scene.collection.children.link(col)


Switch rendering engine depending on render layer? Can I somehow link the choice of render engine to the render layer?

I want to composite cycles and freestyle.
The render layers which I use in the compositor as inputs should 'know' which render engine they are supposed to use.  Maybe there is some python renderlayer-initialization-hook which I can leverage?

I do not like the workaround of creating three scenes, as maintenance overhead does not scale well. (or I'm doing it wrong?)

You should use different scenes for each renderer. On the top toolbar next to where you select your render engine you can find to the left the scenes. Add a new scene and switch to the appropriate render engine.

1.

Rename the current scene to the render engine's name

2.

Create a Link Object Data copy of the current scene

3.

Rename it the other render engine and selected the render engine from the drop down to the right.


Linking objects, groups, and Freestyle Freestyle can be restricted to certain objects using Groups. I have a file with freestyle settings and a group named Freestyle1. I also have a separate file containing ObjectA which is also inside a group called Freestyle1 within its own file. However,when I linked ObjectA into my freestyle file, freestyle does not show up on it, and it's group does not show up as an option within dupligroups, or anywhere else.

If I link the group instead of the object, then it shows up under the freestyle group drop down menu, but as a second entry of the same group name.

I assume that what is happening is that the linked object's group is considered to be a totally different group, despite having the same name.

Is there any way around this? I want to be able to define what groups an asset belongs in within its own file, then link it into my scene file and have it work. Complex scenes simply aren't viable if I have to manually assign every object to a group every time.

If I create a proxy of the linked object, it simply has no groups.

EDIT:
Test files: A scene with freestyle setup for a group named freestyle, and another file with an object also in a group named freestyle (place in same folder or re-link the suzanne from linked object.blend):

Try creating another group, containing your linked-in groups. Then set your Freestyle options to that "outer group". If that works, you (or someone else) could write some Python code to automatically create those groups based on the linked-in group names.


Modeling bespoke kitchen cabinets with varying frame, door & moulding sizes I provide kitchen visuals and would like to learn in Blender (an example of what I am trying to model attached). I would like to know a good workflow to model this type of thing,  I need to be able to alter the cabinet sizes easily and the cabinets can have various framework sizes, door mouldings, height, depth etc, I cannot see any training videos on this type of thing. Any advice or links to training videos would be great.

You can make use of Bezier curves and Bevel Object for this.

Design the sections of the mouldings and frameworks as separate objects.  You can recycle them and even keep them as a reusable library, possibly in a separate file for easy linking.

Create a bezier curve representing their shapes as desired, but leave a gap keeping shapes open for plain panels, so Blender is able to cap the fronts of the panels with surfaces automatically, despite having a custom bevel profile.

Create cabinets out of panels made from separate bezier curve objects with rectangular shapes. Make sure they are set as 2D, and assign the correct Bevel Object for the desired framework.

Easily edit the bezier curve points for different dimensions and panel shapes, Blender will automatically take care to keep undistorted proportions for the frameworks.


Matrix from quaternion produces a different orientation I want to convert a quaternion to a matrix and back again. The result has a different orientation than the quaternion from the beginning.

To reproduce the problem, set a quaternion.

ob = bpy.context.object
bpy.context.object.rotation_quaternion = mathutils.Quaternion((0.7795193195343018, 0.045188724994659424, 0.15823090076446533, 0.048953697085380554))

Then convert the quaternion to a matrix and apply it back to the object.

ob.matrix_world = ob.rotation_quaternion.to_matrix().to_4x4()

The object not only changes its orientation, but its scale.

Your quaternion is not normalized, this can happen during interpolation.

Blender will still only view the quaternion as an orientation, even if it is not pure. However, the to_matrix function will convert the quaternion as it is.

To circumvent this, simply normalize the quaternion before converting it to a matrix.

ob.matrix_world = ob.rotation_quaternion.normalized().to_matrix().to_4x4()


Awful FPS When Video Editing When using the Video Editor mode of Blender 2.82 (I have not used other modes) I get 1-3 FPS max when previewing the video. My processor, GPU and RAM are all no where near maxed out: GPU is at 5%, processor at 30%, RAM around 3 GB out of 8 GB. I can run any game that I download, including heavy games like Assassin's Creedy Odyssey so while my computer has it's limitations, 3 FPS doesn't feel like the ceiling. When I actually render video (not just preview) I ALWAYS get 0.3s to render a frame, regardless of the changes made. There's also a huge lag when dragging videos along the timeline, the actual drag animation lags by up to 5 seconds sometimes.

What I've done:

I've gone into Preferences and increased Sequencer Cache Limit to 8 GB, but the ram is still not fully utilized.
I've set system to use OpenCL and use my AMD 5600 XT graphics card, and I've gone to Render Properties and set the Render Engine to Cycles with the supported feature set, GPU compute mode. I've changed tile sizes, experimenting with 1 tile / frame, and using auto tile size. I've used the Eevee render engine as well. All of these changes have absolutely no effect: I still get 1 frame per 0.3 s.
I've installed the latest drivers for my graphics card.
I've observed my GPU usage from AMD Radeon software: so I know my GPU is actually at 5%.

