Moving mirrored object problem When i use mirror modifier i can't move, scale and rotate the object correctly. It moves only the inner coordination system of the object for the Z axes and it only moves the half of the object(the mirrored doesn't move at all) only at the X axes. I had the same problem before- it rotates not the whole object and then i applied the modifier and it started rotating correctly. Then i need to scale the object and it move the coordination's system only as now and then i just extrude it in edit mode, so i don't understand how to fix the actual problem.
My transform properties aren't locked. The origin point is at the center of the object, the 3d cursor too.
Don't know what's the problem and is it from the modifier but I have it when I use it.
The first one is the situation, the second when moving with G- it move only at X axes, the third is top view when moving

uncheck orignis here -> than it works as expected again.

i am pretty sure you did what i did too often when i was bloody beginner: you searched for a shortcut and just typed it in - until you found it. Problem is: nearly every key combination does something in Blender. So i just can recommend: do only use shortcuts if you are sure you know them. So you will avoid a lot of trouble - which i had ;)


Toolbars and Headers don't have transparent backgrounds heres a screenshot of a youtuber's blender UI (look at the top and left side)

and here's a screenshot from my UI

what can I do to make the toolbar on the left and the header transparent?

Found it! You just have to enable "Region Overlap" under User Preferences>Interface>Themes


How to turn face from existing mesh into new mesh? This question is similar but didn't seem to solve this problem.

How can you turn a face from an existing mesh into a new standalone mesh, without changing the visual state of the object?

Let's use as an example the default cube in Blender that appears with new files.

How could you extract each cube face from the existing mesh and create a new mesh with only that one cube face?

In the end, the cube should look the same but you should have six meshes -- one for each cube face.

Step one: Give the Cube an Edge Split modifier and apply it. Now you have a mesh with 6 separate faces. If you have a mesh with less pronounced angles, you might need to select all faces and hit CTRLE 'Mark Sharp'.
Step two: Go into edit mode and hit P for seParate and choose 'By loose parts'.
Step three, optional: in object mode, select all the new objects and in the tools, use 'set origin to geometry'. All faces have the object origin moved into their middle. Depends on what you want to do.

I recommend saving before trying this with a mesh that has lots of faces. Separate can take quite some time and has no indicator whether it's still working.

P.S.: I scaled the object centers of the right Suzie's faces to illustrate the effect. If I hadn't, it would look identical to the left Suzie.

I eventually came up with a script. It uses the active object as its source.

import bpy

targetName = "new-object" # name for the new objects

def createNewObj(verts, faces):
    global targetName
    newMesh = bpy.data.meshes.new(targetName)
    newMesh.from_pydata(verts, [], faces)
    newMesh.update()

    obj = bpy.data.objects.new(targetName, newMesh)
    scene = bpy.context.scene
    scene.objects.link(obj)

def iterateFaces(sourceName):
    obj   = bpy.data.objects[sourceName]
    mesh  = obj.data
    verts = mesh.vertices
    faces = mesh.polygons
    total = len(faces)
    counter = 0

    for a in faces:
        newFace = [list(range(len(a.vertices)))]
        newVerts = []
        for b in a.vertices:
            newVerts.append(verts[b].co)
        createNewObj(newVerts, newFace)
        counter += 1
        if counter % 100 == 0:
            print(counter,"/", total, "done")
    if counter % 100 != 0:
        print(total,"/", total, "done")
    print("Separation finished.")

if bpy.context.active_object.type == 'MESH':
    sourceName = bpy.context.active_object.name
    iterateFaces(sourceName)
else:
    print("The selected object isn't a mesh")


Rendered soft body physics animation doesn't match viewport Using blender 2.82a, I'm stuck in this situation:
my soft body physics animation is right in the viewport, but when I render the whole animation the result is not the expected one and it seems not physically correct.

I of course baked the soft body before to launch the rendering.

Strange enough, when I render a still image the behaviour of the soft body is correct and it's exactly the same as in the viewport.

Every modifier and every rendering is set as the same in viewport and rendering.

This may be useful to you: the animation is made by a bone with a locked track constraint to the soft body object which is made of 3 vertices.

Do you have any clue?

Thank you very much.

This problem should have been fixed in the 2.83 version.

Report Link: https://developer.blender.org/rBfe5933a972e15656bdfa1af9eaa0cf64619c9425


New Linux system for Blender I have just received my new Linux computer, I am coming from MAC background and I am having a few problems.

I have a AMD 3970X with Nvidia 2080Ti with 64Gbs Ram but my system lags and Blender crashes.

I am having better results from CPU cycles rendering than with GPU. When I choose to work with both in the system preferences, Blender crashes all the time, my 2013 old iMac did better than this.

What am I doing wrong? Must I install something in Linux to make it work?
I am using the Arcolinux distro

My Answer:

This sounds at first as if some drivers are not installed in the optimal version or sth is missconfigured.

My Advice:

If you are an inexperienced Linux user, you will have a hard time avoiding independent google and building up a certain technical understanding. Part of this is to better isolate your problem than "... my system lags, Blender crashes, etc... [...] blender crashes all the time... My 2013 old Imac did better than this"

Start by familiarizing yourself with your graphics card driver.
https://wiki.archlinux.org/index.php/NVIDIA

When you narrowed down your problem and cant find a way to fix it ask at https://unix.stackexchange.com/

A general hint which is completely at the wrong place here but might help your actual goal: Arcolinux is based on Archlinux. This is advertised as "A simple basic system can be extended almost arbitrarily according to the needs of the respective user". Arch is a powerful tool especially if you want to create a minimalistic operating system for special requirements. There exists distributions where beginner friendliness is a bigger goal than custom experience.


Can bevel do 45degree in edit mode? I create Plane and adjust it to scale that I want.
Edit mode and extrude
I try to bevel 1 edge scale is correct but degree is fail.

So bevel can do the 45degree?

Some things you could try, go into object mode and apply the scale using Ctrl+A > [Scale], before doing the bevel operation, or if that doesn't work you could try using the bevel modifier with a vertex group including the two vertices that make up your edge.


How to make brick texture straight on dome? How do I make the brick lines straight so it looks like this?:

With generated texture coordinates: In the texture tab of the properties panel you can set the mapping of the image texture to Sphere or Tube:

Sphere will cause the texture to be mapped so that the height of the bricks will cover a certain angle. This gives less streching, but the bricks near the top will cover less height. Tube will map it so that the bricks are all the same height, like the bricks should be, but will give you more distortion on the top of the sphere. But for your case tube is probably better.
For comparison: Sphere mapping (left) and Tube mapping (right) of a brick texture on a sphere.

With UV texture coordinates: if you press U to unwrap your object, select "Sphere Projection" to get the effect of the sphere mapping or "Cylinder Projection" to get the effect of Tube mapping. Note however that these mappings depend on the angle of the current view on the object. You should look on the side of the sphere, not on the poles.


Why I can't keyframe position of hips bone? When i move hips bone and keyframe it, its position does not interpolate, but it stays in the same position. However, rotation on leg bones (caused by IK chain when moving hips) is keyframing properly.
Here is my .blend file: BLEND FILE

I've set the keyset to LocRot, so it should be ok. Any ideas?

( The problem came up from troubleshooting THIS one )

Place two keyframes on different frames for interpolation.


Repeated Music In VSE so i'm making an animation right? So then i'm working in VSE for a preview of what it looks like but when I play the preview animation with the music then the music just repeats as soon as a new scene is active. this happens even when I snap the strips in one channel. i'm new to VSE so I might not know some stuff.
here's a picture:

I  figured it out, I had to set the volume of the second and third scene to 0.


Transparent model does not render correctly, looks ok while editing texture I have imported a model of this tree and I am attempting to include it within a scene. The area surrounding the leaves shows up as transparent in the texture editor (first picture), but does not render properly (second picture). I'm using png and RGBA for output, so I'm not sure why it won't show up properly.
Any tips on fixing this?
Edit: Added file. Model is not mine.

In the Properties window, go to the Material Properties tab. Scroll down to Settings and change the Blend Mode form Opaque to Alpha Blend (or possibly Alphas Clip or Alpha Hashed, depending on your preference).
It is the same for EEVEE and Cycles.
However, take care not to confuse the aforementioned Settings with the Settings under Viewport Display that are available in Cycles, since they only affect the 3D Viewport and not the render.


Pick an object up and then drop it so I have read a few similar articles but I can't find a solution. Essentially I want to animate this iso shape to do several actions and then in a split second have it leave my keyframes and have gravity AND inertia take full affect and fall to the ground motionless.
So far I have set my iso to be a child of an empty and then animated that empty. I had also setup the physics prior to this and had defined active and passive properties. Lastly I keyframed the influence from 100% to 0% ...
The iso follows all the keyframed movements of the empty and when the influence gets turned off it goes back to its start position and just sticks there...
Does anyone have some advice?

Instead of using an empty, you could animate the object itself. To do so, keyframe the 2 following frames: The one just before it is supposed to be affected by the physics (Animated ON), and the following one, when it is supposed to be affected by the physics (Animated OFF).


Does Switching From Blender Render To Cycles Mess Things Up? So I've noticed that if I've been playing in Blender Render and I switch to cycles after some mesh objects are created etc. in the the scene that many times NOTHING renders or almost nothing.  Why is this?  Are you not supposed to switch these back an fourth off and on?

All matierals in cycles use nodes (even if you set up the material in the Properties panel, it will create nodes in the node editor).
Since BI materials don't use nodes by default, when you switch to cycles from BI there won't be any BI nodes in the node tree, yet nodes will be enabled. This will make the material render as transparent.
You can disable nodes (this will restore the old BI material settings, and it will not delete any nodes) by:

Pressing the node icon in the Materials panel:

Disabling the checkbox in Node editor > Header:

If you want to make a single material which works for both BI and Cycles, see Is there a way to have one material for cycles and the BI


How can I see a preview of the sequence of PNGs in the VSE? I want to create a video from a png image sequence.
I have imported all images to Blender:

But I can´t see a video preview as shown in the above image.

