AttributeError when moving object with script I want to select an imported object and move it to a specific location. The object is imported in an earlier part of the script. After the import i move it with the following part of the script.

import bpy

# Select object i want to move
bpy.data.objects["Cube"].select = True

# Move Origin to geometry and move object to location
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

bpy.context.object.location[0] = 0
bpy.context.object.location[1] = 0
bpy.context.object.location[2] = 0
bpy.context.object.rotation_euler[0] = 0
bpy.context.object.rotation_euler[1] = 0
bpy.context.object.rotation_euler[2] = 0

When the script is on position bpy.context.object.location[0] = 0 console gives following error:

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'location'

I understand the message, that my Cube has no location attributes. But he must have them. When i select him with right mouse and type bpy.context.object.location[0] = 0, no error is given and he moves to the position i want.

Do i have an error in the selection-part of my script? How can i solve this?

When you select multiple objects one of them is highlighted in a lighter colour. This "lighter" object is known as the active object and is the object that bpy.context.object refers to. This active object may be just one of many selected objects that is listed in bpy.context.selected_objects.

When manipulating objects using python the active object can be left undefined or no longer pointing to a valid object. In this situation you will get the 'NoneType' object error which is saying that the variable you used (bpy.context.object) is a NoneType or null and non existent object so has no location attribute (or any other attributes).

Using bpy.context.object and bpy.context.selected_objects are convenience properties that allows a script to dynamically work with the currently selected objects and allow it to differentiate the one active object. An example is the copy attributes addon which can take a property from the active object and apply it to the rest of the selected objects.

If you know the name of the object you want your script to work on then accessing it through bpy.data.objects['name'] will reliably refer to that object every time. If you want to use an operator that works on the active object, then you can set the active object with bpy.context.scene.objects.active = bpy.data.objects['name']


Unlinking animation data from objects Say you create two cubes (in edit mode as the same object) and animate them, then separate the two cubes into separate objects, they both now have the same animation data.

Moving the animation markers in the dope sheet on either object changes the markers for the other object. Is there a way to unlink these objects so they can now be animated separately?

You can select the objects that share the same animation and press U> Object Animation.

Alternatively, you can open the Dope Sheet Editor, change to the Action Editor view and press the number next to the action name (which represents how many objects are using the action) to make the Action a single user:


how to use the vertices data or how it affect the model how do I use this crease in 2.8

You can use it to control if and how much bevel you want on specific edges on your model. Add a Bevel Modifier and set the Limit Method to Weight.


Can You use custom shapes in Cell fracture Is there a way to make custom fractures in cell fracture, like specific shapes to fracture with?  I dont have much experience with cell fracture.

What I am looking todo is to take a sphere, and have it crack into a ying yang symbol.  So the only fracture I would be looking todo, I the 1 crack that splits the sphere into each half.  That way I can seperarate the 2 pieces

You could do it the way below. I've used Susan's head for demonstration. Create two objects, the original one and the broken one. To break the object you'll use the Knife Project Tool. To animate you'll play with the visibility so that at frame X the broken pieces will replace the full head. You could even don't use the unbroken head but with my method you don't have to care about the joints between the broken parts if it ever causes problem (for example if your object uses a Subdivision Surface modifier you may see the fractures between the parts). As you suggest, boolean may also be a nice way to create the different parts.

Create your object. Duplicate, keep the duplication at the exact same place, and hide it for the moment.
Create a second object to draw the fracture lines.
Use the Knife Project Tool to cut your object with the help of this second object. Enable the Cut Through option in the Last Operation box.
Select the fracture edges, press V to rip.
Separate your head in 3 separate objects: Select each part with L then separate with P. Put them in the same collection.

Open your Dopesheet.
At frame 0, for each of your pieces, give a Rigid Body (Active type). Activate the Animated option and create a keyframe on it so that for the moment the physics won’t affect these pieces.
In the Outliner disable the viewport and render visibility of each of the pieces. Create keyframes.
On the contrary, enable the viewport and render visibility of the full head, create keyframes.
Open your Timeline. move the player from frame 0 to frame X.
Now switch off the visibility of the full head and create a keyframe, switch on the visibility of the fractured pieces and create keyframes, disable their Animated option and create keyframes.
Play the animation, at frame X the head should break and fall apart.


Calling Multiple Actions at Once I have six objects. Each has an action that occurs at the same time as the others. Is there a way to turn these separate actions into one mega-action that I can call instead of having to call all six of them individually? I'm not very familiar with the Dope Sheet and NLA editor, so I would like to be walked through it, if you have the time.

Thanks a bunch!

To let each object start at the exact same frame, I suggest to send a message. Each of the objects can start whatever it should do when that message arrives. As they all get the same message at the same time you get a well synchronized animated scene.

This even works with non-actions, sequential operations and operations that do not start at the same time (but delayed).

The benefit is that you do not need to touch each single object when you want to change the activating event (e.g. changing from keyboard to mouse key). You simply change/add a single object that sends the message.


rolling a Circular mesh plane ok, take 2.
I need a circular plane subdivided with parallel subdivisions. (My initial attempt I was hoping I could transform a rectangular plane somehow.)
The end result I need is going from a disc curled up into to tube, to the disc laying out flat.
I created some subdivisions manually on a circle by selecting 2 vertices and connecting with F.
I also managed to modify the circle with a curve modifier so now it rolls up in the spiral.

But, the two questions I have are these:

how do I give it a solid surface as automatically happens when you add a mesh plane. I need it to unroll smoothly, so hopefully I can use cloth modifiers and shading.
1a) why is the mesh plane solid and the mesh circle is not?

I want to unroll the subdivided circle out from the spiral while the spiral remains in a fixed position. (I don't want the spiral to move. Everything I have found up to now moves the spiral--but I can work with that if it comes down to it.)

It doesn't really matter that the divisions are uneven, but it would be nice if they were.
I also have a picture I need to map to the surface of the circle.
Blender V2.81.16 on Windows
Thanks in advance.
*Edit: In object mode I can move the paper in and out of the spiral, and vice versa. But if I set a keyframe location for either object I can no longer move the disc, just the spiral.

batFINGER had the answer I needed. Filling the circle also somehow resolved the animation problems I was having. I created a new circle just to play with the options, but I actually just filled the subdivided circle I already created.
Thanks!


What is the meaning of the color of the node sockets in the node editor? I have been searching on the web and I can't find this. What is the meaning of the color of the node sockets in the node editor?

Grey is a single value

Yellow is a tuple containing 3 values; the red, green, and blue channels of a color.

Purple is a tuple containing 3 values. Used for vector/coordinate information.

Green is a shader closure, representing a description of how light will interact with a surface or volume. This one can only be connected into other green sockets.

Note that these will be converted to/from each other automatically as much as possible:

Yellow and purple can be connected to each other without any loss of information (under the hood they are pretty much the same).

Grey can be connected to yellow or purple without any loss of information (all three values in the tuple will the same value)

Yellow and purple can be connected to gray, but will be converted to a single grayscale value:

More info on this link:
Cycles - (Shader) Nodes - inputs outputs - What are the exact data types?


Modeling vs Sculpting when to use? It's my first time to use blender. I've been looking for youtube tutorials and other use modeling, others are sculpting. I don't know what to use. Modeling seems more precise and more accurate but sculpting seems easier than modeling. I've been modeling an original anime style character for a while now but I'm sure if I'll continue that or switch to sculpting. What should I use and when to use these two? Also, is this that right place to ask these kind of questions?

While as Luke mentions this is mostly an opinion based question, subject to personal preference, and largely dependent on what you are trying to achieve, I'll only add that while I see as sculpting a good starting point for planning the base shape of a model or as a finalizing step to add fine details over it, I find that in most situations it is often not a good "final product" on its own.

Sculpting will frequently produce triangulated output and messy meshes especially if using Dynamic Topology-like features. This results in poor topology that is largely unsuitable for the most common tasks that follow to produce a proper final product, like UV Mapping, rigging, armatures, making it hard to animate, tweak or texture.

This will not yield a pleasant model to work with, easy to edit or alter, as such I see sculpting more as a starting point then a final result.

If you plan to unwrap or UV map your model, animate, use modifiers, optimize your mesh or do anything involving exporting elsewhere (like game engines) you will eventually need a good base model, hand modeled with intent and proper quad dominant high quality topology.


How do I make my mesh move 1-1 with the bones Whenever I move the bone on my rig the mesh moves but almost never 1-1. How come that happens. I checked to make sure all location, rotation, and scaling are set to zero. I've tried re-parenting, and I have tried painting the whole hand red which has little to no better results than just painting the wrist red.

The effect of the armature on the mesh is an accumulation of all bones - to make a section of your mesh follow the action of a single bone you do need to ensure the weights for that single bone are all at 1.0, but also you need to ensure that the weights for that section of mesh are zero for all other bones - otherwise the other bones will also be affecting its deformation, negating some of the effect.


How I repeat my material? Hi i dont know how repeat uv in node mode
I have this material

i want like this

A Color Ramp Node is the most straight forward way I know of to achieve your desired effect.

Example Node Setup:

In the Color Ramp Node select the + button to add more markers. Click & drag to place. Position number & arrows can also be used for more precision. Placing them further apart will increase the size of the transitional gradient (better known as 'falloff').

Note: You can do away with the Gradient Texture node all together & simply use the Color Ramp Node for your gradient as well.

Note 2: You also don't require two separate emission shaders. Using a Mix RGB node accomplishes the same effect with, slightly, fewer resources. Unless you need or want separate strength values. I'd recommend the preceding setup.

Note 3: For more information on the Color Ramp Node visit their official manual page here.


How to hide this object Can you please help me? This green object is attached to another some 6 meters away. When I delete it The object it is linked to also disappears. What can I do so it will not appear in my scene, please?

Alan Yuri

i think you are selecting the whole group for selecing that empty. currently that red area is activated. just press the green area to select just the empty and press x and delete and it should work fine!