These are all of the suggestions I've seen, and none of them have done anything for me whatsoever. Obviously with free software you're going to experience problems but I don't think it should be unusable on a relatively expensive computer.

As an additional experiment, I've noticed that if I just load a video in on it's own, and do absolutely nothing to the video, I start with about 18 FPS for under a second and then drop to around 4 FPS for the rest of the preview. The bottom line is that's still way too few frames without anything being maxed out. What settings can I change to resolve this?

In preview mode of the Video Sequence Editor open the properties panel by pressing N on the keyboard. Then check Prefetch frames under the view settings tab. You will see an orange line under track 1 of the sequencer growing until the video has been pre-loaded. Large clips may need more RAM allocated in settings as VSE fetches the video frame by frame.


Why is my donut so grainy (cycles rendering)? So I am doing the donut tutorial and when I render my image is super grainy.
I looked at all the other answers but the interface looks different from the one I have and I am not sure what to change.
My GPU is GeForce GTX 1650.

I increased the Render and Viewport value but it didn't change much. Even at 5000 viewports, it's grainy. Here are the settings for the image above. Is this the best I can expect with my GPU?

The noise or grain, in the image, is a can be decreased by two means.
First: increasing the samples
The "Render and Viewport value" is in fact the number of samples that Cycles are going to perform. The viewport refers to how many samples are done in the viewport rendering, and render refers to how many samples are done when actually rendering the final image.It could be that you increase the viewport samples and didn't increase the render.
In general the more samples the better, but you also have diminishing returns, for example, the difference between 10 and 100 samples is a lot, but between 100 and 200 not that much by comparison. also the more samples the longer the render is going to be.
Second: Denoising
In this method, you do a moderate amount of samples and add a denoiser after the render. There a couple of ways you can do this in Blender.

the first way can read more here
and here you can check another way
to denoise

the second way of denoising requires compositing in Blender, so if you are just beginning it may seem to complicate, so you may want to use the first denoising method.
as for the question "Is this the best I can expect with my GPU?" you are not technically limited to a certain quality by hardware, it just means you are going to have to wait for more for the same quality, but if you have the time you can do it. a GTX 1650 is pretty good.
hope this helps, good luck with blender :)


blender - scaling object with hair I have a character with hair. Hair with simple children. When I tried scale down the object hair don't changes with an object. But if I change children to none, everything is fixed. If I put interpolated than all hair are mess up.

I tried different variants. I tried parenting everything to null object and scale it down (I read it on one of the forum). Also I tried to disconnect hair, scale the object and connect it again (not worked also). So how to scale the object down with simple children hair?

I solved the problem. I made a trick, I converted hair into mesh, mesh into the curve, added some resolution and thickness, and converted back to mesh...


Cycles standalone Render Layers and Composite nodes The Blender version of Cycles can use the result of specific render passes as the final composite image.

For example, normals can be rendered instead of the regular image, as seen in the image below.

I would like to do the same in Cycles standalone.

Saving the scene shown in the image to a .blender file and converting it to Cycles standalone API didn't export the Composite node
There aren't Render Layers or Composite nodes in the Cycles XML nodes source code

What is the best way of capturing the result of render passes such as Normal, AO, Shadow, Emission, etc. in Cycles standalone?

Can it be done through the XML API? From what I've seen so far, it doesn't seem possible.
Can it be done by modifying the source code? If yes, can anyone point me in the right direction?

Cycles is a renderer. It provides the data that a compositor can use to combine the data to a final image. Blender's compositor is written inside blender and cannot be run outside Blender as it is tight related to other parts of Blender's pipeline.

So basically the answer to your question is no, you cannot do it via the XML API of Cycles as it does not know anything about compositing; except producing the combined pass, which cannot be influenced.

You can always modify Blender as it is open source, but there are other channels that are better to ask these development questions, like IRC or https://devtalk.blender.org/


How can I merge these two spherical objects into a single smooth mesh? I have two round objects as a part of my overall model. I will be exporting this model and using it in a game I am making.

Last time I did this, I had around 15 different objects in my model. I didn't like this for several reasons. One: I had to merge all the objects anyway before exporting, so there was no point to having separate objects. Two: I ran into issues when UV mapping where I couldn't tell what part was what because there were so many different complex objects. Three: I was worried that having invisible surfaces inside other surfaces might negatively affect the render performance of my game.

For all of the above reasons, I decided to try to remake my model as a single joined together mesh. This leads to my two questions:

Question 1
Is this even the right way of going about this? Should I be trying to create one connected mesh or should I just leave the model as a bunch of disconnected objects merged together? Why or why not?