How can I see a preview of the video's output?

This are the properties for the first image file:

I have tried advancing frame to check unsuccessfully.

I have added 1 frame to check without success. Same with Alpha over/Under.

All png have alpha channel.

Could be that you are looking at the wrong frame (frame zero instead of frame 1). Try advancing a frame to check.

Also check that the png is being interpreted by Blender correctly. Import just 1 frame and check.

Finally you could try using Alpha Over or Over drop in the strip's blend type. It is at the top of the strip properties bar on the right of the VSE.


Why isn't my chain following the bezier circle? I'm trying to make a necklace. I did find some similar questions and attempted to copy the answers (e.g. put object origins at the same point in space, mess with array/curve axis settings, Edit mode -> N -> Transform -> Mean Radius = 1), but I can't seem to identify what's going on here... Unless maybe I used the wrong curve type, but the YouTube video I followed also used this circle. Help me out, please? Thanks!
(Also, a curious question: Is it done or would it be better to model half the necklace chain and add a mirror modifier?)

Actually your curve was rotated on the X axis, which makes the chain go crazy, so first apply the rotation (CtrlA):

then choose the right Deform Axis in the Curve modifier (-Y):


addons not showing up I'm not very tech savy, but I want to get into modeling. So I watched some tutorials, and finally decided to get some addons. I downloaded one, but couldn't find it until I extracted it (which I should not have done). Now I can't find the file, the only program for files I have is file explorer (any recommendations?) so what I could do was limited. Now the addon won't show. Images below show my file explorer page (what  should i do next?), and what I get when I extract it.

To install this add-on you don't need to unzip the folder.

Go to the Add-ons tab in user preferences and navigate to your add-on zip location and double click on it, then once it is installed make sure to tick the checkbox to activate it.

Steps:

Download Zip Folder

Go to File -> User Preferences

Then choose install from file

Navigate to the downloaded add-on zip or simple copy the path of the zip folder and paste it in the path text box as shown below then select the zip folder and click on the install from file button
 checkbox

Select your Object then in the Tools Menu you will find a new tab called Sculpt click on it


How do I unlock navigation from the origin of an object? I accidentally locked my view around the origin of my mesh. Now when I zoom it does not zoom in properly it goes up and down instead of in and out. I can not find the setting where I can unlock it. How do I reset it to center around the world origin or 3d cursor.

Hit delete on the numpad, it should reset your viewport to focus around whatever object is selected.


Is possible to transform a mesh into a texture? In 3DS max this is called "Render to Texture I made a very simple lightning (lightning, thunder) mesh in Blender to use as effect, and i want to turn it in a texture, i notice that textures are smaller files, instead of using meshes. In 3DS max it is possible, but in Blender i don't know if it is possible, and if it is: how to do? Thanks.

It called baking in Blender, you can find it in the render tab:

https://docs.blender.org/manual/en/latest/render/blender_render/bake.html

https://docs.blender.org/manual/en/latest/render/cycles/baking.html


Is FBX converted to blender doomed to have messy mesh? The origin file is either 3dsMax or Maya. The mesh was clear and quadrangles back then. However, when it is opened in blender, it becomes triangular messy mesh as showed below. I have tried several FBX files. They are all like that. Am I doing something wrong? Thank you.

The mesh should not be triangulated on import. My guess is that the mesh was exported with triangulate.

You can try to run Tris to Quads operator in the Face menu (Alt-J) but usually it will not give the desired result.


How can I use the BI Noise Texture in Cycles? Okay,so I kept watching the FNaF material video by Emil "Ace" Macko wondering how to make the most accurate FNaF toy material. I tried Then I see the new toy models made by Everything_Animations and the material in the image is the most accurate. So I was wondering,how do you make the exact same procedural texture that Everything_Animations made,but for Blender Cycles?

I found out that the material in Blender Internal is the hardened version of the Blender Original clouds texture with an inverted Colorramp and what I want is that I want to use the same kind of texture for the glossy specularity using the Cloud Noise listed in the description but in Blender Cycles without using an image texture because of seam marks.

The short answer is "you can't." There is not a 1:1 correlation between Blender Internal materials and Cycles materials. The Clouds material is similar to the Noise node in Cycles, but not quite the same.

The longer answer is that you can make just about any kind of material you need to in either renderer, but you'll have to use different techniques from one to the other. You should start with the Noise node in Cycles, and then tweak it until you get something that looks like what you want. You'll have to play with the settings on the Noise node itself, but you'll almost certainly need to add a Ramp node to control the hardness of the noise.

Anything beyond that is really outside the scope of this site. Please keep in mind that it's not a forum. This is a Q&A site. We love to help, but this site works differently than most people expect. It's not designed to handle conversations, rather it's designed to handle discreet questions with clear answers.

Hope that helps!


Auto-execution Cycles Node Trees I have noticed that Blender doesn't redraw changes in Cycles Node tree when they made with Custom Property via scripted Drivers. I need run animation to see changes in real-time, but it isn't handy always.

For example, Animation Nodes have such feature:

And it is very helpful.

I want to know is it possible to get something similar for Cycles Node Tree natively or with some addons/scripts?

Thank you for any tips and answers.

After all I didn't find solution for Cycles Nodetree. I'm sure that such behavior is due NodeGroup and can't work in different way at the moment.

Like Omar Ahmad has advised before, I had rewrite some code and create new Subprogram inside Animation Node tree. When Auto Execution is enabled it allows to see all changes in viewport without active animation, in real-time, even those that are inside NodeGroups.

Be careful if your nodetree has a lot calculations this action can reduce your performance. Use another AN NodeTree for such things. I have attached example below:


Combining Textures with baking i am trying to combine tiled textures of edited peach castle from Mario 64.
H read i need to bake it, so i tried built in bake, but some parts become black.
I also tried principled bake addon, but it exports only 1 texture somewhy.
Am I making mistake somewhere ? or is there some another possible way ?
here is download of my blend file.
here is how the texture tiles look like:

hello is so easy just follow this steps:
1- add a mix node for your images you want to mix, and plug it to principled shader.
2- set the render sampling to 1 , and tile size to the size of your image.
3- set the bake option to diffuse, and uncheck direct and indirect, and choose a margin size (i recommend 1024px= 4px, 2048 px = 8 px, 4096px = 16px).
4- and then bake your image it should take a few seconds...also if your textures/materials are not in the same uv map it wont bake properly...


2D Blender how do I make objects move with frames? When you move a drawing next frame it is going to be in a different place. You can see the drawing changing places when you play the animation. But when you move an object it stays in that place the entire animation. I want to be able to have the object move and change position multiple times during the animation (every frame it will move a little). How do I do that?

While in Grease pencil draw mode when you edit over frames a new keyframe is automatically created, 3D objects (like your text object) have to explicit the keyframe insertion. This can be done pressing I to insert  a keyframe, or, automatically, enabling the little dot icon (record auto keying) on the left of the centered play buttons in the timeline window (at the very bottom of your screenshot).


Radial Limit in Rigid Body Physics I am looking for a way to allow a rigid body to move freely within some radial distance from an other object. I know generic constraints allow one to box the movement in, but I need something that's a circle, not a square. I've tried using a second collision object instead of a limit, but due to random collisions this ends up bouncing things around too much. Are there any clever ways of accomplishing this in blender?

I did this by chaining two rigid bodies, with two RB constraints.

Create a rigid body, give it "animated" or "passive" trait.  Change its collision collection to something weird and non-default like collection 20.  We'll name this body "anchor".

Create another rigid body, at the same location.  Leave this un-animated, but set its damping (translation and rotation) to 0.  Putting this in an out of the way collection-- again, possibly collection 20-- is a good idea.  We'll name this object "sub-anchor."

Create an empty, at the location of these rigid bodies, and give it rigid body constraint physics.  Set anchor as RB1 and sub-anchor as RB2.  Make it "point" type.  This allows sub-anchor to rotate about anchor.  Because both rigid bodies are at the same location, and because this is a point-type constraint, both rigid bodies should remain at the same location, given sufficient physics steps.  (Because constraints are imperfect and iterative in nature, it's not guaranteed.)

Create our physics object at the same location.  We'll name this "physics".  Again, give it dynamic, un-animated rigid body physics.  This is the object that will freely rotate within a given radial distance of anchor.  However, this is an object that we may want colliding, so put it in whichever collision groups you want-- the main thing we wanted to be careful of, was preventing this from interacting with anchor, since that lies as the center of our circle

Create another empty at the same location, give it rigid body constraint physics, set subanchor as RB1 and physics as RB2.  Set it to "generic spring" type.  (Although a "piston" type could be used instead.)  Enable linear limits at 0-0 for X and Y axes, and -n, 0 for Z axes, where n is the maximum distance we want to allow this object to travel from anchor.  Assign no angular limits or spring values.

What does this do?  It lets subanchor rotate freely about anchor, while physics exerts only linear force on subanchor.  If you watch, subanchor will rotate to point its z-axis at physics, wherever physics is.  Meanwhile, physics can move away from subanchor, but only in a single axis-- only toward or away from subanchor.
Do you want to establish a minimum distance?  Instead of using linear limits of -n,0, use linear limits of -n,-m, where n is the maximum distance from the anchor and m is the minimum distance from the anchor.  It will then push physics away from anchor.
Why do we use -n,0 rather than 0,n?  Because with 0,n limits, our rigid body is in a careful, computer-generated state of perfect equilibrium, like a pencil balanced perfectly on its tip.  Using -n,0 limits starts the pencil out of equilibrium, so that physics forces will act on it appropriately.
Note that there's no need to parent the empties to any anchors.  It doesn't matter where they are during the physics sim, only where they are at frame 1.  Parenting an empty will actually give a dependency loop warning in the console window, although this particular warning is safe to disregard-- at least in the case of empties parented to animated rigid bodies.  (I haven't done sufficient testing on empties parented to dynamic, unanimated rigid bodies.)  However, you cannot use any constraints on the empties that target physics objects, or you will get dependency warnings that are not safe to disregard and will screw up your physics.
What mass should you use for subanchor?  Rigid body physics are not real physics, and all of the mass of objects is concentrated on their origins.  That means that using very high mass values are fine, since this object isn't going to collide with anything.  However, if you use very low mass values, you will find that the point constraint will start breaking in deference to the mass of the physics object.  Default values were fine in my testing, but you may want to increase them if the point constraint starts failing.  As you increase the mass of physics, you may need to increase the mass of subanchor as well.
Here's a file.  I've created a 65 frame animation on "anchor" for you to see it in action.  I've also created a sphere (in wireframe) to give you a visual indication of the limits I've imposed, so that you can quickly see if they ever fail.