Help with textures disappearing I am currently trying to make VRChat models using MMD bases. I molded a shirt to the model and added a texture but whenever I open it up in my actual model file it has no textures, it just shows up as orange. Im using the "blender render" rending mode because thats how the mmd models seem to come. Any help is appreciated  thank you very much.

Also I know how to use the append feature but I am not sure if I am using it properly, is there a way to keep textures when appending one model into another?

Make sure that the texture is packed into the file. You can do this by (in the Image or UV Editor) going to Image>Pack As PNG. A star* next to Image means that the image is not packed.


How can I get rid of multiple normals in a face with more than 4 vertices? Each one of the faces has 20 vertices (I know that every face is actually made out of triangles), but shouldn't it have the same normals? Or maybe there is a way to access those "background virtual faces" and fix it? It also does show up in the render.

I've noticed that it only happens with smooth shading. (Isn't it supposed to make things smoother?) I think it's okay with just flat shading, but I still want to know what's up.

Edge split modifier seems to be a good solution.

I solved it extruding and addind faces in every key


Is it possible to get back to `Add mode`? After for example a Torus has been added, you can specify major segments, minor segments, radii, etc.

After some clicking around i cant seem to get back to these settings anymore.
is it possible? if so, how?

The options at the bottom of the Tool Shelf (left Panel in the 3D view) and the 'F6 menu' only exist when you're adding an object.

If you add an object (Cube, UV Sphere, Torus...) and press enter to accept the addition, you're too late in changing the options with the F6 menu.

Shift+A > Add Torus, press F6 or T, now you can change the settings, before you press enter or carry out a further action.

Objects you add are not procedural, you cannot just change their parameters at any time,but only when you add them to your scene.


How to set attributes in a Blender registered class dynamically? Is it possible to set an attribute in a class dynamically? That is I don’t want to have the attribute (e.g. could be a property) defined in the body of the class directly, I want it to be defined later via setattr on user input.

# this is the callback from a UI EnumProperty
def update_type(self, context):
      self.update_props()
      # the valueA attribute exists at this point
      print(“valueA = “, self.valueA)

def update_props(self):
    if hasattr(self, "valueA"):
        print("Deleting valueA prop")
        delattr(self, "valueA")
    else:
        # note: it appears that the valueA does not exist
        # even after a second call to this method.
        print("valueA prop not found. Create one.")
        setattr(self, “valueA”, 10)

for some reason (unclear to me at this point) even though the valueA gets set in the update_props() method and it’s visible its caller change_type, the next time the caller invokes the update_props() the valueA attribute does not exist anymore.

Note: this code was added to a blender add-on (sverchok) and I can’t guarantee that the above behavior is a blender or sverchok related at this point. If the above code is added to a simple class in python terminal for instance, it works fine and the attribute gets set permanently in the instance of the class.

As this relates to Sverchok, but more broadly to bpy's PyNodes interface, i'll chime in with the limited knowledge / experience I have.

No you can not trust that variables/properties added to an instance of a class will "stick" to the class instance. You can also not remove a property at run-time. In this sense Node classes are not like regular Python classes. If you dynamically add a property inside a function it might exist for the duration of a function call, but once execution leaves that function then the variable/property ceases to be associated with the class instance. The evidence that this is the case is what probably triggered the question in the first place.

The only things you can trust are the Properties that are included in the Class definition. I suspect this makes node instances more of a "known quantity" and reduces complexity of the PyNode back-end.

We (sverchok) however do use a not widely documented/explained feature for storing arbitrary data (not bpy.props tho..at least I have not tried..) in a class instance. We call it the node_dict. When used correctly The node_dict (class member) gets a unique key per class instance, and we can pass anything into the value.

def some_random_function():
    ...

class SomeNode(...):
    node_dict = {}

    def sv_init(self):
        node_dict[hash(self)] = {}

    def store_data(self, data):
        storage = node_dict.get(hash(self))
        if storage:
            storage['some_function'] = some_random_function

    def process(self, ..):
        storage = node_dict.get(hash(self))
        if storage and storage.get('some_function'):
            storage['some_function']()  # call it.

This is about as minimal i can go to show some of the mechanism for dynamic data storage. There are examples of defining a node class dynamically (the monad Class relies on it) but it's something that I consider obfuscation and possibly a sign of placing importance on the wrong things.

Of course it would be awesome to have more fine grained control over the parameters of properties at runtime like (name, min, max....dynamic operator tooltip), without needing to dynamically define/register/unregister nodes if you want to change a single property-definition.


Colorchange of metaballs or surface Hello my fellow Blenderians,

I stuck on a project and maybe you can end my struggle. :-)

I made a filament with metaballs (it is more likely a sausage, see the attached pic) and over 100 frames some parts of it increase the volume. Now I tried to achieve a color change for the thick parts. Basically, the idea is: slim metaballs should be blue and big metaballs should be red. (The gradient of color is indicated below the metball-sausage).

I read about metaball families, and that these are always with one material associated. Is there a way to calculate it to a surface and make a colorchange via texture?

Sadly, I haven't found a tutorial which covers that.

Greetings and best regards,
Patrick

You can create a gradient on separate object with no UV map, by using texture coordinates.
If we use the texture coordinates of another object (like an Empty), we can easily control the position of colors by translating, rotating or scaling the empty.

Add an Empty at the location you want a color change.
In the material of the meta-ball-object, add Texture Coordinate node with the Empty selected as the Object. Separate the Object coordinates and use the first output, the X coordinate. (Adjust this to your objects orientation obviously.) Since we only want the absolute distance on X and not the signed coordinates, add a math node Absolute resulting in values >= 0.

By transforming the empty, we can move and scale the gradient.

To be able to be able to influence the overall strength of the gradient, let's use the objects Z position. To get the same value for all position on our meta-object, subtract our Geometry's position from the Empty's position. I concatenated an Add operation, to offset the 0 position. By moving the empty along its Z axis, we can control a single value.

Combine both results with a multiply operation and use this output as the factor between your desired colors.

The resulting material can be controled using the empty. By moving it along the Z axis we control the overall intensity of the second color, and by moving and scaling the X axis we control the transformation of the gradient.

If you want to alter the transition you can use

rgb curves

or a color ramp.


Reason for twisted rotation? I have a case, and I want to close its lid.

However, when I set the rotation, the lid doesn't close as I expected, but instead rotates in a weird way, and I don't understand how to change this.

Here is what I'm experiencing. The last image shows the result:

Thank you for the help.

You had not applied the rotation to your object.  Since you had rotation amounts in each axis field, it caused the lid to rotate in the wrong direction when you tried dragging only one field in the properties tab.  It was causing it to rotate on the object's local axis.

You can apply the rotation by selecting the object in Object Mode, hitting ctrl-A, and selecting "Apply Rotation."  Now, if you use one of the fields to rotate the object, it will rotate as expected, on the global X axis.

As for the axis object that you wanted to get rid of, it turned out to be an empty in your scene, which looks like was the parent of the case objects.  Just delete that if you want, or, if you want to keep it, just hide it.

RBlong2us out!


Blender Edge Flow/UV Mapping help needed I started a project recently with a sewer scene, and I'm trying to make a circular hole in the cylinder I'm using for the wall to make a ladder that leads into the sewer. However, when cutting the hole, I've been able to get some decent edge flow, but I can't seem to avoid UV stretching. Also, I'm using Adaptive Subdivision to raise the bricks, and for some reason it doesn't seem to be working all of the sudden (before I cut the hole, and sometimes when I was reworking the mesh it would work). Any help would be appreciated, thanks!

Here's the file (copy and paste the link into a web browser, the file was too large for blendexchange so I used my google drive):
drive.google.com/uc?export=download&id=1W0Y0agLwyviXrVUeinJHthQMm4NyExjv

I don't know anything about Adaptive Subdivision, maybe create a new question for this. About your first question: Your stretched texture is created by the ngons, You need to use quads instead, so just correct this and it should work.


can messages be passed between states I've set up some directional movements for my main character;
Right, left, up, down, up left, up right, down left, down right.

This works ok and I also want to use this information to trigger the movement of  other objects within their own states. However, if I send a message 'ultrue' (upper left key has been pressed), then inside other objects' states that message is not recognised.

Is this even possible or should I use a property? If so, how?

Thanks,
Ian

States define what logic is currently active. Inactive logic will not do anything. This means when your message sensor is not connected to a controller of an active state it will not sense anything.

If you really need you either:

connect the message sensor to a controller at each state
add another state that is always active (yes, you can activate multiple states at the same time) and move the message processing to that state


It won't let me parent the Rig to the Mesh? When I parent the rig to the model it says,"Bone Heat Weighting: failed to find solution for one or more bones" I'm not sure how to fix this?

If you're trying to parent the rig to the model, its the other way round. You first have to select the rig you want to parent, and then the mesh you want the rig to be parented to. then ctrl+P and you should be done.
-Yoshi


how to make a wet rock material I am making a waterfall/river scene and it will have mist in the air so I want the boulder rocks to look wet (like in the image below). I have tried using the glass shader and glossy shader in multiple setups, but nothing quote looks real (it all just looks like a crumpled metal rock).
It seems like no one here on the forum has had any question like that either. Please help.

Instead of using "glossy" or "glass" shaders, turn the roughness of the diffuse material all the way down.

Hope this solved it!


Extend texture to different objects Is there a way to extend a texture to different objects? My problem is that i have two objects and i want to scale one (in three.js) and change the position of the other. One object is upon the other and with the textures being differents the view is ruined. I must use UV Mapping.
Here is an image

Thanks!

Select the object to unwrap, and while in edit mode press  U  to unwrap. Then, select the image you want to UV map to your objects from the list of available images (if more than one has been added to your scene), while in the UV/ image editor. Repeat for your other objects. In the attached gif, I just used a stack of cubes for simplicity, but the method should work in any case.


Is it possible to manually sculpt a specific face in Blender ultra-accurately? I mean very accurately (over weeks if necessary) to match a specific face so that it looks as accurate as if done with a 3d scanner and you can identify the person clearly?  For example, like the object below.  This question is probably very opinion-based.  But if possible, I will consider practising and training to become that good.  If not possible, then you have saved me a lot of time and frustration.