Question 2
Assuming creating one smooth, merged model is the right way to go, how would i merge the two objects in the image below? I know how to join them, but not how to merge their vertices and delete their insides in such a way as to create a single, smooth, connected mesh.

To simple ways, to help keep track of the UV mesh:

In edit mode in the 3D view press Shift+L to select an island of linked vertices. Then hide all other parts with Shift+H. Only the previously selected connected vertices are shown in both 3D and image editor.
When trying to identify meshparts in the uv / image editor, this button may help.

If your game engine is struggling, deleting additional vertices, which aren't shown anyways, can increase performance. (This also depends on the game engine.) Otherwise, leaving the mesh in whatever state is best maintainable. If joining them is the last step before exporting, I would suggest keeping your work blend file intact and doing mesh joining step separately.

If your performance is fine, hidden faces are no problem.

If you wanted to merge two spheres into a single object and remove the hidden vertices, do the following.

  Add a Boolean Modifier to one of the spheres.
  Set the other sphere under the Object in the Modifier Tab.
  Set the Operation to Union
  Apply the modifier.

  Delete the other sphere.

This will cause problem with smooth shading. (Triangles)

With spheres there is an easy fix. We can use the topological features of the spheres to get rid of topology problems. Do the following steps before the boolean operation.

  Select one of the spheres and add a Damped Track Modifier, with the other sphere as the Target.
  Do the same vice versa (with the other sphere).
  Set one of the Damped Track Contraints to To: Z and the other to To: -Z.

  Select both spheres and Apply Visual Transform (Ctrl+A > V). (Optional)

  You can now delete the constraints.

  Do the Boolean operation and delete the unused sphere as explained above.

  In edit mode, select all A then remove doubles W > R

Smooth shading now looks fine, add edge loops to sharpen the crease.

With different objects, you will have to use different approaches to get clean topology with boolean operations.


How well does Blender handle multiple instalations side by side? I have Blender (latest stable version) installed on my workstation.  I want to install the nightly build so that I can have the stereo 3D features for a project that I am working on.

Are there any known problems that I could have by having both installed/running at the same time?

multiple blender versions on one system should be fine.
Personally, I don't update Blender builds more than 2 times a week, often less. Of course if some needed feature is broken and has been fixed in a recent build then i'll update asap. There's no right or wrong way here, it's more about how much effort you want to stick into being on the cutting edge.
Let's assume you are downloading from Builder bot
The simplest way to do avoid potential collisions is to take control of where your new blender files go. This means not using the installers, but instead unpacking the builds manually and putting them in separate folders.
You can make short-cuts to different Blenders and put them on your desktop, that way loading different instances of blender is easy. Remove the short-cuts of the Blender versions that you don't think you'll need for a while. Use unique icons to quickly identify the Blender (maybe using 3d glasses for the icon in the viewport branch)
Add-ons
Add-ons are an easy issue to get wrong, both locating them and installing.  But it doesn't have to be hard. Each version of Blender will look in several locations for /scripts/addon.
If you have a core of preferred addons, the way to only worry about those once is to make a custom add-ons folder, and tell Blender to also look there for addons. In:

User Preferences > File > Scripts

In this example I have a folder on that path called scripts, inside scripts i have:
scripts/addons
scripts/addons_contrib

This is where I stick the addons (manually) that I always want to have. And this manually setting of the scripts folder is one reason I don't update every day. It could be scripted of course.. :)


Return an image's dimensions How do I get the height and width (in pixels) of an image that's been imported in Blender?

bpy.data.images['myImage'].???

You can use the size property to get the X and Y dimensions of an image:

width, height = bpy.data.images['myImage'].size
# the variables width and height will now contain the pixel size


Randomly populating procedural shape (or Image Texture) in Cycles TL;DR

How to take a shape or Image Texture and multiply it with random Location, Rotation and Scale along object:

Background

I have created my first procedural shape on my own from this function: $(x^2 + y^2 - 1)^3 - x^2y^3 = 0$

(big yay for math idiot)

Here is the result:

And I want to do something useful with it.

Research

I've tried to find something similar over the web (this is trending right now) and I'm surprised that this question wasn't asked before or I'm looking with wrong terms. I've tried random pattern, duplicating texture, populating image, random tiles, custom tiles and such. There is a lot about tiling textures but each and every Q&A I've stumbled upon are about non overlapping ones. For example:

Repeat a generated texture in Cycles?
Pointers to node groups?
Procedural polka dot pattern with cycles
Simple parquetry tiling
How do I create repeating patterns with cycles' procedural textures
How can I create a staggered, repeating procedural pattern?
Is it possible to blend a tiled texture with itself?

Tryout:

The only way I can think of this is to duplicate shape as a group and manually change values in Mapping Nodes:

As you can see this is... Well. Bad.

I've tried messing with Modulo, mixing Noise between vectors, using custom node groups for LocRotScale (thanks Gandalf) but results was none, thus nothing even to show.

Question

I want to populate this shape (or any other) along the object with random Location, Rotation and Scale - with control over its number/density and maybe variation strength.