Feel free to delete the keyframes and play with animating anchor yourself.  Just be aware that if you let it loop over while you're moving anchor, you change the relationships of the rigid bodies, which are calculated at frame 1, and so that loop's physics will become invalid.


Create non-animated, realistic film noise w/ scratches procedurally I know I'd probably use a combination of Noise Textures, but I have no idea how I could make it look realistic with varying combinations of random dots, scratch- and hair particles etc. I could only find some explanations on how to achieve standard film grain, nothing too detailed.

You could do something like this.

The graph is comprised of mainly 2 parts - the "spots" and the "lines". Similar to what you were thinking, instead of Noise Textures, I used the distance output of Voronai Textures to make the "grain dots". I used varying levels of scale and randomness in addition to clamping the values with ColorRamps and using them to add a slight mustard-like hue (to match your image). I made 2 "fields" - one slightly dimmer than the other, and combined them using a Noise texture as a mix factor, so the end result would be a "patchy" combination of the two.

For the lines, I used a series of Wave Textures, offsetting some with Mapping Nodes and subtracting their values from each other, until I was left with some randomly spaced white lines that I then further darkened with another Noise Texture (so they aren't so evenly bright).

The last step, I used a Noise texture, heavily clamped to make the small white dots that are lightly "speckled"  around the image.

Finally I put them all together. I used an Emission Shader, as it makes sense that this is being emitted from a screen, and I ran the output through a HSV node first for finer control over the color and the brightness.

I'll post the file here, so you don't have to take the time to rebuild the graph yourself if you want to play with it.
File is here -


Part of my sphere disappears when in BGE I'm trying to make a skydome but before I even added a texture to the spear I wanted to see if it was there when I started BGE. Part of it was gone!

can anyone help me?

Only switch of backface culling when you need to see both sides of the face at the same time and both sides should have the same material (it doubles the faces!). Use cases: glass, leaves, paper, curtain

In your case you ALWAYS want to see the inner side of the half-dome. This means you model is incorrect as you can see the outside only. To change that go into edit mode and flip the normals w.


Why no light travelling inside the window I have made a simple model with the window with archimesh addon. With the window material i have set to travel the light inside.

But no light travel inside through the window

What is missing the blend file attach below

I dont think your material is the issue, when the light outside the window was changed to these settings:

This was the result:

So I would suggest taking another look at the scene in general because the window material is obviously working properly as it is both translucent and letting light pass through, hope that helps :)


How can I edge slide to an accurate value on one axis? I want to slide this edge to 38.4cm on the Z axis. The only way I know how to slide edges is double tapping G and sliding it with the mouse, which is not accurate enough for my needs.

Is there a way for me to type in a specific global value without messing up the right side of the mesh?

I solved the problem by creating a plane, moving it to the desired Z-coordinate and intersecting the meshes, but I am still very much interested in alternative solutions, as this is obviously not always a feasible solution.


Is there a post-finish operator hook in the python API I'm writing a generic add-on bpy.types.Operator based on this question. It creates and arranges planes along an object, then splits the object along each new plane.

The user has control over the number of planes to arrange, and the direction along which to arrange them. The way I'm going now, everything happens in the execute method, so the user never sees how the planes are arranged; they're added, the object is split, and they go away all at once.

In this case, it'd be nice to have the execute method be responsible for laying the planes, and then a "final apply" hook splits the object, and removes the planes.

Is it possible to have a block of code run after an operator finishes?

(Is this possible within the python API, or must it be implemented as a modifier in C?)

No, Blender doesn't have this functionality, Check on the documentation for bpy.app.handlers, aside from this we don't provide other hooks into Blender.


Blender 2.81 - Copy cursor rotation to an object I see in Blender 2.81 that cursor has rotation informations.
I would like to find a way to use cursor's Orientation and apply it to an object.
Is there an easy way to do that ?

Thanks !

Snap to cursor with code

Quick little script to copy either or both of cursor location, rotation to selected objects.

import bpy
from mathutils import Matrix

use_rotation = True # use cursor rot
use_location = True #  "    "    loc

context = bpy.context

cursor = context.scene.cursor

tc, qc, sc = cursor.matrix.decompose()

for ob in context.selected_objects:
    to, qo, so = ob.matrix_world.decompose()

    R = qc.to_matrix().to_4x4() if use_rotation else qo.to_matrix().to_4x4()

    T = Matrix.Translation(tc) if use_location else Matrix.Translation(to)

    S = Matrix.Diagonal(so).to_4x4()

    ob.matrix_world = T @ R @ S


Why do (bgl) exceptions in modal crash blender No matter what I type into the console, or execute from the text buffer, blender shows an error but continues on as usual. However, I recently noticed that many exceptions (involving bgl callbacks) make blender crash if they happen inside the modal operator.

Why is that?

bgl callbacks

The modal part of your operator needs to return something each time it's called, in the case of an exception that is probably return {'CANCELLED'}. Most exceptions are not fatal, but exceptions in bgl callbacks can be.

One crash is one too many, you might have to stick in a try/except (with traceback), at least until you find the cause of the exception in the bgl callback and find a way to prevent it, you also need to correct the GL state before the callback function ends. Else expect undefined behaviour.


Depth in meters for rendered images How can I get the depth in meters? I need the "real" distance from the camera to each pixel.

As the next picture but each pixel values representing the distance in meters to the camera.

I am creating my first project with Blender, which builds an animation to obtain rendered images from different viewpoints. I am setting several values for the camera location using python scripts and using the Depth option (Z pass) in Render Layers Node.

I already read many answers about it, but I still don't understand how to set correctly the camera intrinsic parameters for real depth.

Something is wrong, I need this pixel value closed to 7m, or depending on the camera distance, but I am obtaining the next results.

Properties:

Actual depth result with a normalization node:

Actual depth result without normalization:

The Z pass is the absolute distance from the camera to objects in the scene for every given pixel on the image. The camera is the 0 on the scale and the units used for its values are the working units set for the scene (blender units, meters, cm, inches, etc).

The minimum and maximum values are clipped according to the camera's start and end clip distances.


Switching beetween UV sets across multiple objects I have multiple objects on scene with 2 UV sets, first default and second for one shared lightmap.
Now if i select all the objects (they have the same names for UVs) and try to switch between UV sets only active one will change. This forces me to tidiously selecting models one by one and changing UV sets for further edition in multi edit mode.
Is there any way to switch between all object's UVs at once?

Not sure if this helps...

If it's a case of switching maps, (as opposed to images) The UV Map shader input node looks up by name. The Cube and sphere in the illustrations share a map: 'Shared UV', and each has a map: 'UV Map' of its own.

They share the material, so the switch can be made in the UV Map node.


Bone constraint to 2 other bones I have 3 bones (in the same armature)
a sword, a sheath and a hand

So I put 2 constraint (childOf) to the bone of the sword. One, attached to the bone of the sheath and the other to the hand. Now, if I move the bone of the sword (in pose mode) to the hand and set the reverse, the influence of the 2nd constraint will also change the position in a maner that the sword can't come back in place in the Sheath.

That sounds really simple but I have no clue how am I suppose to do that :\

You can animate the influence of both constraints simultaneously. And don't move the sword if it has already set it's offset to parents. Just place your hand to the sword's handle, keyframe sword's 'hand' constraint influence at 0.0, and its 'sheath' constraint influence at 1.0, and then at the next frame, flip the influence, and keyframe them again ('hand' becomes 1.0, and 'sheath' becomes 0.0). You can use the gradual influence switch (not the next frame, but a few frames delay).
If you have to rotate the sword during the battle, all you need to return it to the sheath is to restore it's original rotation first (duplicating keyframe in the dopesheet or copypaste pose for that bone at different frames).
I don't know how does your sheath work, and as you say, the sword jumps into the hand. See attached blend, how I understood it.


! Going Back in Blender Project History? I think I may have lost a lot of my work but I'm hoping someone here can help me find a way to recover it.
I'm working on an animation project where when I make a new scene I usually make a copy of one of my existing scenes that has the models I created already in it and use it as a template for the new scene so that I don't have to recreate or append my models.
I usually take an existing scene, make a copy using "Save As" with a new file name for the new scene and then delete all the previous keyframes to get a clean slate, but still have all my models.
However, in my most recent session, I realized that I had actually forgotten to first make a copy of my original scene by using Save As and so had just deleted my original project, which represented a lot of work. I'm been looking around to see if there is a way to go back to my original file or go back in my project history so I can restore my original file but can't find a way to do this.
Is there a way to see my Blender projects history? I just need to be able to go back to the original file before I made all my changes. Is there a way to do this?

You may have an autosave of when you last quit, you can check in this menu.


How can I split a mesh? I'm making a dog head and am trying to seperate where the mouth goes but can't figure it out. The entire head is solid. The part still needs to be connected to the head.

What you want is the rip tool: Select the edge loop, press V, select one of the parts with L, if you move it you can see it is now a separate mesh (but still part of the same object, to make a new object with this part, press P).


Why is not enough to copy the node configuration from an object to another to texture the object A the same as the object B? Let's say that I have two meshes (of two heads) that have a slightly different topology. What I want to do is to texture the head B (the head on the right) the same as it is the head A (on the left). So I have selected the head B and I've gone under the material tab and I have created the same number of slots that I have used for the head A. After this I've gone under the node editor and I have copied the same node configuration that I have for each texture used on the head A on the head B,but surprise,the head B became textured bad and it is not like the head A. Do you know what's the mistake ? Can you give me a suggestion ? thanks.