In theory, yes, if you have enough reference material and time, it would be possible. The end result is after all basically just a mesh and some textures, independent opf the method used to create it. However it takes a lot of skill to create lifelike copies of human faces, so if you intend to learn to do this yourself, expect to put in a lot of effort and experience a lot of frustration before you get something that looks reasonably good.

Its also worth noting that 3d scans also generally need a fair bit of manual work to get the best results, for example the image you have included has a number of artifacts including the eyebrows (which should probably be replaced with particle hair for a  more realistic reproduction.


How can I globally disable specific ray visibility settings on multiple objects at once? I have a little scene and wanted to check the differences in render times and visuals by changing some of these cycles settings:

However, the scene consists out of many objects and it would take a long time to manually modify them all. Is there a way to do this with a few less clicks?

If you are able to select all the objects you want to change a property for (adding them to a group can help with that), you can hold Alt while clicking a property to change that property on all the selected objects.


Texture painting turns pink When I try to go and texture paint, my object turns pink and I do not have access to paint brushes. I smart unwrapped the object already. This is in blender render. I also get the message Missing data.

You missed this little step here ...

For the type, add image texture.
Point the target to the texture named "untitled" you have created in your image editor.
Change the Mapping Coord from "Generated" to "UV" - Paul Gonet

Additional Notes
 When you are done painting your texture go to the UV/Image editor and press F3 to save the image. Otherwise all of your work will be lost. Saving the blend file will not save the image with it. Please read this link: Why did the texture I painted in texture paint mode disappear?

  Image painting will display in render view mode in Cycles setup, but
  to make  sure the image renders, you need to save the image to
  directory and save the changes you make. Many users forget to do this,
  and assume that saving the file will save the state of the image
  painting, and this is false. In the Image Editor, you can choose 'save
  image' or 'save image as' and iterate changes to new images if you
  want. You can also indicate 'pack into file' from there, as well as
  'pack external data' from the File header. - Craig D Jones


How can I report a problem when I can't get Blender (2.79b) to even open? I recently installed Appleseed and the Blenderseed add-on to Blender 2.79b on my Macbook Pro.
The first time I tried to use the new renderer Blender froze and since then will not even open.
I've tried re-installing, re-downloading and installing a new copy and copying a working version of 2.79b from my Mac Pro to my laptop. None of this made any difference. 2.78 has the same issue but 2.76 and 2.80 will both run.
Any ideas for how to fix this?

You need to erase folder in /Users/Username/Library/Application Support/Blender in your mac


How do you loop FBX animations I have a 39 frame walking cycle from Mixamo and I want to keep looping it through but not where he keeps going back into his first position. I am very new to character animation in Blender so I really can't find how to do it. Thanks!

Here's a video explaining how:
https://www.youtube.com/watch?v=KgPDe2GoiRY

What you want to do is open the graph editor, and select the keyframes that you wish to loop over (over their respective time period), press Shift + E, and select "Make Cyclic (F-modifier)".


How to make folded sails? I am new to Blender and i am currently modeling a pirate ship and i would like to make folded sails like the one in the picture.

Thanks in advance.

Ok i found the answer that solved my problem. I followed the answer in this post:

How to make a curtain


UV Maps not showing in render I can not add all the images because the account is new and I don't have enough reputation.

I have an object (a tube of a cream) with three diferent materials, the base "plastic" material and I have created two separated materials to add the front and black labels to the tube.

The front and back label materials is the same as the "base material" but I'm trying to overlay the PNG image on top of it.

For doing that I have unwraped the parts of the object where the labels should go and placed the islands on top of the image.

I have created separated UV Maps for that purpose.

On the viewport view everything seems ok:
As you can see the texture is correctly placed.

Render / Rendered view unexpected output:
When rendering or in the rendered mode of the viewport the material with the UV Map appears as black.

Material nodes:
For further info in case it's needed here are the screencaps of the material of the front label:

How can I solve this?
Thank you!

Your shader node is a true mess

You have the an Alpha output connected to a Vector socket
The image Alpha is not connected to the group input Alpha socket
You are mixing a a Diffuse shader with a Transparent shader, that will lead to a transparent material, not black plastic
Then you are connecting Shaders (green) to a Color (yellow) socket
You are multiplying shaders, which I am not entirely sure what result it would yield
There is also a group "BaseMaskPlastic" with an unknown Shader output connected to a color socket

General rule of thumb: respect socket colors, match each type of data with it's own type of input, with the possible exception of Color/Value and Vector/Value which can at times be interchangeable.

You are also overcomplicating things a lot. If you want black color in the transparent areas of your image all it takes is one Diffuse shader and one Color Mix shader between the image and a black color and the image alpha as Mix Factor. Something in the like:


Is it possible to divide text object horizontally, while retaining edit ability? Is it possible to achieve similar text transition while retaining text object edit ability?

move yourself http://www.pasteall.org/pic/show.php?id=86211

Sure but you would have to convert it into another form.
If you Convert > Mesh then you cannot edit the text.
If you use the scene output then it becomes an image that you can modify in the compositor (or in the VSE but the tools are not as complete)

Set up a camera to look at the text, I have used a shadeless material. Remember to set scene property to render alpha not sky.

Add scene node to compositor (use another scene if you like). Then split the same input into 2 with a crop node. Move them separately with a Translate node.


How do I connect vertices to edges? I'm following a tutorial by Blenderguru, but I hit a problem with the mesh.

I need to connect a vertice to another, but there are several edges between them and I would like there to be vertices on all the edges all the way.

How do I connect vertices to an edge? Do you know, please let me know ^^,
Thank you =D

One option would be to select both vertices you want to connect and press J which will connect vertices and cut through edges along the way, BUT this option sometimes does not take the path you want.

You could also press Ctrl+R (loop cut) to cut through the edges you mentioned between the two vertices, this will though not go all the way to the 2 vertices. Then you can select the vertex you want to connect on one side and connect it with the closest one generated by the loop cut, same for the other side.

Lastly you can use the knife tool K and click on the first and then on the last vertex, in the view like in the picture it might be a bit hard to select the lower vertex though, for that you can start the cut and rotate the view to select the lower vertex.
Press Space or Enter to confirm the cut.

Visual version:


Cursor not selecting the correct vertex I just started using Blender and tried to select one of the vertex on the torus object. When I left click one of the vertices, Blender sometimes selects different vertex from the one I selected. Other times, Blender will not highlight any of the vertex so I could never click on the correct vertex. Is there a fix for this?

Thank you.

If anyone else was having the same trouble, I solved the problem by changing the viewport shading from solid to wireframe and it let me select vertices accurately.


How do I minimize stretching UVs? Using the Ctrl+V option on a UV map keeps the initial shape (the boundary of the map is not moved) and just moves everything inside, mucking it all up. Is there a way to include the boundary in this relaxing or do I have to add a thousand seams, manually rescale faces and move vertices to minimize stretching?

I find that the minimize stretch function isn't usually what works for me. When trying to minimaze the stretch in the UV island I usually pin some vertices and enable live unwrap. Pinning vertices away from each other and moving them while in live unwrap will adjust other vertices automatically and usually choosing the right vertices will minimize the stretch.
My heuristic is to choose vertices at extremes of an immaginary rectangle and start moving them. Pinning and unpinning other vertices to see what works better.
There's not a fixed rule, but usually it works.


High to low poly count I am trying to display a model from Blender in SceneKit. Exporting with .DAE (COLLADA). However, the CPU goes up to 100%+. The model is 122MB so i tried to lower the poly count. In Blender i lowered vertices from 20k to 5k. See below:

But when I load the model in SceneKit the poly count is still the same. I also tried converting the model and the animations to .SCN instead. This resulted in much lower file size, however the same poly count and CPU usage.
Pictures of showStatistics

The poly count is about 68k, both when vertices is around 20k and 5k. How do I lower the poly count?

If you are using the decimate modifier, make sure you Apply the modifier to make the change real.


Manuel Bastioni lab and soft body simulation I'm trying to apply soft body sim to a Manuel Bastioni lab human and all I can get as a result is a collapse of the body like cloth or explosion of everything.

How can I simulate the output human as it is a balloon filled with gel/water?

It's difficult to get convincing 'outward pressure' in a soft body but one trick is to simply use the 'bending' spring force to make the mesh attempt to retain its shape. In addition, try reducing the Mass of the soft body and significantly reduce the Gravity weight so as to make it 'float'.

Remove any modifiers that are no longer required (such as the default armature modifiers). Also, the default Manuel Bastioni Lab mesh includes a lot of unnecessary detail around the face and hands that will significantly slow down the simulation - and close-proximity vertices (especially around the fingers) can result in very strong repulsion forces if you enable 'self collision' - so best to either not use self collision or use 'Remove Doubles' on the mesh in Edit mode to cut down the detail a bit (this will potentially join adjacent fingers so use with care - possibly separate the fingers a bit first).

This can produce the following result :

The soft body settings for this were as follows :

Note that the only changes from the defaults are to reduce the mass to 0.5, disable the Goal, increase edge Pull to 0.9, increase Bending to 5.0, reduce Gravity to 0.05.

Increase the Bending spring force even further for a more rigid (effectively more inflated) effect.