Edit: I'm not looking for alternative methods of creating this setup such as Particles, Image Textures generated in 3rd party software, OSL shaders (CPU only) and such. My intention is to use this in procedural texture generation in Cycles with GPU support.

Blend file

Nothing really needed for this question but here - have this heart from me :)

The solution I am proposing is very similar to that proposed by Rich Sedman. But it is more automated and I believe gives more natural results. The final result is:

The main idea is to compute multiple layers of scattered non-intersecting objects and then combine them at the end using some methods that we shall discuss forming a random intersecting scattered objects.

I would like you to study this article first as we will be using concepts discussed in it: Introduction To Texture Mapping

First, we use modulo to create a grid sub-coordinates plane, if you use the output as the coordinates for some image texture or a procedural texture, you will see the shape repeated on the grid:

By flooring the result of the multiplication of the coordinates with the value, and evaluating noise at the output, we get constant random value for each cell. Floor is performed by rounding after subtracting $0.5$.

Assuming the absolute of the bounding locations of the computed shape will never exceed one in all axis, we can scale the sub-coordinates by dividing them by the random values we computed. The random values has to be between zero and one so as not to get too big and become out of the bound of its cell.

We now move each of the sub-coordinates by some random amount putting in consideration not to move it too far so as to keep it in bound. Since we know the maximum scale of each shape (The random values used for scale), we know our translation limits, smaller shapes have more freedom while bigger shapes don't, the limiting equation can be derived by looking at this illustration:

Lets say we have a frame with width $200$ and a box with width $25$, how many steps can we move the box such that it touched the edge? We can count $7$ in this case, which is the ratio between the frame width and the box width minus 1, that is, $\frac{200}{25}-1=8-1=7$. So by applying this in our node tree:

Then we perform random rotation, using yet another noise output multiplied by $2\pi$ used as the angle of rotation, you already know how to perform the rotation, so I shall not show it here:

Even though we randomized every transformation, it still doesn't look very random, to make it more natural, what I am going to do is remove some of the shapes if some noise value is less than some value:

And I am going to group what we just did, where the seed is the distortion of the noises:

Now is the time to create multiple layers of this and combine them, but before doing that, lets assign some colors to the shapes to see them better using one of the noise outputs as the color channel:

To create the layers, we are going to use a loop, the loop structure is provided by the ShaderNodesExtra Addon:

In the loop, we offset the coordinates plane by some random amount, mix the old color with the new one and reassign, very simple. This gives us the result:

Here is the blend file:


Recording number of checkpoints passed This is my game.

My game ends when the character collides with a wall.
I need to be able to count how many times the character passes by a wall (under or over). I do not want to count how many times the character runs into a wall, because the game ends after one collision.

Here is my game so far:
http://www.pasteall.org/blend/37853

Your character needs some way to count how many walls he has successfully passed. You can do this by making the character count when he passes above or below a wall - because the game ends when he goes through a wall.
Before we can fix the problem, we need a simple game.
Setup
I'll start by adding sun lamps, and a ground.

          Ground Plane                 Main Shadow Lamp     Even Lighting
You may be wondering what "Even Lighting" is. It is what I call a setup where you have a few low power sun lamps, one pointing in each direction, elimination no-light zones and harsh shadows. The main Shadow lamp is positioned so it can cast it's shadow on the entire plane.
Set your main sun lamp to only cast a shadow in its own layer.

This is important for when you add the top plane. Depending on your game setting, the top plane could be a sky, a tunnel roof, the inside of a building, really anything you want it to be.
Add a plane to be the top of the world, on a different layer. This is so the shadow lamp will not effect your sky plane, and as a result, the sky will not block all the light.

Now we need a character. You could use something as pretty as a mech or a jet fighter, or you could just use a cube. Modeling is usually the funnest part. I'll be using a cube here, because I need to leave something fun for you to do.
Add a camera and position it however you want. Parent it to a cube

Important: paint the cube blue.

This is an important step, because the awesomeness of your game could be compromised if the cube is not blue. Trust me- I've tried.
You can use whatever logic you want on the cube to make it jump, or fly, depending on the setting of your game. If your game is a gun running along the ground and jumping over objects, you may want something as simple as this:

However, I'm going to make this cube into a flying spaceship, so I will use this logic setup:

This logic setup limits the distance the cube can fly, so he can not fly below the bottom plane, or above the top plane. I'm also going to do the opposite to the camera. (this is optional)
We need to copy the logic from the cube, to the camera.

Now, we need to modify the logic on the camera.

Now, the camera will move half as fast as the cube. (camera is parented to the cube so the camera already moved with the cube.) (+1) + (-.5) = .5
Now, the camera will move up and down half as fast as the cube

This provides a more awesome view of the cube.
Now we need a wall to emit. We also need a collision object for the cube to detect. this will be how the cube knows when it has successfully passed a wall.

The green cube has this logic

The green cube has these physics properties.