Head B has different UV map then the head A. That's why you can't use the same texture and expect to get the same result. To fix this problem, you should bake head A texture to head B. If material of Head A consists of few different textures (f.ex. color, normal, glossy etc.) you should each of this textures in head A material, (one by one-different texture for each bake) connect to Diffuse BSDF and straight to Material Output and bake Diffuse Color on new texture for head B. From the node setup, that you have on the images uploaded, it's obvious though, that you are using only Color texture (the rest of the nodes is useless in your setup), so you need to bake only one texture. Your head B need to have only one material added. If there will be more materials, you would have to add Image Texture node with the new texture added to each of the materials. Otherwise you'll get an error and bake will fail.


Rendering and materials are black This questions has already been asked a million times, but nothing solved my issue so far.

Situation

I'm using Blender 2.72b.
I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow.
I'm using the Mirror modifier.
I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now.
I deleted the cube and made this model from scratch (no import).

In texture view everything looks fine:

In material view (and after rendering) everything is black:

Attempts to solve

I have a light source.
I have a camera.
I have no ceiling.
I have a material.
I have a texture.
Shadows are activated.
I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway).
I checked out many solutions posted on the web.

As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.

You are in local view, which isolates the selected object, so you have no lights illuminating the object.  You can change this by pressing  /  on the numpad or by pressing the space bar and entering "Local View".


Rigid body bursting and clustering I'm trying to make a logo animation of it crashing down to cubes.
Even though I followed a tutorial (https://www.youtube.com/watch?v=XNDO2xvUHtc), I have a different result.....
1st problem: I copied the left side of M to the right so it should behave in the same way, but while the left side breaks down into cube, the right side clusters.
2nd problem: In the tutorial, the big cube falls as a whole and breaks down when it hits the floor, but mine just bursts out from the beginning.
3rd problem: Cubes are jiggling on the floor... and I cannot figure out why.
The file is attached below.
Blender File: https://drive.google.com/file/d/1qYWe-CjENKWaHYKSOzEiJVqmotvhu_1O/view?usp=sharing

Your cubes are sticked to each other, so you must be sure that the Sensitivity > Margin is at 0. So give Margin > 0 to one of the cubes, select all the cube, select the one with 0 at the end to make it active, go into the header menu > Object > Rigid Body > Copy From Active and it will work:


Select touching/joined vertices/edges/faces Is there any way to select touching/joined vertices/edges/faces in edit mode?

There are several ways:

Select at least one element (face/vert/etc.) and press CtrlL to Select Linked.

Press L while hovering over an element with the mouse to select all elements connected to that element.

Select at least one element and press CtrlNumpad + to Grow the selection until everything is selected.

Select at least one face and press CtrlShiftAltF to select connected faces which have the same or similar normal/direction.

If you meant you want to select all elements that are connected to other elements, create/select a single vertex and press ShiftG> Amount of connecting edges (if you want don't want to select edges that don't connect to faces, use Amount of adjacent faces instead), then press CtrlI to invert the selection.
See the manual for a full list and description of all selection tools.


Weird Armature Deformation When I apply an armature to a character (with automatic weight), my character gets a really weird bend on any parts of its body. I have rigged a character before, so I don't know how it went wrong. I've repeated the process multiple times and got the same results. I even tried exporting it as a mesh and loading it into a new blender file, but I still get the distortions. I have the blender file available, but don't know how to share it, so if you need it, tell me how.

EDIT: Here's the file: http://pasteall.org/blend/23791. The bones are in place, but the modifiers need to be applied before applying the bones. (With automatic weights.)

 .

While you can rig with a Mirror modifier on your mesh, it is best in your case here to just apply it, you won't be able to rig your character properly if it is active with your current naming scheme. You might also want to then change your Pivot center from 3D Cursor to Bounding Box Center by using , (comma) or selecting it from the view header, having it set to rotate around the 3D Cursor can also lead to some weird behaviour when trying to pose if you don't know what to expect. You might also want to recalculate your mesh normals at this point with CtrlN.

…and finally, try again..

For some help in parenting the mesh to the armature, you can refer to How can I automatically generate vertex groups for an armature?. It wouldn't hurt to add some more geometry (loopcuts) to the arms and legs to help the character deform better either.


Rigged figure in one Blender file - when append to another Blender file, it shows Armature but cannot animate First off, I have appended a number of other rigged objects via 'Collections' to Blender files before and they worked as expected. I fact, this human figure was appended before. But, during the course of editing it in project appended into, I made a mess in a variety of ways, including not being about to unhide the armature. So deleted it and appended the figure again. Basically, I am in the same situation as before in that I see in the Outliner the armature, but cannot select it.

In the end, it was simply that the Bones box wasn't checked in the Viewport Overlay.
At least it wasn't something truly disastrous... just a simple oversight.


Not sure how to make the topology uniform I have a staff that I am creating and wanting to import into Zbrush, but I am having a hard time getting a good topology on the faces of this staff. Is there any way to make the faces into quads or a more uniform tris?

The Remesh modifier is your best option to do this quickly. Turn the Octree Depth up until you have enough resolution.


2.90 "keyword "apply_as" unrecognized" - Error Using 2.90.0 Beta, I get a
TypeError: Converting py args to operator properties: : keyword "apply_as" unrecognized
I believe this is coming from a Boolean modifier:
    context = bpy.context
    scene = context.scene
    tX = scene.objects.get("tX")
    tCut = scene.objects.get("tCut")
    if tX and tCut:
        bool = tX.modifiers.new(name='bool', type='BOOLEAN')
        bool.object = tCut
        bool.operation = 'DIFFERENCE'
        bpy.ops.object.modifier_apply(
                {"object": tX},
                apply_as='DATA',
                modifier=bool.name)

What's interesting is it's mentioning two other python files:
Error: Traceback (most recent call last):
  File "C:\Users\"user"\Desktop\Blender2.90\2.90\scripts\startup\panel_sidebar.py", line 131, in execute
    modifier=bool.name)
  File "C:\Users\"user"\Desktop\Blender2.90\2.90\scripts\modules\bpy\ops.py", line 199, in __call__
    ret = op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)
TypeError: Converting py args to operator properties: : keyword "apply_as" unrecognized

location: <unknown location>:-1

The panel_sidebar.py also contains the boolean function, but it wasn't being utilized. It throws a different error when it is utilized:
Error: Traceback (most recent call last):
  File "\panel_sidebar.py", line 125, in execute
    bool = tX.modifiers.new(name='bool', type='BOOLEAN')
AttributeError: type object 'tX' has no attribute 'modifiers'

The ops.py has never been touched. All of this has been working fine in 2.82 & 2.83. Thank you

This is not specific to boolean modifier. There was changes to python for modifiers. Remove the apply_as='DATA' and it should work.
Before we did
for data
bpy.ops.object.modifier_apply(apply_as='DATA')

for shapekey
bpy.ops.object.modifier_apply(apply_as='SHAPE')

Now we do
for data
bpy.ops.object.modifier_apply()

for apply shapekey
bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=False)

for save shapekey
bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=True)

To use multiple versions of Blender, you can do like this.
version = bpy.app.version

if version >= (2, 91, 0):
    bpy.ops.object.modifier_apply()
else;
    bpy.ops.object.modifier_apply(apply_as='DATA')


How can I invert the value range of a node group's input node? I am making a simple edge detector group, and I want to expose a value to its input. The only problem is that the value I want to expose is mapped differently than I would like. It goes from -1 to +1. I want to create a slider that controls this value such that the slider goes from 1 to 0 (backwards) instead of -1 to +1.
Here are images:

Hopefully this makes sense.

So I found the solution pretty quickly! I just needed a "Map Range" node.
Here's a link to the documentation:
https://docs.blender.org/manual/en/latest/compositing/types/vector/map_range.html

Hopefully this will help someone in the future.


Button or menu entry to clear the sculpting mask? A mask has been created:

The shortcut Alt+M will clear it.
Is there a button in the user interface? Or a menu entry?

AFAIK there is no proper button, the way to clear the mask without a keyboard shortcut is the menu entry Hide/Mask>Clear Mask.


How to make an object go through a plane but the plane deform with the face of the object? I wonder know how to make an object go through a plane, but the plane deform with the face of the object, as in the following Terminator video, in second 15 https://www.youtube.com/watch?v=ovq9xOQNamk
I am really interested in this effect, I would appreciate if you can help me guys, thanks you

One way to achieve this is with Cloth physics.
Start by animating your object raising up through a flat plane (keyframe it starting below the surface and then 'rise up' until it protrudes). Add physics Collision to both the plane and your object.
Create another plane and position this above the first. Heavily subdivide it so that the cloth can suitably drape over your object and add Cloth physics to it.
Run the animation and you should have something like the following :

(note that I artifically reversed the same frames to go back to the start of the animation - that isn't possible with the cloth physics!!)
You might want to tweak the cloth physics paramters to get the effect you're looking for.


How to align view to 3D cursor orientation? I am getting into some more serious hard surface modelling right now and came to think, that it would be a REALLY helpful to speed up things if there would be a specific feature, that I can’t seem to find anywhere in the documentation or the interface of blender (I am using versions 2.8 and 2.9 at the moment):
Is there a script or addon (or even a built-in function which I am just not finding) to align the view to the ORIENTATION of the 3D cursor? Much like you would do with the submenu View→ Align View → Align View to Active… but WITHOUT switching into edit mode.
Given the fact that you can auto rotate the cursor when placing it to the surface it is placed on, this seems like an incredibly fast way to orient your view for off-axis manipulations for example with a tool like BoxCutter.
I know that I could go into face mode, select the face, align the view and switch out again, but that would force me to do this sequence of steps over and over again if I want so switch to different orthogonal views of the selected face (like you would do with Shift + Num7 or Shift + Num 1 etc.)
So far I have only found the “Center view to Cursor” functionality and that is not helpful at all.
Any help would be greatly appreciated!
Cheers!