How to make the texture not follow the mesh deformations (Bouncing and stretching ball) I want a bone to control the rotation of a ball. But the stretch bone also rotates it, since the texture follows the mesh and stretches and rotates with it. So the texture needs ignore the mesh rotate using the info of the bone only. Currently the texture is using UVs, which I know is stupid so what's the best way to do this?
Here's a screencapture: https://drive.google.com/file/d/1dZnNn_P0kz35zvRJni72l8knh07ri2wx/view?usp=sharing

So I got the solution. I used lattice to deform the mesh. However if you rotate the lattice in edit mode, the texture will follow the mesh. But if you rotate the lattice in object mode, the texture doesn't follow the mesh. If you rig some bones to deform the lattice, and have them rotate the lattice as well, the texture will follow the mesh again because the bones seem to rotate lattice points, not the lattice object. However if you rotate this armature in object mode, it will rotate the lattice as object as well. What I did was, I used a second armature to rotate the first and consequently the lattice. I also hooked up the lattice deformation bones in the first armature to copy the location of some bones in the second. This meant I can deform lattice points as well as rotate it as a object in one armature/rig.
I am not the best at explaining so I'll link the files here if you wanna understand how to do this.
Here's the first file that I was struggling with. In this file the texture follows the mesh and is not independent: https://blend-exchange.giantcowfilms.com/b/lgJWddwp/
Here's is the file with the problem fixed. In this file the texture doesn't follow the mesh and can be controlled independently from the mesh deformation: https://blend-exchange.giantcowfilms.com/b/en23nWJl/


How to remove the "deleting object" while i'm on certain distance When i start a standalone player when i go away there is a "fog" that delimits the level of detail. How i modify that?

Just increase the end clipping the camera option when yuo select the camera


how to have dripping water when object comes out of water Want to have my title come out of water, but its just completely dry, and have no drops of water in it to drip down.

I am using flip fluids, and I have a cube with hole in it comes out of water but no water drips down:

https://youtu.be/5hjTVHaEcdo

Edit: TLDR: Add another object that emits additional fluid while the object is being lifted out of the liquid.

Duplicate the cube, scale the duplicate up by a teeny bit, and change that into a liquid inflow object.

For the additional inflow object:

Add a solidify modifier with a really small value. If the solidify value is too large, you're going to get an unrealistically thick layer of fluid.
Delete any faces you don't want to have the fluid emitted from, notably faces such as the bottom.
Add keyframes so that the emitter only emits for a few frames while lifting the object out of the water. You'll have to play around with how long/when you want it to do so.


Is it possible to snap objects to faces in the Blender Game Engine? I recently have been experimenting with X-27's excellent answer on how to place objects dynamically in the BGE. I have been trying to figure out how to do the same thing, only make it possible to snap the next block to previously added ones as well as the ground. Is there a simple way to do this? And if not, what sorts of workarounds/complex solutions are there?

Starting with the rig that is in this answer, Making a grid snapping system is actually very simple.

First, select the ground plane and scale it to be relatively small.

Replace the script on the ground plane to this

from bge import logic

def main():
    scene = logic.getCurrentScene()
    cont = logic.getCurrentController()
    own = cont.owner

    mouse_over = cont.sensors["Mouse_Over"]

    if mouse_over.positive:
        tracker = scene.objects["Tracker"]
        tracker.worldPosition = own.worldPosition
        tracker.worldPosition.z += 1

You need to also use this logic setup on your plane

Now, when the mouse is over that plane, it will move our arrow to the world position of the plane.

However, this is not much of a grid - yet.

First we should move the plane to one corner. Your current setup should look like this.

To create the grid, we can use the array modifier on the ground plane.

Enter edit mode by pressing tab

With all of the faces selected, we can press p Note that we must be In edit mode, if we were in object mode, this would start the game engine.
Select separate by loose parts

We now have all of the planes now as different objects. If we press play we can see how it will work so far.

For some reason it is not working. Good thing is that I'm writing this answer and I happen to know why it isn't working. (This is really easy to fix :-)

Our problem is that all of the origins are in the same place. The system actually Is working, but quite simply, the world positions of all the objects are in the exact same location so there will be no noticeable change.

However, with all (most) problems, there is a solution. Select all of the grid objects, and press Ctrl+Shift+Alt+C  This will allow you to change the origins of all the grid objects.

You could select Origin to Center of Mass or Origin to Geometry

Since they are infinity square planes there is no difference.

Now, Each grid section has it's origin centered over itself, so when it snaps the arrow to it's origin, it will work like a grid snapping system Translation: everything works and everyone is happy

Now we have a basic grid snapping system.

The basic idea for making a world building system is being able to stack cubes and place them next to each other. This is not Very hard to do, we only need to add the Boolean property Ground to the cube that is being added (Building), and we also need that cube (still named Building) to be running the script.

There are a few more minor adjustments we need to make to the grid objects.
First, because our cubes are 2x2x2  the grid planes should all also be 2x2 . Also, If two cubes are stacked, there is a space of Two  between their origins. we must adjust the script.

Also, because the cubes are being added Two  above the plane, we need to move the origins down one unit.

The end result can be seen working awesomely.

Working blend with world building system.


Weight painter - no weight paint but section affected by an unconnected bone I'm new to Blender and I have weird behavior I think. My model's arm is somehow affecting its hip but no weight at the hip!
Thanks in advance.

I'm fairly new as well... did you apply automatic weights? The automatic weights seems to be hit or miss with me, and I have to go in and manually change it.


Why am I getting artifacts in my baked normal map? I have a material that does some procedurally-generated bump mapping, and I want to bake the results to a texture to improve render times. However, I’ve found that baking a normal map seems to produce artifacts regardless of what I do! To illustrate, I’ve made an incredibly simple object without any bump mapping at all, which has normals that look like this:

I’m not trying to bake the normals from a high-poly mesh to a low-poly mesh, just bake the normals from a single object to a texture. Therefore, it doesn’t make sense to use the “Selected to Active” option, so my baking settings are incredibly simple:

However, despite the incredible simplicity of my setup, I find the baked normal map has lots of very visible artifacts:

I’m not sure what to do about this. Most of the questions I’ve seen about baking normal maps suggest adjust the settings in the “Selected to Active” panel, but as described above, I only have one object. Is there any way I can bake these normal maps without getting such visible artifacts?

It seems as though, as of Blender 2.92, baking a tangent space normal map without using Selected to Active does not work correctly in the presence of modifiers. I have opened issue T87449 on the Blender bug tracker about this.
In the meantime, there are a few workarounds:

Apply modifiers before baking. This is probably the best workaround, since it’s easy to undo afterwards (or just temporarily duplicate the object for baking).

Bake an object space normal map instead of a tangent space one. This does not appear to be affected by the bug, though it incurs all the disadvantages of using an object space normal map.

Duplicate the object and use Selected to Active. This seems like strictly more work than just duplicating the object and applying all the modifiers, but it does seem to avoid the problem as well.

I decided to take the first approach, which, happily, produced a correct normal map.


Make a 3D tube curve that is flatter/ovalized along it's tangent How can I make a tube that is flattened along it's tangent. For example, if the tube were folded, the two flat sides would be touching?

For example, in this image, where I extruded the curve and added depth, the curve is bending along the edge rather than bending along the flat side. I would like to extrude so the flat side is always aligned with the tangent of the curve at a given point.

You can adjust the tilt of each point to 'twist' the flat extrusion of the curve. The tilt property is visible in the Transform panel of the properties sidebar N or you can use ⎈ CtrlT within the 3DView


How to move vertices closer together without actually scaling them Animation of what i mean with that title

https://youtu.be/akbRkCu_t4o
I tried the origins only but that didnt work at all.
Please only 2.8 solutions so that it becomes easier to everyone to understand it.

If I understand correctly, you want to move the selection of vertices in opposite directions on the X axis without deforming the scale, right? If so, do it like this ...

In Edit Mode, select the vertices.

In the Sidebar, select the Push / Pull tool.

In the Header, in Drag, choose Tweak to activate the tool's gizmo.

In the Header, in Transform Pivot Point, choose Individual Origins.

Then just drag the gizmo. The vertices will move without deforming the scale.


What's right topology for a concave polygon? I have a problem with the topology of a concave corner in a text I have traced. The corner must be sharp so I placed some proximity edges to avoid the subsurf modifier smoothing.

This is how I managed a convex area. I don't know if the topology is correct, but I don't have any problem:

I tryed something similar in a concave area, cutting through one more loop:

When the subsurf is applied, the result is really bad. It seems like there is a hole somewhere, or some rogue faces, but it's not. Everything is "ok".

I can't understand why this happens. It's even all quads.
There is clearly something I don't understand, so I hope to receive some help.

Thank you in advance :)

If I understand you correctly you want to get rid of the soft edges that are produced by the subsurf/multires modifier? You may want to look if you can fix that by setting the mean crease in the object's option bar to 1.

You possibly need to play around with the value for different edges but usually it gets the job done.


Jump actuator not working I am trying to create a game. My charaters other motions work like wasd stuff but jump doesnt work, yet it has the jump button shaded dark so please help

The "jump button shaded" suggests that you have selected "character motion", and clicked the "jump" option, but this doesn't mean your man jumps. All the "jump" button does is specifies the way the character moves.
Yours looks like this.

Needs to look like this. (see the z.3?)


Problem understanding how to UV unwrap for bump and color material I'm pretty new to Blender and I'm using Blender 2.82, but my questions are fairly generic to the recent versions and revolve around getting a better understanding of how the UV Editor works.  I've read through the documentation on UV Unwrapping and the UV Editor, but I'm unclear on the following.
I'm trying to understand the process to use in order to UV unwrap for both a bump map texture and a color material using different images and different faces.  I have a grayscale image for the bump map and a color image for the actual coloring of the mesh.  Only a few faces need the bump map but the whole model will need the colored material.
First, when using UV unwrap, do I always need to use the exact same faces?  That is, can I uv unwrap a few faces for a bump map for only those faces and then uv unwrap those same faces along with all the others when I want to fit my colored material onto the mesh?

Second, when I UV unwrap for the bump map, I load the bump image into the UV editor, and I can get that matching on the mesh correctly, but when I go back to the uv editor to work on the colored material, the bump image is still there, and when I change it to the colored image, the bump texturing on the mesh disappears.  So it seems like I can do one or the other but not both.  I imagine there's a way to do both, but I just can't figure out how to do it.  Hopefully all that makes sense.

Thanks for your help.

You can add up to 8 UVMaps in the Object Data Properties panel and use them independently in the Shader Editor. As you can read in the manual, each UVMap contains every face of the model, so if you wont unwrap any of them they will be at the bottom left corner in the UV Editor, so those whole faces will get the value of the bottom left pixel of the texture image. So I don't think this would be the optimal way for you. May be it would be better if you create a mask for the bump map.