The wall cube has exactly the same physics properties and logic, except that the wall cube does not have the Boolean property PassedAnotherWall. Instead, it has the Boolean property Wall.
Now we Finally get to the wall emitter. This is what generates the level as you are playing.
I have four empties. one of them (Wall Control Empty) controls the other three. The other three empties are named Top, Middle and Bottom. You can probably guess which is which. This is the collapsed logic that randomly adds the walls.

This is what it looks like expanded.

Basically, this logic setup works as follows:
Every 75 logic ticks, it randomly selects one of the wall sections that will not be added. every time a wall piece is added, the collision detector cube is also added. Both the wall and the collision detector cubes contain the logic to move past the player, appearing like the player is moving.
We need to test this.

YAY it works!!!!
now we need to make the player cube respond to the wall pieces.

All we need now is a display to show how many walls the layer has successfully gotten by.
Add a text object and parent it to the camera. it should be positioned in a nice spot in front of the camera.

We first need to change the font, because the default font will not display in the game engine.

Now we can add a little logic and everything should work happily.

YAY!!!
there is only one more thing we should change. you can still see the green cube, which should be invisible. Also - I did not press Escape to exit the game engine - I hit a wall, and it exited automatically.

Final Test

It Works!!! Yay!!!
If you had any trouble following that, feel free to explore, take apart, reverse engineer, or base your game off of the Blend file.


what is the best way to merge the double vertices lines in a plane to sphere object without loosing the plane UV map setting? when i use the self created plane to sphere object , i still have to deal with the double lines from start to end borders from the original bent plane .
in the picture we can see the lines are double where they will touch eachother.

in the second picture we see the final result with the sphere using the plane uv map,
now is that still available when the double start to end border lines are merged ?

or is this impossible ?

what is the best way to merge these double lines and still have the plane uv map working?

Use W>Remove doubles to join them. Next, use Ctrl-E>Mark seem along the verts to allow for separation, basically joined edges will always remain connected, messing up your UV map, unless you specify otherwise with mark seem. Finally select everything in the UV image editor and hit P for pin to lock 'em in place. When you UV unwrap again, everything will be in order.


how to use displacement node in 2.8 yea this seems super basic but it just isn't working.
i've used displacements before and they've worked fine.

set feature set to experimental in cycles, switch the material to displacement or both, use the displacement node in the editor, make sure that there's enough geometry, result!

but my texture seems to have no affect on the mesh other than applying the texture as if it were a normal map.

and in case you cant see theres 512 vertices in this plane

i realise that the noise texture is plugged into the normal instead of height in the screenshot above but belive me when i say it literally did nothing when i changed it so...????

and this screenshot is just to show that displacements using the modifier does work

(the displacement modifier works fine but I * NEED * to use it in the node editor.)

edit: oddly enough when looking around some for for an answer, i found out andrew price apparently had a similar problem but no one in the tweets seemed to actually answer the question asked.

https://twitter.com/andrewpprice/status/1017715665032003587?lang=en

The Normal input socket of the displacement node is meant to be used for further normal maps that are applied on top of the displacement (daisy chaining multiple maps, just like you can do with bump maps). For connecting the displacement texture itself, the Height socket has to be used. Scale can then be used to multiply the result, i.e. modify the strength. As usual, these are Blender units.
The main input sockets are described in the manual. So to summarize, the node connection has to be like this:

The rest is just like you had it in your example. This is a brick texture displacing the default cube:

One thing to mention, as you did not explicitly state it: If you want to go for Adaptive Displacement (sometimes called Micro-Displacement), you need to use the Experimental feature set, and adjust the Dicing Rate to your needs:

The SubSurf modifier of the object also needs to be changed a little. Adaptive Subdivision has to be checked:

The example rendering above uses adaptive displacement.


Blender is not displaying anything when startup So I got this new desktop PC (albeit second-hand), and I begun moving my old stuff from my laptop to here, including Blender 2.79. When starting up the program, I was greeted with something I call a clear window. No splash screen, no viewport, no UI, nothing. Moving the window felt laggy, and checking the Task Manager, it doesn't seem to eat any CPU usage, and I could say that it "crashed." I think that some very few people may have this exact problem, but trying to make this question ambiguous could be difficult.

So do you have any solutions, here? I don't have the slightest clue.

The hardware I'm using:
RAM: Nvidia Geforce 7900 GTX, 8GB RAM
Processor: AMD Athlon X4 610e 2.4ghz
Storage: 1TB HDD
OS: Window 10 Pro

Have you just moved the blender App folder to the new PC. Some settings might be needed in registry, so if you just moved the folder I would suggest a install of 2.79 from https://www.blender.org/download/previous-versions/


Bge Python: Move objects along one axis using mouse movement I don't have experience on python. I want move object and move something like this:

How to make it works like that ? I don't have much time to learn all python commands because i just want it simple. Thank you.