There's an align tools addon in vanilla blender that has 3d cursor option. But it appears to be buggy.
I wrote an addon for that just now. So it probably has bugs. It has only one functionality for now: align view to 3d cursor.
link to addon
Important Note: It can be used in object and edit mode but it removes (unselects) previous selections. It's not hard to fix that. I probably fix it when I have time. Or feel free to fix it yourself.
let me know if you found any bug or any way to improve this addon.


Is it possible to change the gravity of a single Rigid Body in the scene? I have tried to make a small rigid body animation in Blender 2.92.0, where only one of the objects is floating, while still interacting with the other rigid bodies in the scene, that are falling normal. I have tried every setting in knew about, but I couldn't figure it out. I also tried to use drag but this resulted in all the objects floating, obviously.
Their is also no information about such a approach on the internet (at least I couldn't find any). So im wondering if anybody knows a way to achieve this kind of effect.
Thanks for your help!

This is related to How can I make scene with multiple gravities going in opposite directions without using a force field?
It used to be that you could move rigid bodies into different layers and they would only be affected by the forces within that layer. This would allow you to create a force (such as Drag) which would only affect some of the objects. However, at later versions of Blender, that functionality is broken - see https://developer.blender.org/T87458.
Once that bug has been addressed it should be possible to have forces affect only certain objects by putting the objects in different Collections.


Changing tile location I want to be able to render a tile and then move to the left and render that tile

Specify tile size for Blender Cycles rendering via command line

So far I have gotten this... I have no idea how to make it loop to the next one. I'm new to this.

It runs without error but I'm sure its all wrong:

import bpy

for scene in bpy.data.scenes:
    mx = scene.render.border_max_x = 0
    sx = scene.render.border_min_x = 0
    sy = scene.render.border_min_y = 0
    my = scene.render.border_max_y = 0
    scene.render.use_border = True
    scene.render.use_crop_to_border = True
if 1 > 0:
    my = my + .2;
    mx = mx + .2;
    scene.render.border_max_x = mx
    scene.render.border_min_x = 0
    scene.render.border_min_y = 0
    scene.render.border_max_y = my
    int (my);
    int (mx);

    bpy.ops.render.render()

An if statement does not cause the code following it to loop, it merely executes the code indented after the if only if the statement following the if (in this case 1 > 0) is true.

While loop:

If I understand what you are trying to do, you want a while statement instead of an if statement:

var = 0 # define the variable "var"
while 10 > var: # while 10 is greater than whatever value "var" is equal too
    var = var + 1 # increment var by one
    print (var) # print var to the console

This will execute the code indented after while 10 > var: until var is no longer less than 10.

The result of running the above code is:

1
2
3
4
5
6
7
8
9
10

So if we apply this to your code:

import bpy

var = 0 # assign these variables to 0
mx = 0 # I removed these from the scene for loop because you don't need to set them again for eaach scene.
sx = 0
sy = 0
my = 0
for scene in bpy.data.scenes: # loop through each scene in the .blend and set these values in each one:
    scene.render.use_border = True # enable borders
    scene.render.use_crop_to_border = True # enable crop to border

while var < 3: # as long as "var" is equal to a number less than 3, execute:
    var = var + 1 # increase "var" by one (very important if we don't want to run the loop for infinity)
    my = my + .2
    mx = mx + .2
    scene.render.border_max_x = mx
    scene.render.border_min_x = 0
    scene.render.border_min_y = 0
    scene.render.border_max_y = my
    #                                                          vv var is an INT, so we convert it to a string for the perposes of using it in the output image file name
    bpy.context.scene.render.filepath = "/tmp/test_render_" + str(var) + ".png" # bpy.context.scene gives us the currently open scene, so we can set the path for outputting images for only that scene.
    bpy.ops.render.render(write_still=True) # I added the write_still=True so the render is writted to the file spcified in scene.render.filepath

Explanation:

Here is an explanation of what each line does:

import bpy This imports the bpy module.

var = 0 This assigns "var" to a value, 0. See the wiki for more about variables.

for scene in bpy.data.scenes: This is a for statement that will repeat the code indented after this line for each scene in bpy.data.scenes. (this will also assign scene as a kind of variable containing the location of the current scene being iterated through.)

scene.render.use_border = True This sets blender's variable use_border to True. This is the same as ticking the check box in the GUI (Render settings > Dimensions):

To illustrate this, you can run bpy.context.scene.render.use_border = True in the Python console and the Border check box will become enabled in the GUI.

scene.render.use_crop_to_border = True This enables Crop to border ([use_crop_to_border][13])

while var < 3: Test if var is equal to a value less than 3. If true, then execute the indented code following this line and test if var < 3 again. If false, skip to the next unindented code.

var = var + 1 Assign var to the result of var + 1 (increment by one)

scene.render.border_max_x = mx Set blender's variable border_max_x to the current value of the variable mx.

bpy.context.scene.render.filepath = "/tmp/test_render_" + str(var) + ".png" Use bpy.context to get the active scene and set the scene render property filepath to a string. to use the variable var (type INT) in the string, it needs to be converted to a string type with str(var). See the wiki for more info about strings and variables.

bpy.ops.render.render(write_still=True) This renders the image and writes it to the path specified in filepath.

Result:

The above code outputs the following images in /tmp/ when run in the Text editor:

test_render_1.png is created with the border settings set to these values:

scene.render.border_max_x = .2
scene.render.border_min_x = 0
scene.render.border_min_y = 0
scene.render.border_max_y = .2

test_render_2.png is created with the border settings set to these values:

scene.render.border_max_x = .4
scene.render.border_min_x = 0
scene.render.border_min_y = 0
scene.render.border_max_y = .4

test_render_3.png is created with the border settings set to these values:

scene.render.border_max_x = .6
scene.render.border_min_x = 0
scene.render.border_min_y = 0
scene.render.border_max_y = .6

The total number of images is limited to 3 because the third time the loop code is executed, the variable var is incremented to 3 which is not less than 3.

Here is a code that moves to the next "tile" over:

import bpy

var = 0
mx = 0
sx = -.2
sy = 0
my = .2
for scene in bpy.data.scenes:
    scene.render.use_border = True
    scene.render.use_crop_to_border = True

while var < 3:
    var = var + 1
    mx = mx + .2
    sx = sx + .2
    print (mx)
    print (sx)
    scene.render.border_max_x = mx
    scene.render.border_min_x = sx
    scene.render.border_min_y = sy
    scene.render.border_max_y = my

    bpy.context.scene.render.filepath = "/tmp/test_render_" + str(var) + ".png"
    bpy.ops.render.render(write_still=True)


How do I install this add-on? I'm trying to install this addon but can't:
https://sods-blender-plugins.googlecode.com/files/io_import_z64_v4.rar
I just installed Blender 2.7.5, I was using 2.7.2 previously.
I have placed it into the addons folder and tried to install using file several times.
it says there's an unexpected EOF when parsing, ast.parse can't read it,  and addon missing 'bl_info' gives bad info.
Blender's console:

I've done everything I can to try to figure out how to get the addon to work and have been unsuccessful.

you will have to edit the file yourself. You can delete the empty line between "category" and "anim stuff", it seems to trip up the bl_info parsing:

bl_info = {
   "name": "Zelda64 Importer",
   "author": "SoulofDeity",
   "blender": (2, 6, 0),
   "location": "File > Import-Export",
   "description": "Import Zelda64",
   "warning": "",
   "wiki_url": "https://code.google.com/p/sods-blender-plugins/",
   "tracker_url": "https://code.google.com/p/sods-blender-plugins/",
   "support": 'COMMUNITY',
   "category": "Import-Export",
   "Anim stuff": "RodLima http://www.facebook.com/rod.lima.96?ref=tn_tnmn"
}


Magenta fog makes objects in foreground green tinted? Ok, there some color dichotomy thing happening probably but Im having an issue where applying a magenta fog in cycles:

Creates the desired fog, but makes dark objects in foreground greenish.Dark black especially.

Ive played w numbers repeatedly but cant get this to stop. What is causing this/can I get JUST the fog without the green tint?

You're using some tricky compositing nodes here. A lot of compositor workflow uses "blending styles" (see the Mix RGB node dropdown for a complete list). Some styles have a procedural approach that creates extremely strange hue shifts and color distortion if you don't know what you're dealing with.

Since you're getting an unexpected green cast / hue-shift, it might be the Glare node to blame. It's really not designed for this kind of colored fog. You'd be better off either compositing in a discrete comp. app or using a custom node setup (e.g. Z-depth or fog render layer mask + Mix RGB > Hue). With your current setup, you'll have all sorts of unexpected visual results.


Properties and Outliner visibility Properties and outliner not showing at the same time in the layout tab. How do I have them both visible at the same time?  I can only see one or the other.

Move the mouse to the border between the 3D view and properties.
Right click and select Split area
Position the split
Select the outliner from the dropdown for the newly created window area.


Mesh is not visible in viewport or render I am missing mesh from the viewport/ final render.

Tried recalculating normals as I have looked into the other questions before asking and that was not the issue, I have the eyeball and camera enabled as seen on my outliner.

The Faces are still there, but not visible as seen in the 2nd picture also the cycles settings are there too.

Also have hair particles on the mesh that is the only thing that is visible and that is the only modifier I have on that mesh

no physics enabled

If there is any other information that is needed please let me know and I will provide it

Thanks

Under the Maximum Draw Type it was set to "Wire"

To Fix this, Simply change it to "Solid"


Camera settings to simulate miniature scale model I want to render an animation of a scene with multiple buildings and smaller details such that the scene will look like a miniature scale model.

The concept is probably the same as for miniature faking, but unfortunately my knowledge of cameras, lenses and alike is still pretty rough, so I wanted to ask if you can provide me with quick tricks and tips about how to obtain such effect in Blender.

The best way to do this is just to find the real life values - as a ballpark, try scaling your model down to the 'model' size that you want, somewhere in the order of 10cm. You might want to adjust the blender grid and unit settings to make this easier to work with. The only other thing left to do is choose an aperture.

