How to link custom object animation controls to rig components I've setup an IK rig that uses an IK pole to aim the knees, and I'm wondering what is the best way to have these IK poles follow the rig? Ideally, the pole would always be directly relative to the knee it controls, like a planet orbiting the sun. But I can't seem to parent it to the leg without causing strange issues (because the leg is changing relative to the pole and the pole relative to the leg).

Any ideas on how I can accomplish this without the feedback loop issue?

Another secondary question related to IK - how do you toggle IK on and off during animation? I thought about using a driver linked to the influence factor that could be rigged to some type of user control, but it seems like it should be easier than this?

I've found what looks like a good solution. Still need to test it in animation editing. In case anyone else is attempting to do this, this is what I've setup:

Create a new child bone of the knee bone (thigh bone, not the shin bone) and extrude it outward from the knee. Make sure this bone is "connected" to the parent. Call this bone IKKneePoleArm.L. Then extrude again (from this new bone) and call the second one IKKneePoleHandle.L. Disable Deform for both of these.
Setup normal IK using IKKneePoleHandle.L as the pole target for the leg.
Go into the bone settings and turn off inherit rotations for IKKneePoleArm.L. This will   keep the feedback problem (mostly) at bay.
Completely hide IKKneeHandle.L. You only need to rotate IKKneePoleArm.L around its orbit axis to aim the knee. You can also disable the other axes (in pose mode).
You can also attach a sphere object to the pole arm, so that it appears to be a sphere that orbits the knee. Then you can grab the sphere and push/pull it around and the system will convert that into rotations.

The only issue I've found with this so far is that some adjustments seem to lag behind by one frame by a small fraction. So if you type in values, you have to press enter twice (only if you are cursed as a perfectionist).

If there is a better solution anyone knows of, I'm definitely interested. Thanks!


Multiple viewports in 2.8 object mode? In the old blender, as well as most other 3d programs, you can display multiple viewports each with their own orientation, top, right, left, back and front,

I don't see any way to do this in 2.8 object mode. Is it possible?

One way is to enable Quad View.

From the 3D Editor: View menu > Area > Toggle Quad View.

Key board short toggle = Ctrl Alt Q


Where did texture paint in UV editor go? Before 2.8, it was possible to change the mode of the UV editor to "draw" (I don't know the exact name) and thereby texture paint within the UV editor. The option has disappeared in 2.8. How can I draw in the UV editor or image editor?

I used Windows Paint to make the thin lines, but we don't have the various texture types there, so it's not an alternative solution.

Solution:

In 2.80 the Image editor is now separated from the UV editor. So you need to switch to that.

edited to add:

Create a new image to paint on then select the brush icon and start drawing.....

In the Image Editor, Image menu choose the New option to create an image layer to draw on.


Removing all points below an objects surface I have an object that is cubical in form, but the top surface is roughened. The point density on all sides of the cube (including top roughened surface and flat bottom) is pretty high.  For illustrative purposes, it's similar to the following image:

Is there an efficient way to remove all points under the top surface (shown highlighted in orange)? This includes all 4 sides, the bottom, and any interior points. I've read about Blender's Circle Select, Lasso select, etc., but wasn't sure if these were effective options for high-density meshes.

Blender has a built in tool for this called "Select side of Active". To use it you have to switch to vertex select mode and select exactly one vertex. This vertex marks the boundary, that means that either all vertices e.g. to its left or right will be selected after you run the command. See my screenshot for the result, the white vertex was the active one before i ran "Side of Active".

Using the last operator panel (Shortcut F6) you can tell blender which axis and which direction to look for vertices to select. Once done, simply delete them.


My view port option is missing from material panel The above is what I saw in a tutorial video and below are my panel options.

The reason I am asking this is in the video he was viewing textures in 3D viewport object mode but when I do it I don't see textures applied in the viewport at all.

Edited: I have blender version 2.79b

In 2.79 you have these options in the Settings.


Making an object heavier on one side to afect the fall of an object with ridgid body (active) applied to it I want to make an object (which has rigid body_active applied to it) to be affected by gravity more on one side, as it falls to the ground.
How can this be done?

Something with an off-center center of mass doesn't fall any differently in real life (disregarding air resistance, which is not simulated by Blender's RB physics).  It won't rotate as it falls unless it has some rotational inertia from some other cause; all parts of the object will experience the same acceleration due to gravity.
Rigid body physics places the entire center of mass of an object at the origin of that object.  (That means that properties like moment of inertia are not simulated.)  You can create an off-center center of mass simply by setting the origin of the object.  If you do this, be sure to use mesh or convex hull collision types, as other types of collision bodies are centered on the origin and won't have the proper behavior for an object without a centered mass.


How can I fix this normal map shading issue? I am having this texture shading issue with this model and it appears to be from the normal map node.  After disconnecting and connecting the normal map node into the Principled, with and without the bump node, it appears that it is coming from those (the normal map node specifically).