Simple script, need more work but its good start.

from bge import logic
logic.mouse.visible = True
def main(cont): #cont = currentController
    cont.owner.worldPosition.x = logic.mouse.position[0]**2 # owner likely the cube

just add a cube and in logic nodes add always sensor + python controller.

EDIT

"logic.mouse.visible = True" show the mouse when bge its runnig so you can see the mouse position on screen.
For clarify: my script name is "script.py" so im using python controller to run a module name main from my script ("def main()"), so every tick it run main().

You can avoid this setin python controller to run script and not module:

and the script should be like this:

    from bge import logic
    logic.mouse.visible = True
    def main(cont): #cont = currentController
        cont.owner.worldPosition.x = logic.mouse.position[0]**2 # owner likely the cube
    main()

OR just this:

from bge import logic
cube = logic.getCurrentController().owner
cube.worldPosition.x = logic.mouse.position[0]**2

so this script NEED MORE WORK, to get it work like you want you need to work on it, and dont need to learn a bunch of things.

And for the last tip. mouse position go from 0.0 to 1.0 and when mouse position its > 0.5 will go to the left of the screen (your right) and the other way if its < 0.5.
Finally if you show your work and not just and example without trying yourself to solve it, i cant help you anymore because the idea its to you learn something and not just copy.


How to append cycles render settings to another file Is there anyway to append render settings from one blend file to another?

IE... sampling, lightpaths, film settings, and other things that are found in the render settings section.

As far as I know there isn't a way to specifically save or append render settings. You can however append a scene from another file, that scene will bring in with it all render settings saved in it.

So you could create a file with an empty scene with all your sampling, bounce, performance settings etc. saved in it and append that scene to new files and use that scene directly.

With the appended scene as current you can also press the + button to add a new scene to your file and choose the option Copy settings, that should also create a new scene with exactly your current custom render settings copied over.

If you already have a scene setup and populated with your objects and want to apply those settings to it, your best bet is probably to create a new empty scene  from a template having your desired settings using the techniques above in the same file, then link all your objects to the new scene with the Ctrl + L Link > Objects to Scene.


Saving texture painted material externally? Is there a way to save the texture of a mesh that was painted with the texture painter externally?  I'm trying to create a mountain for use in a game and, admittedly, my texturing skills are garbage unless I can just paint on the model (I'm more of a programmer).  I have a mountain with acceptable textures in Blender, but I need to save the painted texture externally for use in Unity.  Google hasn't turned up anything useful.

Open the texture in the UV image editor. If you have multiple textures beside the one you want to save, click the little PNG icon and select the proper image.

To save the image, click Image*> Save As Image.
You can also hit F3 while viewing the image.

You will be asked to give a file location.


Apply a texture and a toon shader at the same time I've been using a simple toon shader to give objects basic shading in Blender, the idea being that I can then export the Freestyle lines and colour the result in a conventional art package to get the look I want.

Here's an example using a highly exaggerated shading value (the real one is less extreme, this is just for demonstration purposes)

As an aside I noticed the "white" part isn't actually white, but light grey, and I'd like to fix that if at all possible, but that's another problem.

Thanks to Paul O'Caggegi's tutorials I've recently discovered you can get a texture to be applied to an object with no shading at all by simply omitting any shaders.  If I apply a texture made in my art package of choice that's done that way then this is what I get.

What I want to do is combine these effects so that the texture gets applied first, and then the toon shader is applied to darken it as appropriate.

How I would do this normally in a 2D art application is create a multiply layer above the colour layer and then paint into that with a purple colour with the multiply layer at about 50% opacity.  That provides fairly pleasing shading in most circumstances.  I'd like to replicate that in Blender.

Naturally my first thought was the multiply node, but the end result is monochrome.

Then I tried the mix node, but this doesn't seem ideal either because it just overlays the toon shader on top of the texture, where I want to have the toon shader darken it (in the 2D world, "multiply" treats each colour as a value between 0 and 1, with 1 being the brightest value, therefore multiply one colour with another will darken the result).

Is there a way to mix these two shaders together in the way I'm trying to achieve?

EDIT: I discovered the Separate and Combine nodes and thought I'd try doing it on a per-channel basis.  The results are a bit closer to what I'm trying to do, but a) this seems needlessly overcomplicated and b) the multiply effect is too strong.  Like I said I normally only apply it at 40-50% opacity in 2D.  But for the record, here's how the result looked:

You can use a 'mix RGB' node in this situation and set it to either 'multiply' or 'darken', then tune the mix factor.


How to create a slice effect on a Cylinder mesh I am new to blender and was trying to reproduce this animation I did in Cinema 4D.
https://youtu.be/wxTuPP_MNHI
I have a build this cylinder in Cinema 4D and there you have a option to apply slice to the cylinder and set up your angle.
Is that possible in Blender.
Thanks.

Here is a way to do it, but it's not mesh. I used a bezier circle and a curve.
I lined them up as shown in the first picture and pressed Control A and selected Rotation and Scale, to apply rotation and scale.