Generally photographers might use a wide aperture (low number) to get this effect. Start from 2.8 and see if it is too much/not enough. From there, adjust the focus distance, aperture and model scale to fine tune the result.


How can I view a texture on a model? I have an .obj model from a game, and its .dds texture map. I simply want to make some adjustments to the texture. Normally I can do this just using Photoshop, but this particular texture map is really confusing and I can't figure out which part of the body I'm painting. How can I view the textured model while editing the textures?

Edit: Still trying to figure this out... these are the steps I followed:

I imported the .obj file
I opened the .dds file in UV/Image Editor
I selected the model, switched to Edit Mode, then did Mesh > UV Unwrap > Unwrap
In UV/Image Editor, I did UVs > Unwrap

Now I have this:

 http://puu.sh/kt7PA/79f4596875.jpg

This isn't right, is it? Besides the fact that it doesn't look like it's mapped right at all, I tried painting on it and couldn't see any difference on the model.

Sometimes while importing an obj model, the uvs get messed up, which eliminates all simple answers. If not, there is an easy way.

import the model into Blender.
Switch from object mode, to texture paint mode.
Switch to textured view. (or material view, depending on how you like it and your circumstances.)

The most common error, besides the UVs being messed up, is the material not working in Blender. If you are simply texture painting, this is easy to fix.
Simply,

Add a material. (or click use nodes on the current one).
Load the texture into the material.

Now it should show up.

This same concept applies to most model types.
Here is an illustration using a .3ds model I got from www.archibase.net.
In this example, the uv map was already there how it was meant to be, I just needed to adjust the material. If I would have re-unwrapped, that would have ruined the intended position of the texture.


How to merge different coloured materials into single material? I have imported a .wrl model into 2.8 (via 2.79) that is made up of lots of individual objects, each with an assigned coloured material.

All objects that are the same colour share a single material. If I join all these separate objects into one, the materials all transfer and I retain the correct colours, however I now want to modify these materials in order to add different normal/roughness etc. maps.

I cannot add these maps individually to each coloured material as there are potentially hundreds of different materials. So I need a method of merging all the colour data into one material which I can then change the other aspects of without the individual vertices losing their colour information.

The model was originally exported from UCSF Chimera. I can use either Blender 2.79 or 2.8. I would prefer to have the whole model as one object but would be ok with it remaining as separate objects. Colours must remain exactly the same and in the exact same place (very important, no manual recolouring).

This might serve as a kick-off. If the multiple  materials are simple enough, you could bake the diffuse color component of those materials into a vertex-color layer of your meshes, and then access those colors through an Attribute node in your universal material.

This script writes the various materials' diffuse colors into a vertex-color layer named 'dif_color' of all selected mesh-objects, as far as I've tested it, in 2.79:

import bpy

def lin2srgb(rgb_color):
    rgba=[0,0,0,1]
    a = 0.055
    for c, x in enumerate(rgb_color):
        if x <= 0.0031308:
            rgba[c] =  x * 12.92
        else:
            rgba[c] = (1 + a) * pow(x, 1 / 2.4) - a
    return rgba

context = bpy.context
layer_name = 'dif_color'

for obj in context.selected_objects:
    if obj.type == 'MESH':
        me = obj.data
        if not layer_name in me.vertex_colors:
            me.vertex_colors.new(name=layer_name)
        dif_layer =  me.vertex_colors[layer_name]

        for poly in me.polygons:
            slot = obj.material_slots[poly.material_index]
            mat = slot.material
            if mat is not None:
                # convert from  RGB to sRGB,A..
                sRGB_col = lin2srgb(mat.diffuse_color)
                for loop_idx in poly.loop_indices:
                    dif_layer.data[loop_idx].color = sRGB_col

Cut and paste this into a text-block, select the objects with multiple materials, and run the script.

Then you could extend this node tree, (which picks up the diffuse colors from the vertex color layer through the Attribute node) to do anything else you like with other attributes of your merged material.

If you've got a ton of stuff to deal with, it would be more economical to make a dictionary of materials > sRGB colors first. to avoid the calculation in the loop.. but this is just a one-shot, so that shouldn't matter too much.

I fully expect corrections to come from people who know better than me..


Applied modifier, closed blender, and i can't unapply it now I was doing a Buran and I decided to use the subdivision surface modifier to make it look nice. I had a perfectly sharp and flat surface, and while applying the same modifier to other thing, it stopped responding and I had to kill the task. When i open it back up, i notice the mess the modifier did, and want to undo it. I can't find a way to undo the spikey mess it did. Help please.

Applied modifiers cannot be undone after closing.
Your only hope is to try and go check the auto-saved files (if you have "auto-save" on) and find one with a date BEFORE you applied the modifier.

As to why the modifier created a spikey mess, now that's a greater mystery!


How can I stop my logo from stretching / being weird? (Blender 2.91.0) I'm new to blender (3 days) and I've recently tried to make some cosmetic packaging for a toothpaste brand.
I've been able to create the models to a decent extent, but when it comes to applying the logos, I am getting stretching and weird behaviour. I am planning on adding other parts of the packaging later, but before that, I need to understand how to fix this problem.
I'm using a png with no background, and I've tried to UV unwrap and map the textures on. I've attached the file and a screenshot below if that's any help at all.
Thanks for your help!

I have seen your question and your issue, and It is quite common. Luckily, the solution is simple. Go to the UV editing section, before going there, remember to select the cylinder. Then select the face which is supposed to have the logo and carefully align it. For making it much more realistic, let the logo cover on of the faces but along with that, should cover a bit of the faces left and right to it. Hope it helps, if theres an issue with my solution, comment on my answer. I would also recommend going to this website to help you get started on stack exchange.
https://blender.stackexchange.com/help/how-to-ask
and
https://blender.stackexchange.com/tour
Cheerios,
Aster17


How to fix a odd shift key glitch This may be a little odd, but everytime I'm on blender, and try to model, I move around the scene, like doing shift f to move, blender does something that it thinks I'm pressing the shift key, or something similar or related like. Quick thing that blender does is everytime I select a individual object, but a select a different object, it selects both of them and I didn't press the shift key. Hopefully I could get some sort of help

just go into user preferences and change shift key to something else or get a new keyboard.


Can blender use multiple GPUs in command line mode? I just found that Blender can use multiple GPUs to speed up rendering when using the GUI mode.
However, can it also use multiple GPUs when rendering from command line mode?  Do I need to set any parameters for it to do that?  I'm using Blender 2.9.  Thanks!

Turns out Blender uses both GPUs when doing command line rendering without having to do anything.


Mesh not bending smoothly to bones As you can see the in the screenshot below the mesh is not bending smoothly according to the pose of the bones.

There are more than enough subdivisions. But the weight paint is irregular.

Link to blend file.
https://drive.google.com/open?id=1ZNfettFy4mPaNWBkJT7hq_6CnJ4qBzoI

It seems to be a subdivision issue.
I cleared the parent, subdivided the plane and parented it again with automatic weights. It works fine then I think.

Edit: Here is the edited file: https://drive.google.com/open?id=1kZZFuC196PkZ_omzLCpyDzy4sQYdYoy3


How to make material semi-transparent in Cycles? I have a simple shader with a water texure and I'd like to make it semi transparent.  Using Blender Internal engine, you can do this just by setting the alpha value on the shader.  Is there a way to do something similar in cycles?

To make a semi transparent texture, place a diffuse and transparent shaders in the input of a mix node in the node editor.

To make water, use the glass shader and play around with the node values.


Assigning texture to material in Blender 2.9 I just downloaded Blender 2.9 and tried to create a material for an object.  I wanted to assign a texture to the Base Color slot of the default material, so I clicked on the dot on the right side in the property window.  However, instead of getting a drop down menu of material options like in older versions, the dot just changes to a diamond and back again.
I can't find anything in the docs explaining how to assign textures.  I did notice that the 2.9 docs are calling the textures 'legacy textures'.  What's going on?  Can I still assign a texture?  Do I have to set up a shading network if I want to use textures?

The little dot on the right side of the Base Color slot is for keyframing. You can click the yellow dot on the left side of the color to get the drop down menu for textures.

If you click the actual color panel you can choose the base color.


Bones import incorrectly from FBX file I tried importing UE4's marketplace skeleton template into blender. But the bones import with incorrect rotation and size as shown bellow.

The weights seem to be working, I can pose the character. But the IK constraints doesn't seem to work. I thought of manually rotating them all myself, but according to UE4's marketplace submission guidelines, that would break compatibility. How could I fix this?

Enable all these options while you import:

Import User Properties
Import Enums As Strings
Ignore Leaf Bones
Automatic Bone Orientation


While resizing an object by script: 'tuple' object does not support item assignment When using this code, I've an error, I think it's about tuples being immutable, but I can't understand why. I'm looking to resize the cube just created:

# Create new cube
def create_cube(name, cornerPos, size):
    # Set cursor position for the current brick
    bpy.context.scene.cursor_location = cornerPos

    # Add a cube primitive
    bpy.ops.mesh.primitive_cube_add()

    # Get its reference via the active object, and rename
    theBrick = bpy.context.active_object
    theBrick.name = name

    # Set size
    bpy.ops.transform.resize(value=(1.0, 1.0, 1.0))
    bpy.ops.object.transform_apply(scale=True)

    # Return the object
    return theBrick

The error message:

  TypeError: 'tuple' object does not support item assignment

Any help appreciated.

Works fine here, maybe that's an error from a previous state in your script. It does not come from this snippet.

import bpy

def create_cube(name, cornerPos, size):
    # Set cursor position for the current brick
    bpy.context.scene.cursor_location = cornerPos

    # Add a cube primitive
    bpy.ops.mesh.primitive_cube_add()

    # Get its reference via the active object, and rename
    theBrick = bpy.context.active_object
    theBrick.name = name

    # Set size
    bpy.ops.transform.resize(value=size)
    bpy.ops.object.transform_apply(scale=True)

    # Return the object
    return theBrick

create_cube("woop", (0,1,2), (1, 2, 1))

The error message

  TypeError: 'tuple' object does not support item assignment

is something you might get if you have the following code

>>> some_tuple = (0, 1, 2)
>>> some_tuple[2] = 4  #  <-- you can't do this in tuples
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: 'tuple' object does not support item assignment

tuples are immutable, if you want to modify an individual element's value then you use a list.