Convert Formula to xyz Function (blender python) - Pisot Triaxial Surface Two sources: (See end result there as well)
http://www.atlantis23.com/ei_parmsurf/images/63.html
and
http://paulbourke.net/geometry/toroidal/ (scroll down)
Trying to get a handle on the process of converting readily available math formulas into mesh.
The formula (from the first source):

[general]
name = Pisot Triaxial;

comments = Charles Pisot (1910-1984).;

a1_min = 0;
a1_max = 6.28318530718;
a1_steps = 50;

a2_min = 0;
a2_max = 6.28318530718;
a2_steps = 50;

[formula]

X = 0.5 * 0.655866 * cos(deg(1.03002 + A1)) * (2 + cos(deg(A2)));
Y = 0.5 * 0.74878 * cos(deg(1.40772 - A1)) * (2 + 0.868837 * cos(deg(2.43773 + A2)));
Z = 0.5 * 0.868837 * cos(deg(2.43773 + A1)) * (2 + 0.495098 * cos(deg(0.377696 - A2)));

I'm guessing A1 and A2 translate to U and V respectively.  Some of the other variables may perhaps translate to a, b, c, etc variables.
After that, I'm lost.

Eureka!
Based on Batfinger's input below, I put together this:
Literal copy paste.

Pisot Triaxial Surface
Math Function XYZ

X = 0.5 * 0.655866 * cos((1.03002 + u)) * (2 + cos((v)))
Y = 0.5 * 0.74878 * cos((1.40772 - u)) * (2 + 0.868837 * cos((2.43773 + v)))
Z = 0.5 * 0.868837 * cos((2.43773 + u)) * (2 + 0.495098 * cos((0.377696 -v)))

U Min = 0
U Max = 6.28
U Step = 50

V Min = 0
VMax = 6.28
V Step = 50

That works!

There just seems to be so much out there that readily translates.  Useful to know.

Make a Script.
Seems you have already got there, started answer, thought I'd post as crunching in the equation via the text editor is IMO way simpler

The equations are in parametric form on the Paul Bourke site linked to question.
To make them python expressions only requires adding an asterisk * to represent multiplication.
I find crunching formulas into blender's text boxes a little tedious, so have written as a script.  Enable the Add Mesh Extra Objects addon to have the operator available.
Note: This is the script to run in object mode to create the Pisot Surface (Equations from Paul Bourke link in question) Simply copy script, paste into text editor and press run script.

import bpy
from math import pi

# run in object mode
if context.mode != 'OBJECT':
    bpy.ops.object.mode_set()

bpy.ops.mesh.primitive_xyz_function_surface(
        x_eq="0.655866 * cos(1.03002 + u) * (2 + cos(v))",
        y_eq="0.754878 * cos(1.40772 - u) * (2 + 0.868837 * cos(2.43773 + v))",
        z_eq="0.868837 * cos(2.43773 + u) * (2 + 0.495098 * cos(0.377696 - v))",
        range_u_max=2 * pi,
        range_u_step=32,
        range_v_max=2 * pi,
        range_v_step=32,
        edit_mode=False,
        )

Notes. The defaults of the operator on first run can also be seen by bpy.ops.mesh.primitive_add_xyz_function_surface(Tab in blenders python console.  There is no need to add a value to call above that is already a default.
The code below is the (expanded) result of auto completing the operator in the python console. It shows the default settings of the operator that create the sea shell.  It is not the Tisot surface
>>> bpy.ops.mesh.primitive_xyz_function_surface(
primitive_xyz_function_surface()
bpy.ops.mesh.primitive_xyz_function_surface(
    x_eq="cos(v)*(1+cos(u))*sin(v/8)",
    y_eq="sin(u)*sin(v/8)+cos(v/8)*1.5",
    z_eq="sin(v)*(1+cos(u))*sin(v/8)",
    range_u_min=0,
    range_u_max=6.28319,
    range_u_step=32,
    wrap_u=True,
    range_v_min=0,
    range_v_max=12.5664,
    range_v_step=128,
    wrap_v=False,
    close_v=False,
    n_eq=1,
    a_eq="0",
    b_eq="0",
    c_eq="0",
    f_eq="0",
    g_eq="0",
    h_eq="0",
    show_wire=True,
    edit_mode=True
)
Add a surface defined defined by 3 functions:
x=F1(u,v), y=F2(u,v) and z=F3(u,v)

Tip to more easily change some of the constants eg 0.868837 could assign them to a helper method.
    x_eq="A + u",
    a_eq="0.868837"


Plastic Cup is making shadows inside of itself that cannot be removed I want to make a plastic cup. I made it transparent, almost glassy, by using a Principled shader. I want the shadows that are trapped inside of it to be gone, but moving the light will not work and I have no clue where to start to fix it.

Here's what the problem looks like:

And here's the file to tinker with: File

This is a smoothing issue. In Data Properties, under Normals, enable Autosmooth.

You shaded your object smooth cause you didn't want to see the verticals faces as individual faces, but as a curved surface. The smoothing is done (more or less) by averaging the normal between two faces, and it works really well on the side of the cylinder. But it also average the normals between the bottom and the side faces, and betwen the "collar" and the side, which looks quite ugly.

Autosmooth smooth the faces below a specific angle (30° by default), and keep sharp the edge between faces above that angle.


Weight paint maps in/out of Blender to allow editing in Photoshop or other I have seen this thread: How can I use an image texture as a guide for weight painting?

and it allows me to use textures as a guide for weight painting... but is it possible to get weight paint maps in and out of Blender, so they could be edited with a more sophisticated image editor?

This script will convert weight to vertex color and vertex color to weight :

the script create new groups if they don't exist and overwrite old groups with the same names
the script use two methods for conversions grayscale<-->weight and RGB<-->weight
the conversion works in two ways  weight--> color   and color-->weight

HOW TO USE:

run the script once "it will be registered"
in 3D view select the object
hit space and type weight&color
choose the settings and conversion hit OK
new groups or vertex color maps will be created with the appropriate values "the viewport will change to show the result"

import bpy
from bpy.types import Operator
from bpy.props import EnumProperty
from mathutils import Color

bl_info = {
    'name': 'Convert Vertex Color to Weights',
    'author': 'Chebhou on StackExchange, refactor by aliasguru',
    'version': (0, 1, 0),
    'blender': (2, 7, 5),
    'location': '3D View > Spacebar Menu > weight & color',
    'description': 'converts Vertex colors to weights and vice versa',
    'tracker_url': '',
    'wiki_url': 'http://blender.stackexchange.com/questions/26467/weight-paint-maps-in-out-of-blender-to-allow-editing-in-photoshop-or-other',
    'support': 'COMMUNITY',
    'category': '3D View'}

color = 'HSV' #'HSV'    method used for conversion

def convert(value, method):
    if method == 'BW2W':
        return  (value.r + value.g+ value.b)/3
    elif method == 'W2BW':
        col = Color((value, value, value))
        return col
    elif method == 'HSV2W':
        return  1-(value.h / 0.66)
    elif method == 'W2HSV':
        col = Color()
        col.hsv = (0.66*(1-value), 1, 1)
        return  col

def vert_col2weight(context, color):
    color_maps = context.object.data.vertex_colors
    for color_map in color_maps :
        group_name = color_map.name

        #check for existing group with the same name
        if None == context.object.vertex_groups.get(group_name):
            context.object.vertex_groups.new( name = group_name)

        group_ind = context.object.vertex_groups[group_name].index

        for poly in context.object.data.polygons:
                    for loop_ind in poly.loop_indices:
                        vert_ind =context.object.data.loops[loop_ind].vertex_index
                        col = color_map.data[loop_ind].color
                        if color == 'BW':
                            weight = convert(col, 'BW2W')
                        else :
                            weight = convert(col, 'HSV2W')
                        context.object.vertex_groups[group_ind].add([vert_ind], weight,'REPLACE')

def weight2vert_col(context, color):
    vert_groups = context.object.vertex_groups
    col = Color()
    for vert_g in vert_groups:
        group_name = vert_g.name

        #check for existing group with the same name
        if None == context.object.data.vertex_colors.get(group_name):
            context.object.data.vertex_colors.new(name=group_name)

        color_map =  context.object.data.vertex_colors[group_name]

        for poly in context.object.data.polygons:
                    for loop_ind in poly.loop_indices:
                        vert_ind =context.object.data.loops[loop_ind].vertex_index

                        #check if the vertex belong to the group
                        weight = 0
                        for g in context.object.data.vertices[vert_ind].groups:
                            if g.group == vert_groups[group_name].index:
                                weight = vert_groups[group_name].weight(vert_ind)

                        #convert weight to vert_col
                        if color == 'BW':
                            col = convert(weight, 'W2BW')
                        else :
                            col = convert(weight, 'W2HSV')
                        #assign to the color map
                        color_map.data[loop_ind].color = col

class   weight_color(Operator):

    """weight from&to vert_color"""
    bl_idname = "object.weight_color"
    bl_label = "weight & color"
    bl_options = {'REGISTER', 'UNDO'}    #should remove undo ?