Then I had to make a break in the circle and as you can see in the second picture, I didn't line up the last control point with the first control point - left it carelessly placed so you can see it's not a proper circle.

To make the break in the circle, I went to Edit Mode, selected two adjacent control points and pressed Delete, then chose Segment.  Now with just one of those control points selected, I pressed Control and clicked with the Left Mouse button near the other vertex at the other end of the "missing segment".  Now you need to place the control point carefully and straighten the handles so they're perfectly horizontal or vertical.

Select the circle, go to Bevel, click on the eyedropper and then on the curve.
Then you can play with the Start and End sliders to open this cylinder along it's long axis.

You can assign a Solidify modifier at the end.

EDIT:
I've thought of a way of doing it with mesh using a Plane or flattened Cube (with enough segments to bend on the axis you need, and a Bezier Circle. With a Curve Modifier on the Plane, and the Bezier Circle selected as Object, and the appropriate Deformation Axis chosen, you can scale the Plane to make it fill out the Circle, and scale it back again to make it open up.


How to cut a rectangle out of a cylinder? Which is the best way to model this circle?
How to cut out a rectangle out of a cylinder?
I have issues with the subdivision modif.
Maybe boolean?

Your shape is a little bit more complicate than just rectangles on cylinder, but if I had to do the basic shape of rectangles on cylinder, as it is a pattern repeated around a circle, I would do it with a Simple Deform modifier / Bend mode:

First create your pattern with a plane that you rotate, subdivide, extrude, as it is symmetrical on the X, Y and Z axis you can use a Mirror modifier with the Clipping option activated.

Repeat the pattern with an Array modifier. Enable the Merge and First Last options.

Apply the rotation of your object (ctrlA) to make sure it is. Give your object a Simple Deform modifier, choose the Bend mode and a Deform Angle of 360°.

Now as you are going to add a Subdivision Surface it's hard to keep a rectangle without completely messing the mesh. Here is the topology I would personally use: Create a bevel on the 90° rectangle angle, join some vertices, dissolve some edges, add some edge loops to sharp the angles, as below.

You can continue to work on your basic shape so that it looks more like the real one.


Can you use 2 non SLI GPUs in Blender? Can you use 2 non SLI GPUs  in Blender with 2 different architectures an example
a geforce gtx 560 and a quadro fx 4000.

In one system I use different architectures:

GTX 660 Ti - Kepler
GTX 980 -  Maxwell

this does not prove that it will work with all combinations, but as long the drivers support  CUDA (true for both GPUs you listed) it should work fine.


Having problem joining (make segment) two curves I'm trying to join two curves without success.
I can extrude a single curve (E).
I can close a single curve (F).
Using 2.8 on Linux.
The 2.8 docs may be from an earlier 2.8 beta?
Thanks,
Ajlogo

Press ctrl-J to join them before going into edit mode. Then it should work.


is there a way to move the 3D Cursor on top of anything? Many times that I have converted a "View Space" Grease Pencil stroke to a curve, I have found that the curve was created and placed in where the 3D cursor is(not exactly but they have relationship).

However, I don't want the curve be placed inside any object(see fig below),I found no way to control "the deep" that where the curve will be placed.

Set Stroke Placement to Cursor. Then left-click on an object to set the 3D cursor location and the Grease Pencil will be drawn in the plane of the 3D cursor.

If you don't want the 3D cursor to be placed on a surface, you can manually adjust its location in the N panel of the 3D View:


Hot key/shortcut for point, edge and face select? Is there a default hotkey or shortcut for changing between point edge and face select in edit mode? It can be annoying to have to click the bottom every time. Thanks in advance

You can use Ctrl Tab to bring up the mesh select mode


Is it possible to give a texture thickness? I have a plane with a texture with both transparent and opaque elements. I would like to give that texture thickness. If I solidify the plane, the texture is only on the faces, not 'through' the solidified plane. I could apply array modifier in very tiny increments to build the thickness, but that's not optimal and seems not really smart either.

UPDATE: More details:

My initial request for this project:
Is it possible to convert image texture's black color to transparent?

I am trying to recreate series of confocal microscopic images into 3D structures. Each image is flat, I tried to give them thickness by adding array of 6 planes but it looks awful. If I could give each plane thickness, they would stack in nice 3D shapes.

UPDATE 2
David - I tried your suggestion, but I'm getting no effect after displacement. I added solidify modifier on top of that, but I only get fill on edges / rims:

FINAL UPDATE:
I followed atomicbezierslinger method - it gave me pretty decent results with very good 3D reconstruction. I used 100x100 cubes per picture, resized z-size to 0.2. Attached is a render of 13 z-stacks from confocal. I need to tweak noise a bit, but I guess there's no better way to go.
Now I need to write a Python code to automate it - each data set is 100 z-stacks - too much to do it by hand.
I appreciate all suggestions and your help.