>>> some_list = [0, 1, 2]
>>> some_list[2] = 4
>>> some_list
[0, 1, 4]


How to attach multiple objects to an armature? How do I move the yellow earrings along with the goblin head movement?
I tried joining them all but it didn't work.

first delete all vertex group, second, click in earrings, click in armature, go to pose mode select just bone head and press ctrl + p, select bone


How to bend the bendy bones found in Blender Builds recent to 2.78 I checked the Wiki, I checked the website of the original creator, I am still lost. Does anyone know how to make Bendy Bones Bend? I have added segments, I am not sure where to go next. Anyone know how? Please, I just want to use it.

I guess they bend already. Can you please verify that you are displaying them correctly? They only show up in BBone display mode:


Is there a way to utilize emissions in VFX? I have a piece of footage that I motion-tracked fairly successfully, solved the camera motion, and made it into a 3D scene with that little button on the left of the motion-tracking layout. I then modelled a basic spaceship-thingy and animated it landing, with flames (specifically the fire shader from Simon Thommes) emitting light onto the ground plane (which is on the mask layer).

I would like to add the light from the flames into the footage, but it does not show up. I do see that there is no DiffuseIndirect pass in the compositing setup but I do not know how to mix that pass in and, if I can, whether the light from the HDRI will mess it up.

Is there a way to add in emission so that the render will look more realistic?

A method to get believable light interaction with the environment, is to recreate the environment.

I have chosen this template image. The process will be the same for moving, tracked footage, but the tracking must be very accurate.
I chose this background image by Hans Weingartz - Self-photographed, CC BY-SA 2.0 de. Click to enlarge.

I have recreated the environment with very basic shapes. This result in the following layer setup.

Layer 1: Cg object, which is inserted.
Layer 2: Recreated environment with computer generated light. Try to match the reference as close as possible. I used some simple diffuse, glossy and emission shaders, but you can always try to extract color information from your footage. Especially with high contrast areas like checkboard patterns or dark ridges, you should take great care to achieve similiar color values through your artificial lighting of the recreated environment.
Layer 3: The environment object, but this time with the camera image mapped onto it for maximum accuracy. The background image is just applied as the emission color and this object will be used for the lighting and reflections of the cg object on layer 1.

Now, I create three Render Layers.

environment_clean This is just the recreated environment with virtual lighting on layer 2. Use the exclude layers to exclude the cg model from layer 1 and also the reflection object from layer 3.
environment_shaded This is the same environment as above (layer 2), but this time without excluding the cg model. Although the model is not visible (layer 1 is switched off), it is not excluded and will therefore influence the lighting/shading of the environment on layer 2. Exclude layer 3, since the duplicated environment is still not relevant.
cg model This is the render layer which will render the model on layer 1. The recreated environment with virtual lighting is excluded. The environment with the camera mapped footage on layer 3 will not show up (since it is not checked in the render layer), but will influence the lighting of the model, especially visible in reflections.

Illuminating the background footage
Since we have rendered a virtually lit environment with and without influence of the cg model, we can create the difference between the lighting. We will then apply this difference to the background footage.

Subtract the environment_shaded from the environment_clean render layer in compositing nodes. It is important the you uncheck clamp, since shadows are going to be values below 0.0 (which we don't want to cut off) and lights are going to be values above 0.0. The subtracted result is the difference in lighting between our environment and the environment influenced by the model. Add this to the background footage. The background image will now appear as if illuminated and shaded by the cg model.
Note, that in the areas, where there are dark colors in the original live action footage, but light color in our virtual environment, the added lighting looks very unnatural.

While shadowy areas would naturally receive light, objects with dark colors won't get equally lighter as object with brighter colors. A quick and easy fix is to only add the light/shadow to already bright areas. We can achieve this by using the original image (modified by a colorramp) as the Fac value for the addition.

Obviously a more convincing image is accomplished by modeling and shading the virtual environment more accurately. (Or combined both.)
Add the cg model (render layer) on top of this modified version of the background using a mix or alpha over node.

Here is the complete node tree.

Render Time vs Workload
The rendering process will obviously take much longer than a simple shadow catcher or other tricks, because it uses three different layers. The two environment layers will take a lot of render time because their noise will accumulate in the subtraction and they usually need a high sample count for the indirect lighting. The setup will however easily produce a realistic render result in little work time.


particle system with particles that conform to surface I would like to create a particle system or hair in which the particles conform to the surface.

For instance, a particle system of a special object such as a long cylinder, which can be conformed to the surface of a sphere in random arrangements with paths that are randomized.  I would like to arrive at something similar to this image:

Is this possible?

I thought about doing it via a particle system of bezier curves on a sphere and then applying a modifier to the curves, but I believe this would require doing it with a script and I haven't yet figured out how to do all of the scripting.  Is there a simpler manner to do this?

I have tried creating a hair emitter with a empty force field sphere object  (negative value for force at -1) and a collision sphere object, but the hair does not coalesce around the sphere.  Instead I just get this:

It appears that the hair does not have segments which are allowed to bend.

Furthermore, I would like to have an object which will follow these paths created by the hair or emitter such as this:

Such that I can get a close up image of the interface such as this:

This code shows some of my difficulty in getting the particle system entities to be flexible and conform to a surface:

import bpy
import math

def reset():
    # Set to Object mode initially
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

    # Delete all objects in project at current
    for i in bpy.data.objects:
        bpy.data.objects[i.name].select = True
    bpy.ops.object.delete()

    # Delete all materials in curent project
    for i in bpy.data.materials[:]:
        bpy.data.materials.remove(bpy.data.materials[i.name])

    # Set background to white
    world = bpy.context.scene.world
    world.horizon_color = (1,1,1)

    # Add a camera
    bpy.ops.object.camera_add()
    obj_camera = bpy.data.objects["Camera"]
    obj_camera.location = (10,-10, 8)
    obj_camera.rotation_euler = (math.pi/3, 0, math.pi/4)

reset()

bpy.ops.mesh.primitive_uv_sphere_add( \
    size = 1, \
    view_align = False, \
    enter_editmode = False, \
    location = (0, 0, 0))
ob = bpy.context.active_object
ob.name = 'Collision Sphere'
ob.show_name = True
col_sph = bpy.data.objects['Collision Sphere']
bpy.ops.object.modifier_add(type='COLLISION')

bpy.ops.mesh.primitive_uv_sphere_add( \
    size = 1, \
    view_align = False, \
    enter_editmode = False, \
    location = (0, 0, 0))
ob = bpy.context.active_object
ob.name = 'Emitter'
ob.show_name = True
em_sph = bpy.data.objects['Emitter']

bpy.ops.object.empty_add( type = "SPHERE", location=(0,0,0))
ob = bpy.context.active_object
ob.name = 'Force'
ob.show_name = True
force_sph = bpy.data.objects['Force']
bpy.ops.object.forcefield_toggle()
force_sph.field.strength = -1
bpy.ops.object.group_add()

bpy.context.scene.objects.active = em_sph
bpy.ops.object.particle_system_add()
psys1 = em_sph.particle_systems[-1]
psys1.name = 'Tubes'
psys1.use_hair_dynamics = True
pset1 = psys1.settings
pset1.name = 'TubeSettings'
pset1.type = 'HAIR'
pset1.use_hair_bspline = True
pset1.effector_weights.group = bpy.data.groups["Group"]
pset1.effector_weights.gravity = 0
pset1.effector_weights.apply_to_hair_growing = True

This gives just a spiky ball, without any bending of the hair.
Any suggestions?

The obvious answer would be to use the hair simulation.

Create a hair emitter object an empty forcefield object and a sphere collision object.
On the hair emitter decrease gravity to 0, enable hair dynamics with a large step size (like 20+).

Place the empty with the forcefield and your sphere with collision enabled within the emitter object.

On the hair emitter hit "bake" in the hair dynamics tab. Like 20 frames should do for the particles to settle around the collision object.

You should get something like this:

Now just tweak the hair length and strand thickness and select a shader.
Done


What am I doing wrong? Rendering takes forever I am a beginning art student who is trying out Blender for the first time. I made this file for my class, but rendering seems to takes forever. It feels like it should be a rather simple animation, but when I try to export it into FBX, even my school workstation crashes. What can be done to reduce complexity of this animation so it can be properly rendered and exported?
Here is a screenshot: https://we.tl/t-lHCYyVGUbF

FBX doesn't export simulations unless you are exporting every vert position in every frame and that is absolutely not optimal. I assume you are trying to export this to a game engine because FBX is 3d model format. If you are using a game engine you have two options:
Do the vfx in the game engine instead. Blender's vfx system cannot transfer into game engines.
Render out your animation and use the video in your game engine: and in the properties panel<Scene<Film<Render click the check box next to Transparent background. I think the QT video codec supports transparent video. This method is not optimal.


While editing my model, my camera jumps? So I'm editing a model and for a while now, the camera seems to "jump" to a different view whenever I click. I'm using the shift+F method for moving the camera, I'll move the view to see some vertices better to continue working and when I click the mouse to stop using the camera it jumps to a view that is really off.

For example, the area I'm working on(on the model) is the area I've circled in red and this is after I've pressed Shift+F and in free-roam camera mode(I think that's what it's called)

And this happens when I click to exit free roam camera to work on the model

So any ideas on how to fix this? I've changed the clipping distance minimum so I could get this close to edit(otherwise the vertices vanish) so please don't say to go to default, otherwise I can't do the internal work on the model.

Update: I know clicking with the right mouse button resets the initial position and no, I've been clicking with the left, not right button.
Update: The fix/answer was posted in this question:
Walk mode camera "jumps" back when stopped

In short, scroll as far in with the mouse wheel as you can, then it won't happen. That causes the camera to jump.