    #parameters and variables
    convert = EnumProperty(
                name="Convert",
                description="Choose conversion",
                items=(('W2C', "Weight to vertex color", "convert weight to vertex color"),
                       ('C2W', "Vertex color to weight", "convert vertex color to weight")),
                default='W2C',
                )
    color = EnumProperty(
                name="Color type",
                description="Choose a color system",
                items=(('BW', "Gray scale", "map weight to grayscale"),
                       ('HSV', "RGB color", "map weight to rgb colors")),
                default='HSV',
                )
    #main function
    def execute(self, context):
        bpy.ops.object.mode_set(mode = 'OBJECT')
        if self.convert == 'W2C':
            weight2vert_col(context, self.color)
            bpy.ops.object.mode_set(mode = 'VERTEX_PAINT')
        else:
            vert_col2weight(context, self.color)
            bpy.ops.object.mode_set(mode = 'WEIGHT_PAINT')

        context.active_object.data.update()
        self.report({'INFO'},"Conversion is Done")
        return {'FINISHED'}
    #get inputs
    def invoke(self, context, event):
            wm = context.window_manager
            return wm.invoke_props_dialog(self)

def addObject(self, context):
    self.layout.operator(
    weight_color.bl_idname,
    text = weight_color.__doc__,
    icon = 'VPAINT_HLT')

def register():
    bpy.utils.register_class(weight_color)
    bpy.types.VIEW3D_MT_object.append(addObject)

def unregister():
    bpy.types.VIEW3D_MT_object.remove(addObject)
    bpy.utils.unregister_class(weight_color)

if __name__ == "__main__":
    register()

any feedback is welcome

example :


Blender + Ni Mate (Mocap Animation) I made an animation with Blender + Ni Mate using the Kinect v2, i have followed this tutorial: https://www.youtube.com/watch?v=1UPZtS5LVvw

I have my own armature that is copying the ni mate armature, but when i record the animation, blender puts the animation movement on the bones of the ni-mate kinect armature, so when i export the animation in a fbx file and import on unity there's a lot of animation files.

Is it possible to do this animation in to my own armature and export as an fbx or other type of file and import into Unity?

I had the same problem and I found a solution to it. It's a function called "Bake Action".

Select all the kinect-empties, select the armature you want to have the action on and either use the space bar to search for "bake action" or click the button at the side menu under "Animation". In the pop-up window deselect "Only Selected" and select "Visual Keying", "Clear Constraints" and "Pose". Press "Okay" and your selected armature should now have an Action that is suitable to be played in Unity.

Source for Action baking: https://www.blend4web.com/en/forums/topic/271/


Argument works in the python console but not in a loop? I can type

  bpy.data.objects['hair02'].parent.select

into the the console and get a return but when it is in this loop it sends back an error. please see image below. I must be calling it improperly but not sure why. any help is appreciated.

You're testing all of the objects that were selected when the script reached the line
fbxs = [ ob for ob in bpy.context.selected_objects]
One of these objects has no parent, so when the line ob.parent.select = True is run, Blender tries to find a parent and raises an error when it doesn't find one.

Try this instead:

if (ob.parent):
    ob.parent.select

or if that doesn't work for some reason, enclose it in a try:/except: block.


How to rotate the direction of the curve extrusion by 90 degrees I'm modeling a ribbon out of a curve to put on a present model.

I'm using the extrude feature to form the actual ribbon.

The issue, is that the curve is tilted the wrong way.

How can I rotate the direction of the curve extrusion by 90 degrees?

This is done using the tilt feature.

In the curve edit mode, press CtrlT. Then simply type in 90 to tilt it by 90 degrees.


How can i fix my displacement map. Its too big I have  a logo design that i put into blender and i want to edit it with a displacement map. but when i add it to my material it is really big and i have it on the lowest scale and i havent even added a texture yet. how can i fix this? i just started working with blender so i have no clue

As @Sanbaldo pointed out, you can multiply the values.

Add a Math node and set it to Multiply
Enter 0,001 and connect it into the Scale input.
Values you type into the second field, will be multiplied by that 0,001

(You can of course use Divide instead, if you want :)


Use nodes to generate a texture of an image cut out with a checkerboard I'm new to Blender and running against a deadline!

How can I create dynamically with nodes a texture made up by a video with pixels cut out using a checkerboard pattern. When I say cut out I mean leaving pixels with transparency there and other pixels with RGB colors from the video.

Just RGB colors have to became checkerboard-cut, no the transparent background. The video is RGBA.

I cannot use too much subsurf and particles because my GPU is dead now :( , and the only combination of video texture over plane + subsurf + explode + particles that suits my needs depends on this node-generated texture that improves critically the performance.

This is my goal:

Blender internal
One way is by using a node texture on top of the video texture to influence the alpha:

Note that the color input on the checker node has an alpha of 0 and the material has Mask alpha enabled.
Example .blend
Cycles
In cycles this can be done with a material setup like this:


Copy a node-based material to another object, and then freely edit the second one? I have a scene with two mountains, one is blue, and I would like the other one the small one) to be pink.

In edit mode, objects have been separated (P).

When I click on the second object and add a new material with the "+" sign of the material tab, it creates a new material.

Then I SHIFT + RMB the materials, to be able to "Copy Material to Others"

I then go in the new instance of the material (by clicking on the small mountain), and change the color with a green (I know I said pink... forgive me)...

... and all the colors change! But I was just in another color, I just wanted the small mountain to change.

Even the other instances of materials I created with the "+" button have all changed to green suddenly. Every one of them. On both meshes.

So, are node-based materials like physics simulations, in that "there can be only one"?

Obviously it's possible to recreate materials from scratch every time, but... there's gotta be a way to "unlink" these material settings, so that I can make a new object, apply this material and then change the color or texture, based on the existing tree?

Here is another example of trying to duplicate a material and all the materials changing together when I only edit one of them:

This probably has already been solved by the OP, but I came across this problem myself and searching for an answer I stumbled upon this post.

And for the sake of those eventually looking to solve the same problem, I'd like to add an important detail:

The answer given by Duarte Farrajota Ramos is correct, yet the OP said he was still having trouble, and in fact so did I after following his instructions (in fact I was already doing all that he said even before seeing his answer, and it wasn't working), the problem here is the nested/grouped nodes inside the material, they have defined users as well, and if you just make the main material (in the material tab) single-user, the alterations you make on the first level of nodes in fact won't be passed on to the original materials, but if you alter the inner layers, I mean, alter things inside the groups that compose the material, it WILL change the original material you used as a base. Note, this will happen even if you create a material from scratch and copy/paste the nodes from another material, cause the data of the inner groups is still being shared between materials, only the outer layer is in "single user mode".

To solve this, you must simply create the new material, make it single user on the material tab by clicking it's users number (if there is any), this will make the outer node layer single user. Then go in node edit mode, look for the grouped nodes and do the same, you'll see they have their own users number, click on that, and now you can alter whatever you want, and nothing will get out of that material.

Material tab, you can see there are no users, yet I was still getting my base material changed:

Node editor, and here I found the problem, the inner node group was being shared with other 8 materials:

This is indeed some really basic stuff, but for newcomers it might prove to be a challenge, cause it may just pass unnoticed that you must clear the users from all layers. Hope I can help someone. Cheers!


How to mix a jpeg background image with a 3D scene generated using Filmic Blender? I want to compose 3D-model over image, and I use filmic to get more suitable result. But I want the background image to remain in the original colors. So I try to use this setting:

but it haven't setting "look" ("high contrast", "low contrast", ets..) here, so color changes..

How to solve this?

Of course, I can save my render and compose it with jpg-image in different place - no problem here, but my question is about how to make it in place. It will give ability to control colors in filmic color space and see the results immediately.

UPD: image is from image node:

UPD2:

  you can't really convert a display referred image to the scene
  referred domain; the information has been permanently lost

Ok, but how to make the colors at the output looks close to the original?

UPD3:

This filmic version is from daily build.

I'll try to answer simply but even for me it's not. But what you try to do isn't possible. (see the edit 1 for the answer of your problem)

1st, prerequisites:
In our world light is linear, but we didn't see it linear, the eyes make it looks with more contrast (what we can call a transfer curve).
Your display (let's say a computer screen) have it's own transfer curve (for technical historical reason), so to see a picture close to what we see in real life (a linear light interpret non linear by the eyes) we need to bake a transfer curve "inverse" of the display one to bring the image a linear signal to the eyes.
At this stage it's a bit confusing, let's make it simple:

Real life: Linear light --> non linear interpretation by the eyes

sRGB image: non linear (transfer curve of sRGB) --> linear ("inverse" transfer curve by the screen) --> non linear interpretation by the eyes.

CG: Scene referred linear image (what Cycles calculate internally)--> non linear (ex: filmic+high contrast transfer curve) --> linear ("inverse" transfer curve by the screen) --> non linear interpretation by the eyes.

It's a bit simplified but what's important to understand here is that the eyes need to recieve a linear image, like in real life eyes recieve linear light but we don't see it linear.
One more important things is that each of the above have their own transfer curves (eyes, screen, filmic, sRGB, APN, smartphone... they are all different).

If you set up a color space to filmic for an image in 8bits sRGB .jpg that you don't know how it was manipulated, you try to see informations that were lost in the compression + you're mixing transfer curves.

You must look filmic in two parts.
1st, the filmic itself, that is a LUT which compress values to be in 0/1 range in a logarithmic way (transfer curve). So, the end result is a nonlinear image.
2nd, the contrast looks which modify the transfer curve shape.
There is one more caracteristic with filmic, the desaturation of the high value colors.

I'll see if I've made mistakes or forgot something in what I've said, and will correct them if it's the case.
Don't hesitate to tell me if I'm wrong or need more informations.

Edit 1: Sorry I've understand a bit more your problem and have more infos.

When you try to compose your image with your final render you need to remember that filmic in the color management is aim for linear scene referred images and is applied at the very end of the chain, so your image that is composed with the linear render will have filmic conversion too. But your image is an 8bits sRGB .jpg and must be threat as a sRGB EOTF.

What you need to do is save your render with filmic and all compositing but without the background, and after that compose your render with the background image both in sRGB for image colorspace and color management view in sRGB, no more color transformation at this stage since you are in 8bits.

This is the problem when you work with both linear scene referred data and display non linear data.

Hope I've all understood this time.


I have Eyelid bones set up (and working) in Blender, but I can't figure out how to control the bones in Unity In Blender I have a bone on each eyelid. In Blender, they make the character's eyelids move up and down, as expected.

But I can't figure out how to get that same behavior going on in Unity. When I import the FBX model into Unity (Armature included) and find an eyelid bone and move its transform, nothing happens to the character's eyelid.

Why would moving the bones in Blender do something, but in Unity nothing happens? Appreciate any help.

EDIT: The answer was that you use Pose Mode to create Blendshapes and then export the model with those Blendshapes into Unity!! :D

The answer is that you use Pose Mode to create Blendshapes and then export the model with those Blendshapes into Unity!! :D


How to convert mesh back to text object? I converted text to mesh now i want to convert mesh to text, how  i can do it?