FOLLOW UP:
I probably was unclear asking initial question and didn't explain my goal well. Confocal microscope uses laser to scan fluorescent-labeled animal tissue. Each laser pass reads a plane of ~1 micron thickness then, the next scan goes deeper and deeper. This way z-stacks are created. There is a software for 3D reconstruction of z-stacks (e.g. ImageJ) but I am exploring possibilities and limitations of Blender in this application. Please see below image for the explanation.

Picture source: Hammad et al., Arch Toxicol (2014) 88:1161–1183

Voxels

Consider some images where the planes (rectangles) are either parallel or pependicular .. based on cubes.  Flat Surface on Top.

Small Sample of Color Transparency Threshold

Small Sample of High Density Mesh from distorted image from user provided image from natural light camera. Image below.

Sample from artificial image with more precise edges. Image below.

Steps

Create a high density mesh with cubes.  Simple Cube (6 sides) with the 2 array modifiers, vertical Z (1) and horizontal X (1), repeat 40 or more on both, then apply both. (I suggest user use a high number 500 or more if possible)Vertex Remove Doubles. See image above.   The number 40 was for a quick test.
UV Project . Turn specularity to zero. Add your texture. Affect color and transparency.
Render

Observations

High Density Mesh. Sheet of cubes. Geometry modified. One mesh of many cubes internally. High Density Mesh is the same requirement for Displacement in texture panel. See below.
Please Improve. I used a visible margin for each cube in the original array modifier, in the example below.
You can have zero margin.  Thus some lines in interior.
The more intricate the transparency the more need for density with this technique.
The texture below has .png transparency.  Careful image processing is necessary and the best image, or least offensive image, here can be improved.

The perceived thickness is determined by the alpha of the channel. Your can change transparent image or image sequence. with no further work. No particular modelling.  There are other ways to do this.  Quick example.  I have added an array modifier only to show you two views at once. Front and Side. Any undesirable details have not been investigated.

Displacement method.  Dense mesh from a plane subdivided. Texture affecting displacement.  There is no flat surface.  This technique is documented many places.  This may be the least suited to your purposes. Consider Subdivision Modifier. The image also shows the triangulated surface just for discussion purposes.

All the above should be adjusted to you tastes.

Optionally consider a particle system with the

Texture determining [density].
Texture determining [color] in emitter.


How do I create a realistic magnetic force field? I'm looking to make a realistic simple magnetic force field. Similar to the one in this video at strength -2, https://www.youtube.com/watch?v=SEdIROlQu_s
When I actually try to use the magnetic force field option, it just has the particles flaring out one way. I'm trying to use this to show neuron fields which look extremely similar to both solar and magnetic fields. Help!

I attempted to make the outcome look as realistic as possible. The problem I was running into was adding the force field to the plane rather than adding one via SHIFT+A. From there I was able to edit it in the physics to get a strength of -2. I changed the seed to 1, for my own model and it looks similar to the real thing. Mine is also different since I made my particles based off of a teal sphere unlike the lines as seen in the video. I think it adds to showing the pathway of the particles better. You can play with the particle settings however you like for your model, and just kept changing my numbers around to find what fit best for me! If you have any other further questions let me know!


How to create a visible spotlight without fog? I know if we add a volumetric shader, the spot light act like this.
But I don't want to be a foggy atmosphere, just the light should look like the volumetric like the below image.

I am looking for the exact result in the YouTube video - https://youtu.be/6wQynvx9y6g?t=47

You could add a spot light with Max Bounces 1 and shape a cone with the spot light.

Cone material would be just simple volume scatter.

Now there's lot less light escaping to the environment. In the image below there are two light sources. Another one is just sharper and bit more powerful.


How to rearrange poses in Pose Libraries? In Blender Pose Library i want to rearrange poses. I would have created poses for lip synk say "a" "e" "i" etc. And later i have a new pose "aaa" a relative of "a" so would like to add it just after "a". How to do that ?

Technically you can but I will say it's not worth the effort (at least with the current version). This could be an idea for a feature request or a possible addon.

To briefly cover the details for the adventurous, a pose library is nothing more than an action saved for the armature. The pose library name is the action name. The first pose is saved at frame one, the second at frame two and so on. By going to the action editor (dopesheet - action editor context) you can re-arrange the order of the saved poses. This means that the pose names will no-longer match up but you could then rename them to match. Once you start you need to keep track of what frame is for what pose name. If you have 5 poses to re-arrange it's not too hard otherwise it's easier to leave it for now.


Where to find menu of a mesh? I am having problem with Blender: during my work I created a new mesh and suddenly after rotating it I just lost the option menu for the mesh which consists of its size, alignment and so on.

Can anyone please provide information about how can I can get the menu back?

You are experiencing normal Blender behavior. Objects are not permanently parametric. You lose the object's parametric status when you do any of the following:

manually rotate, translate or scale the object (for instance with shortcut keys G, R, S)
go into Edit Mode for the object
click on any other object