Walk mode camera "jumps" back when stopped

The fix/answer was posted in this question: Walk mode camera "jumps" back when stopped

In short, scroll as far in with the mouse wheel as you can, then it won't happen. That causes the camera to jump.


Emission node in 2.81 not working iun Cycles I've got an standard material on a cylinder outside windows which I am using to emit a texture for light - unfortunately the material seems to take the colour from the emission within the material as opposed to from the emission node (which doesn't see it). I'm totally flummoxed. To illustrate the issue I've put a blue emission node on the material ouside the windows but as you can see it's taking the red colour from the emission within the material and refuses to see the blue node. Any help appreciated.

There are multiple shader nodes that you can use to build materials. The "Principled BSDF" is an uber shader which gives a lot of options in a single node, one of which is emission. That shader will emit light when the color is changed to something other than black. If you want an image to be used as an emission light, plug the image into the color input on either the emission node or the principled bsdf, not both.


What's the difference between shader editor and compositor I started learning blender about a year ago and I started learning nodes this month. Does anybody know what is the difference between the Shader Editor and the Compositor? I've seen tutorials about using the shader editor and sometimes the compositor but I mostly use the shader editor. I currently don't understand what the compositor is used for.
thanks to anyone who can help

Shader editor is for editing backgrounds and materials, and it has a large viewport so you can see what you're doing. Compositor is for compositing, or combining images, and this requires more nodes (most of the time), hence the larger node area


Distorted array mesh I am trying to propagate an array along a curve. The mesh that is being replicated as an array is an iconosphere. Attached is an image of the array and the curve. You can see that almost all the iconospheres are distended to various degrees. There are probably just 2 that are uniform in size. I am guessing the distortion is due to the intricate curve and number of vertices along the path. Is there anyway around this?

Figured it out! None of the answers I found on SE worked for me. Here are the links I looked at:

How to rotate object along path path
Mesh gets deformed when an array of spheres deformed along a curve :(
How do I prevent object distortion when applying a curve modifier?

Here are the instructions that worked for me:

https://www.blender.org/manual/editors/3dview/object/properties/duplication/dupliframes.html

Dupliframes to the rescue!


Blender: Project a map on a sphere I have a portion of a map, with its coordinates, and I want to project it in its correct position on a sphere, like on a planet. This map is a geotiff image with its geographic coordinates.
I traid to insert it as an image texture into the sphere, and then adjust the map position on the sphere manually, but that solution is imprecise. Plus, I would like to add several maps on the same sphere, and I need to manteind the correct position of them.
Is there any way to put the map in its correct coordinates with blender?
This is one of the images (from Mars), as an example:

And this is what I need:

Considering the map part corresponds to an equirectangular projection, we can do a plane to sphere deformation by the approach indicated here.
Making a sphere from a grid
The base grid should be in the proportions of width/height = 2 as we map as longitude is 360 degrees and longitude is 180 degrees.
If the grid is parallel to the front view, we can give it some flat subdivisions and bend it 180° around X and 360° around Z.
To unwrap it (as we'll use UV mapping), still in front view and edit mode use U then "Project from view (bounds)".

The shader to place the map part
From the given image, we can see that the map part is (approximatively) from -160° to -126° in longitude and from 28° to 64° in latitude.
What we have to do:

Determinate if a given point is inside the map part
Remap this map part at the position given by its coordinates ranges

In X (or U) in the UV map, a given coordinate is between 0 and 1. The longitude is between -180 and 180. So we can shift the map part coordinate by 180 and divide it by 360 to go from the longitude space to the UV space.
Same thing from Y (or V).
With this calculation (done by AddDivide node group in the blend below) applyed to the map part coordinates, we can test if a given UV map point is inside the map (done by Between node group in the file below).
This first calculation indicates if the texture has to be drawn on the sphere for a given UV map point.
Now to draw the texture at the wanted location, we need to remap the UV point to the texture space in the good location and proportion.
This is done by substracting the min map coordinate in UV space with UV point coordinate then divide that by the map range in UV space.
X in texture space = (X in UV space - min map X in UV space) / (max map X - min map X in UV space)

This part is done by Remap01 node group in the file.
Last, we combine all together in a single node group so that you can apply it to several map parts.

This node group is called RemapEquirectangular and has the following parameters: the UV coordinates, min and max longitude, min and max latitude.
The result is the following:


How to stick OBJ vertices to other OBJ i'd like to stick vertices to another object,

make the cylinder take the selected vertices.
i hope the explain clear

Holding Ctrl will enable snapping, and snapping types can be picked here with the drop-down by the magnet that will toggle snapping.

You'll want vertex. Remember you can move along specific axes to get it snapping exactly the way you want.

Exactly what you'll want to do is change the snapping type to vertex. Then grab your ring part and move in the y axis, holding Ctrl to snap it to the rim of the cylinder.


Why doesn't a wire mesh render? I'm working on a simple 2D motion graphics project and I'm trying to use a circle mesh for part of it. However, the circle isn't being rendered:

The circle should be appearing right where the cursor is, but it's not. Obviously some objects are being rendered, as evidenced by those two planes.

I've set up the circle in regards to material exactly the same as I did the two planes, Emission, RGBA 1.0/1.0/1.0/1.0, Strength 2.0, but it's not being rendered. I also noticed that it only shows up as an outline when in the Material Viewport Shading mode.

I've tried googling this, but I haven't found anything yet.

What's causing this and how can I get the circle to render, or do I need to go with something else?

The circle has no faces ( surface to reflect the light so it can be seen ) it can't be rendered like that. You have to make it 'thicker'. For that :

In Object Mode select the circle and switch to Edit Mode (Tab)
Hold  Alt and right-click on the circle ( to select it all vertices )
Press E then S ( extrude and resize )
Move the mouse till you get the desired result


Move keyframes from timeline? In Cinema 4D you can select an animated keyframe and just slide to move it directly from the timeline and all attributes like scale, rotation, position etc will be automatically adjusted to the new position.

Is there anyway to do that in Blender? Right now the only method I see is to select all attributes from the dope sheet and move them manually. This adds extra steps that can get gruesome later.

It is not possible to move keyframes directly in the timeline window.

But in the dopesheet, you can select all the keyframes of an animated object at once, by click the top one, in the master channel :

You can still box select with B like @Cosifa said, and move, scale, or duplicate them.

Edit: Oh! and you can always re-arrange your window panes as you want, to suits your needs if you want a big 3D view and a little dopesheet window at the bottom screen ;)


Open Layout window on a second monitor Is it possible in Blender to open a completely different window and place it on a second monitor? The same way we can open a shading or uv window and split the screen, but to have that shading window placed on a different monitor. Thank you for your help.

Hold down the Shift key and then drag from the top right hand corner of the 3D viewport
as if you were wanting to split the screen, this will result in opening a smaller floating window of the 3D viewport which you can then drag to your second monitor and then set full screen.

Or Open the Window menu at the top left and choose the New Window option.


Problems rendering hair in cycles render I'm currently modeling a Red Panda for animation I am doing and I am having trouble rendering the hair. My model looks like this-

The render looks like this-

These are my nodes:

And here are the particle settings-

What do I do?
I've only been using blender for a few months so most things are new to me because I am only 14 years old. All answers are much appreciated. My intentions for this is to make a continuous flowing fur on the Red Panda in order to produce a seamless effect when animating and rendering the final product. I do not want a spotty fur coat with missing patches. After rendering, the object mode view of the panda is all messed up and the hair is sticking up in all different directions (see below) instead of the way I had it combed. When I press undo (Ctrl+Z) it goes back to the way I had it before.

Whenever it comes to differences with particle systems between preview and final render it almost always has something to do with the subsurf modifier.

Always make sure that you have the subsurf modifier enabled in Render and Preview mode when you use "Particle Edit" (cut, comb, etc.). I believe that you had it turned on, when you combed the hair, since it is activated in your file (see image below)
Always set the viewport and render settings to the same value when rendering particle systems. If the render setting is lower than the viewport setting (which is the case in your file, see image below) the render process will undo or at least mess up your combed hair.

Try to set the viewport subdivs to 2 and you'll get the same messed up hair effect you had after rendering.

Set the Render subdivs to 3 and your problem should be gone.


How to control the zoom in and zoom out? I am doing a model and the speed at which I am zooming in and out is very fast. I mean one scroll and I am inside the model, looking at faces and one scroll in opposite direction, my model appears in complete ISO view.
How to control this? Any settings are getting messed up?

Hold Ctrl + click and hold middle mouse button and move the mouse forward/backward for more precise zooming.

Left Alt + click middle mouse button on the object you want to focus on to reset the zoom-focus on this object.


Rigging, can not rotate the bones. Rigify Pitchipoy After I generate the bones using Rigify pitchipoy none of the rotation commands work.

Rig before generating
Controls like the highlighted one wont rotate
The IK controls of the hands and feet do seem to work, but I cant move the wrist to match the rest of it.

I tried to show you everything you need to see in the pictures I'm not sure what else you might need to see. Please let me know. Thank you for your time :D!

EDIT!!!
I found a new bit of weird. I turned on "Auto IK" which fixed some of the issues but the arms are still funky

It is possible that for some reason or another, when you generated controls, a limit rotation constraint was placed on the bones.  If this is the case, when you go to pose mode, select a bone that won't rotate, and look at the bone constraints panel, you might see something like this.


In Cycles, how can you make Particles Emit Starting from the Left to the Right? I'm using the explode modifier and I want to try to make my object explode from left to right. I know you can do this with gradient textures but the only tutorial I saw either used Blender Render or was outdated. Does anyone know how you could achieve this?

You can use the same workflow seen for Blender Render

The ParticleSystem texture's editor is the same for both render engines (as it is for many things that don't involve shading properties)


Blender only rendering one frame from animation - Using Cell Fracturing The animation is 40 frames long, however Blender will only repeat the first frame 40 times.
I have tried changing the output format (I.e. PNG) but does not change anything. I just get 40 *.png files.

http://www.mediafire.com/file/1dcy81gt9967r5j/Explosion.blend/file