It cannot be done.  I mean, as m.ardito states, you can undo, or duplicate the text and keep a copy for backup, but converting to mesh is a one way, destructive action.


How to fix face smooth after using Boolean modifier? I am new to Blender and am struggling to fix a problem with face smooth after I cut a hole through the object using the Boolean modifier.

The image shows the problem, and I tried using the triangulate shortcut, tried the edit normal modifier, tried subdivision modifier, but could not fix it.

Could anyone here help me with this?

Switch to Edit Mode
Select the vertices you want to smooth using shift+right click
Select Smooth Vertices from the Tools menu


How do I seperate these two "windows"? I'm new to Blender and I've got almost no clue of what I'm messing around with, but I do understand the common concepts and I'm getting some progress done.

With that said: I've got a more of a personal preference issue, I'd like to separate these two windows (image) as I've got a lot of objects to manage while editing the model. How can I do so?

So as You could see on the image above, the "lined" corners are crucial for window operations. Every window has TWO of them, so look for the top right and bottom left corners as circled green on the picture.

1) Drag that corner to the edge of the window to collapse the one next to it (bottom circle on the image)

2) Drag that corner from the edge to make a new one (top circle on the image)

As You could see I created new BIG windows in the center instead of that small on the right which seems that You want to achieve.

Hope it helps buddy, Sincerely, JayM


How to import and export blender files with textures I've created my first plant from scratch in Blender 2.77a with Cycles Render.
This is what I did next to colour the plant:

UV unwrapped each plant body individually and hand texture painted.
UV unwrapped one leaf and hand painted in texture paint.
I have duplicated the original leaf and modified it.
I have repeated step 3 for each single leaf.
This is the final result:

I have tried to export the file with 3D Studio, Collada and OBJ but every time I had the same result: a grey object.
I tried to reassign all the UV maps manually but it seems that when I joined the different parts in one mesh, all the UV maps showed unwrapped pieces overlapping each other...

I'm just learning so I won't panic at this stage but is there a way to export and import complicated objects without loosing all the data related to their textures? Thank you in advance!

PROBLEM SOLVED!

This is how I did it:

Make sure the object to be exported (plant) is selected in object mode
File: Export: 3ds
I opened the scene (room.blend)
Select A twice to make sure everything is deselected
File: Import: 3ds
The object (plant) is grey
With the object selected switch to edit mode
Deselect everything again by pressing A
Hover your mouse over the parts you have created individually and press L
The selected part will be highlighted (ex. leaf)
Go to Material (On the right side of the screen)
A list of the original materials is there but they are all blank
Select the corresponding material (ex: leaf)
Go to Use Nodes/Color and select the dark grey area on the right indicated by a circle
A menu will appear: select Image Texture
Open the file with the UV map you created (ex:UV_MAP_leaf)
For colors without the UV map, I had to recreate them (ex: pot, dish)

Repeat these steps with every single part in the object and that's it!


Object not rotating right https://gyazo.com/1bcb0ae93258d5d19efc42b5a008ec59

I tried parenting an object to a bone but when I rotate it it doesn't rotate as I expect, it is not supposed to leave a little gap between the horse body and the saddle, why does it rotate like that?

If you want the saddle to be "stuck" to the back of the character, you could parent it to 3 vertices of the face you want the saddle to be stuck to.

Select the saddle (RMB)
Add the horse to the selection (SHIFT + RMB)
Toggle Edit Mode
Select 3 vertices
Make Vertex Parent (CTRL + P)


Grid Floor Has Randomly Disappeared For some reason the grid floor isn't visible in any mode. I was using it earlier but it seems as though it has disappeared. It's visible in the second picture; the first picture is my current view. How can I get the original grid back?

In the properties panel, under Display / Grid floor, is a Scale parameter. It seems that in your first picture, you set it to 10 (look top left of the 3DView, it says "Meters x10"). That means each square of the grid is 10m ; but your Plane is just a few cm.

Just set the grid Scale to a more appropriate value (0.01 seems good : 1cm for each square of the grid).


How do i fill in void space's with poly's? I am poly modeling a head and I was wondering if there was a shortcut to insert poly's into this blank space.
I have tried watching video tutorials but I dont see anything useful.

Assuming Both sides that you want to connect have the same amount of vertices.
Step 1: select both edges like shown in image 1.
Step 2: Use "Bridge Edge Loops" (available in the edge menu (ctrl+e) or through the search function (F3 or space depending settings))
Step 3: Check for any problems


Transparency with a mask I would want to put a mask on a picture with the background transparent. I currently have it in the node editor. I have a mask input node and I add it to my image with a mix node. But I can only set color(like green, red, brown...) with the mix node but I would want a transparent background.

You can use the Set Alpha node found in : Add➝Converter➝Set Alpha use the mask node  output as an Alpha input for the Set Alpha node :


Snow storm effect without lighting I would like to create a snow storm without using light to illuminate the snow. The giant lighting fixtures used in other tutorials such as: https://www.youtube.com/watch?v=KWYBoBmAW3A and others all don't really help with the lighting, a night-time setting, I am trying to go for. If there is a way to create a snow fall or storm without light, any help is appreciated.

You still need to see the snow in order to tell that it is snow. Otherwise you could simply follow the tutorial and then turn off the lights. Boom! Now that's what snow looks like at night (all black). If your aim is to make a cinematic nighttime snow storm then you want to follow the same idea from a particle and physics perspective and instead tweak your lighting.

When we light rain or snow in night time, we use backlighting. This means that the source of light should be coming from the opposite side of the subject, relative to the camera. This creates an outline or 'edge' effect on the subject while leaving the front of it dark. This allows you to see the snow itself but maintain the impression of night time. Making the light a deep blue also helps simulate 'moon light'.


Imported .svg will not extrude I have created an image in Animate (Flash) using fill and stroke and exported as an .svg and also exported from Illustrator. I cannot extrude these as I can with images created in Blender. Please help a noob, thank you :)

Use the Extrude option for curves. This let's you keep the SVG as adjustable vector art until you need to convert it to a mesh.

Import your SVG to Blender. Imported vector art normally comes in as a Blender curve. Depending on the complexity of your SVG, you may need to select all curves with the file and use cntl-J to combine them into a complex curve. Scale it to suit.
Select the SVG, and go to the Curve panel. The Curve panel offers a range of different options you can use to adjust the resolution, fill type or... lots of things.
Adjust Geometry > Extrude. This will extrude your SVG at 90-degrees to the plane of the SVG.
(Optional) Shape > Fill > Both. This might already be on Fill, but this will 'cap' closed curves in the SVG, creating solid pillars of your curve.
(Totally optional) Shape > Resolution > Preview U > [some number]. Curves have infinite resolution, but eventually you will probably need to convert the curve to a mesh. The 'U' number is the number of segments each line segment will be divided. Use this carefully if you have a combination of very long and very short segments. You may wish to subdivide long segments (or combine short ones) before you apply the 'U' value.
Have fun. Tip: You can adjust the extrude shape using another curve, providing an interesting way to shape your extrusion.

Demo video: Extruding SVGs


Python: how to get edge’s index when indexes of two vertices are given? How do I get index of an edge when indexes of two vertices which making the edge are given? (By index I mean the number you put in the [] to access specific edge among list of edges a mesh contains)

you can do it using the link_edges of each vertice as input.
import bpy, bmesh

print("*"*20)

def intersection(V1, V2):

    if V1 != V2:
        for e in V1.link_edges:
            if e.other_vert(V1) is V2:
                return e.index
    else:
        return -1

obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

if hasattr(bm.verts, "ensure_lookup_table"):
    bm.verts.ensure_lookup_table()

V1 = bm.verts[0]
V2 = bm.verts[7]

print(intersection(V1, V2))


Combining two shaders, one with color map, one with a specularity map I'm trying to add a specularity map to a mesh with a color map shader already on it.  However, when I attempt this, I seem to have to choose between one shader or another (see the body and glossy shaders in the materials tab in this screenshot of my screen

(source: deepplanet.com)

They just toggle back and forth, letting me use one or the other but not both.

So, do I have to remove the color image texture, and then somehow do this another way? Or is there a simple way just to add it? I was trying to follow this tutorial but it seemed like a really long way to go about it. Is there a simple, shorter way to do this?

You want to use a mix shader (or sometimes an add shader) to combine multiple shader nodes in the node editor.  The mix shader node will combine two shaders based on a given fraction.  The fac value determines the amount of the second shader in the output.

For instance the following will result in a 20% glossy (and 80% diffuse) material:

You can even use something else, such as a map or input node, to control the mix factor variably across the object.

Here I have plugged a specularity map into the factor, lighter areas on the map will receive more gloss, darker areas will receive more diffuse.

And here I have mixed in another glossy shader using an input > fresnel node as a factor, this will make grazing angles even more glossy (which is more realistic).

Note: to add a node hit Shift+A and select the node you want to use.


can we render only audio in blender? I want to cut a portion of audio file and render in mp3 or aac, but in render tab i can not find any settings for this. i also went through this thread:
http://blenderartists.org/forum/showthread.php?247012-Render-Audio-Only-in-Blender

But i can not see any button called "mixdown" in the scene tab. I am using version 2.74. so is it possible to render only audio?

Yes! You have to go to the render panel, then under the render panel and click on the audio icon (next to render and animation).

Then you can choose different audio outputs and settings (on the left at the bottom of the screen under the tab mixdown).

And then you push the button mixdown (at the top right).


How to enforce planetary gravity on fluids? I'm trying to make a scene with a few small planets, but when I went to make a lake/river I couldn't find any options to have the fluid's gravity be relative to a point (aka the planet's center). I've tried putting a forcefield at the center of my planet but the fluids just seem to ignore it completely even if it works for rigidbody objects. Would it even be practical to do my lakes this way, or would it be better if I made a mesh to fill the lake instead of bothering with fluid simulation?

You could use particles set to 'Fluid' type and rendered using a Metaball as the dupli-object. While this won't produce a full fluid simulation it might be good enough for your usage. Using particles means that the 'fluid' will be affected by the force fields (the true fluid simulation is not affected by such force fields) so you can disable gravity and use a force to draw the 'fluid' to the planet.

This can produce the following :

Blend file included


Selected item not outlined. Rotation gizmo shown instead Somehow I have entered it a mode where a selected item  is not outlined. Instead, the rotation trackball gizmo is shown. How can I get the outline visible again?I have ticked the box: "outline selected".

See attached screen dump. I have selected the TV and  the rotation trackball is shown.

See on the left side of the viewport, where the toolbar is?

The one highlighted in blue is your selected tool, the scaling tool. Instead, select the very top one with the picture of the mouse. That is the selection tool, and it will give you the default behavior.


How exactly does the Sigma parameter affect the Velvet shader? How does the Sigma value of the Cycles Velvet BSDF shader work? Intuitively, it seems to serve as some sort of ceiling value for the shading. How does it affect the light bouncing? I've looked at the ray diagram on the shaders page, which seems to show an away-from-center spread:

Is the sigma value related to the variance (in statistics, σ means variance) of the spread? Comparing the diagram to that of the normal distribution seems to indicate that this may be the case:

This would seem to mean that a σ-value of 0 makes the shader behave like a glossy shader, while a σ-value of 1 would make it behave like a diffuse shader; however, this does not appear to be the case.

I've prepared a video demonstrating a changing σ-value, from 0 to 1, on an actual velvety object for added realism.

Could one of the developers who understands what is going on identify the meaning here, mathematically or otherwise?

It rather seems to define the response curve towards the view angle.

The velvet shader makes a material look brighter the smaller the angle between the view vector and the surface tangent vector is, it's bright if you look on a surface in the tangent direction and dark if you look at it from it's surface normal direction.

With sigma=0, you seem to have to look at a surface perfectly in tangential direction to receive light, while higher values spread it across a wider range of angles so that with sigma=1, the distribution goes all the way to a normal view angle and is relatively even.


all Photoshop generated images (PNG, JPG, TIFF, PSD) show all black when loaded in Blender 2.8 as reference images Big noob here getting started with this fine program. I'm currently having a problem I can't seem to solve:

I've generated few reference images and saved them as PNG with Photoshop (CS6) but they all came up total black once uploaded in blender, no matter the view (top, camera, viewport) and no matter with or without transparency. I've tried all the settings (8/16/32 bit, rgb and grayscale, various resolutions and sizes) and all sort of files out of photoshop (tiff, jpg, psd, tga) with no success, I've even tried to import as background image or image on a plane. Seems like Blender doesn't like all images from my Photoshop.

Instead, I've manage to successfully import random png from the web and even the screenshot I've attached here works, so is actually only an issue with those I've made in PS.

Anyone would please be so kind to give me an hint on what I'm doing wrong? If there is any particular setting when saving? Or if a different version of Photoshop could work?

Thank you.

Turned out it was a problem related to the pc I’m using, as I’ve tried the same images on two other machines (another Windows and a Mac) and Blender worked fine showing all references correctly.


Get the exact half of a mesh with bpy I have to select the exact half of a mesh in Blender 2.79 thorugh a Python script. I tried obd = bpy.data.objects[actor_name].dimensions for a selected object but these coordinates seem not to be the right ones. If i use the half of each value like bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=0, xmax=obd[0]/2, ymin=0, ymax=obd[1]/2, extend=True) its far away from selecting the exact half of a mesh.

Is there any mistake in the usage or is there another option to get the size of a mesh in Blender?

Selecting the local left half

Which half? top, bottom, front, back, left or right... or other..

Here is a test script, run in edit mode, selects the local left half of edit object including those on centre plane.

A plane can be defined by a point in space plane_co, and its normal plane_no.

The mathutils.geometry.distance_point_to_plane(point, plane_co, plane_no) returns how far a point is from a plane along its normal. Will be negative if on other side to which normal is facing.

The plane coordinate is the centre of the bounding box, the normal is one of the 3 axes made from a corner.

For this example the x axis of bounding box is chosen, to give left - right selection. Choose y for front-back, and z for top-bottom.

import bpy
import bmesh
from mathutils.geometry import distance_point_to_plane
from mathutils import Vector

context = bpy.context

def bbox(ob):
    return (Vector(b) for b in ob.bound_box)

def bbox_center(ob):
    return sum(bbox(ob), Vector()) / 8

def bbox_axes(ob):
    bb = list(bbox(ob))
    return tuple(bb[i] - bb[0] for i in (4, 3, 1))

ob = context.edit_object
o = bbox_center(ob)
x, y, z = bbox_axes(ob)

print(o, x, y, z)
# select left right

me = ob.data
bm = bmesh.from_edit_mesh(me)
for v in bm.verts:
    v.select = distance_point_to_plane(v.co, o, x) >= 0

bmesh.update_edit_mesh(me)

Test run on Suze


How do I change the direction of an object set to "Bake Sound to F-Curves"? I have an object set to "Bake Sound to F-Curves" and "LocRot". It's set to move along the z-axis. My problem is that it moves in an upward motion as pictured below. How do I make the object move in a downward motion?

Idle Chit-chat

I assume that by "in a downward motion" you mean that you want its jittering effectively reflected over the x axis. There is a way to do this.

Solution

Go to the Graph Editor, select the baked-sound f-curve, key N to open the Graph Editor's Properties panel, and open the Modifiers drop down menu (it should be at the bottom of the stack). Add an Envelope modifier and change the settings to this:

You will need to click Add Point before you can change the bottom-most settings (1, 0, and -1.8). This should make the cube move in a downward motion.


Undesired sharp edges with smooth shading I'm trying to achieve smooth shading on a model with subsurface. It worked pretty well until recently, now smooth shading works only with edges under certain angle. I don't use the edge split modifier.

Edit mode:

Object mode:

Disabling the subsurface mod:

Joining another object with smooth edges:

You can have a look at my blender 2.8 project here

A big thank to @lemon, you saved me a whole bunch of hours. idk why this was checked, but now it works as before.

You can see by yourself.

The option is located there:


Cycles OpenCL and Mesa driver support The Mesa driver from version 20.3 has full OpenCL 1.2 support, but Blender doesn't support GPU rendering using Cycles render. Why?
When can we expect full Mesa driver support?
My GPU is an AMD 5700 XT

TL,DR
OpenCL will no longer be supported going forward.
Full Explanation
OpenCL development is stagnant and the implementation insufficient for a properly working render engine.
There are critical bugs and limitations that wont allow for a proper implementation using the API. Developer support is also limited with no significant new work being developed for a long time.
No further developments are expected at this point, and support will be dropped going forward, as stated in the Blender Code Blog about Cycles X

Deprecation
As part of the new architecture, we are removing some functionality.
Most notably:

OpenCL rendering kernels. The combination of the limited Cycles split kernel implementation, driver bugs, and stalled OpenCL standard
has made maintenance too difficult. We can only make the kinds of
bigger changes we are working on now by starting from a clean slate.
We are working with AMD and Intel to get the new kernels working on their GPUs, possibly using different APIs (such as CYCL, HIP,
Metal, …). This will not necessarily be ready for the first release,
the implementation needs to reach a higher quality bar than what is
there now. Long term, supporting all major GPU hardware vendors
remains an important goal, and we think that with this new
architecture we’ll be able to better performance and something
stability. It is just a matter of time until more GPUs are supported
in Cycles X again.

OpenCL for Cycles will be deprecated for the time being. Further developments are expected possibly using different APIs, but no definitive plans are made at the time of writing


"Copy To selected" How do i copy only the material diffuse colour? How do I copy from one object to other selected object only the "diffuse colour"?

Or any other material property to other multiple selected objects materials?

Why "Copy To selected" is greyed out in right click menu?

Copy diffuse colour from B to all objects in the column A

Note 1: i know to the manual or long process of hovering over th colour and copying it "Ctr+C". And then select target object go to material and hover on colour and paste "Ctrl+V"

Note 2: I don't intend to copy complete or all material properties

I think a small python script is the only way. This script only works for Blender Render.

import bpy

active_obj = bpy.context.object
active_obj_material = active_obj.active_material

for obj in bpy.context.selected_objects:
    if obj != active_obj:
        obj.active_material.diffuse_color = active_obj_material.diffuse_color

I use active_material so that objects with more than one material will use the material that is selected in the list, rather than forcing slot1 to always be used.


What's Better: One Large PC or Many Small Ones? Okay, so I'm working on setting up a small render farm, and I'm unsure of something. Is it better to use one really powerful computer, or the price equivalent of smaller computers in an array?

I'm a student and my teacher asked me to look into this. We have a lot of students that use blender. We use GTX 1080s for rendering, but for those of us that do animations, they often take a while to render. We have a server system running and it wouldn't be difficult for us to set up a network rendering machine or a render farm. But I'm trying to figure out if it's better for the single powerful machine, or multiple small machines. I haven't been able to find any direct comparisons between the performance differences of those setups.

I agree with Duarte that there is no universal good answer for this. In fact the real answer will depend on what time you ask this e.g. the GTX 10 series brought in a swathe of cheap GPU power where [1] a GTX 1060 is the best bang for your buck in terms of FLOPS/$.

Just bear in mind that if you do decide to opt for a bunch of smaller gpus, the amount of onboard memory will limit the size and complexity of your blender scene.

If you are looking to drastically reduce render times, check out airenderer.com. I used it a couple of times, it is good for most scenes and they claim can reduce your render times by up to 97%...[2] it is more like 90% but still very good.

sources:
[1] geforce.com official FLOPS versus RRP
[2] airenderer.com


Why is my model shrinking when weight painted? The body part shrinks when touched by the brush. I am using blender 2.66.

This issue arises when the armature and the mesh have different scales. To fix that, press Ctrl+A and then select Scale from the menu.

This will apply the scaling so there is a zero scaling value. If you do this for both the mesh and the armature, then this issue should be resolved.