I tried recalculating the normals, flipping the normals (used backface culling to check), and tried it out with different color textures and normal map textures, and I still get the same shading issues in the exact same place.  This normal map isn't baked, the model is using tris, and is barely sculpted out.  The lighting has nothing to do with this as well.

I had previously asked on Reddit and one person and I were going back and forth constantly trying to solve this issue.  The closest thing we could get to was that it could have been a problem with the mesh itself.  He said something that normal maps on curved geometry could cause issues.

Here is what the problem looks like in the rendered viewport (results are the same in the final render) and my simple node set up:

Anybody have any ideas on what the problem could be?

Here's a demo blend file download if anything:
Thanks to anyone for helping!
https://www.mediafire.com/file/s76aac1znbil0fq/MeguminStaff_%2528demo_file%2529.blend.zip/file

Your problem is the UV unwrap. If you look at your texture in textured view, you will see a zig-zag seam in the mapping. Your staff, unfortunately, has a very irregular topology so it will be hard to unwrap properly.
2 solutions. The easy one first, but it will only work from certain angles.

Position your camera, look through it at the model, select the model, go into edit mode, press U and select project from view. Quick and dirty

Or use projection paint to manually clone the texture onto your object. In edit mode press U -> smart UV project. And then do what's called projection painting, there are lots of tuts about that, e.g. here:
https://www.youtube.com/watch?v=eQy5jn9dWrs


extrusion and scaling issues When I extruded the border and then scaled it down, I am getting this sort of glitchy effect as you can see in the 2nd image. Is there a way to fix this issue?

That issue is know as z-fighting. What that means is you have two 2d surfaces at exactly the same level, and the 'glitchy' effect is due to there being no indication of which face should be on top.

The solution to this depends on your end goal.

You can move the extruded vertices up on the z axis, however then your extruded vertices will no longer be at the same height as the original ones on the z axis.

The other option is to not extrude the vertices, and instead add a loop cut to the face ring you have. To do so, press Ctrl-R and hover over an edge. You will see a pink line appear where it will add a new edge loop. Left click to place the loop at the appropriate location, then either slide the loop to where you want it and left click again, or just right click to leave the loop in the middle of the two existing loops.


Moving objects along individual normals So here I am making this simple dice in Blender 2.82a, and it's going swell, but these pips need holes to live in.

I think I should move all the pips inwards a little bit and use boolean difference to cut holes. I set the transformation orientation to "normal" and transform pivot point to "individual origins", but sadly that doesn't seem to apply to moving (I tried pressing G and then Z, and also tried pressing G and Z Z but all the pips just move in the same direction).

Is there a way to move all of these pips inward along their normals, or should I just quit trying to optimize my life and do them one by one?

This might sound like a non-answer, but you hit the nail on the head with your last sentence in my experience. I can think of a few ways to do something like what you want, but they all require more effort than g, z, [some integer], then repeating on x and y.


How to combine renders from multiple cameras I have 4 cameras in different positions but all of them point to the center of the scene. What I want is to combine all the renders, like film taken from different cameras, combined in one, image from different angles? Is it possible to render all of them at once and combine the render result into one image?

You can do this with multiple scenes.

Once you have completed your scene create a new one, selecting Link Objects. This makes the new scene use the same objects as the original, when you move an object it will move in each scene.

You can either delete the camera in the second scene or just change the active camera for each scene.

If you add a new object after you duplicate the scene, select the new object, press CtrlL and choose the scene to link it to.

Then in the compositor you add multiple RenderLayer input nodes and choose a different scene in each one and composite as you choose. When you render each scene will be rendered automatically.

 I used for the sample here.


Show unselected vertices in UV/Image editor? Is there a way to show all vertices (even if they're unselected in the 3D view) in the UV editor?

Disable Sync Selection in the header toolbar of the UV/Image Editor.

Version 2.79:

Version 2.8+:

This stops the UVs only being visible if their corresponding vertices are selected. Now, even if no vertices are selected in the 3D view the UV image editor will still show them. If you do then select some vertices in the 3D view, the equivalent UVs will be selected in the image editor.
Geometry hidden in the view-port will be hidden in the UV editor too.


How would I create new edges around an opening What method would you use to create new edges around this doorway maintaining it's shape? (desired outcome in red)

You can select the edges around the doorway, duplicate them, seperate the edges, increase the seperation's size, and Knife Project that separation onto the mesh in question.


Is there a way to convert a Nurbs curve to Bezier? Apparently paths are the easiest way to make a spiral. But I'm using a spiral for a particle curve guide and Path doesn't work with Curve Guide. So I'm just wondering if it's possible to turn the curve from Path to like the thing that the Bezier is like?

Under Edit Mode in the Tools tab of the Tool Shelf there is a button labeled Set Spline Type to switch between several curve types like Poly, Bezier or NURBS.

Under 2.8+ this can be set from the 3D View header menu > Curve > Set Spline Type.

Spline type is stored as a per-curve spline property. A spline is any connected sequence of vertex in Edit Mode within a single curve object, that means each  different spline within a curve can have its own independent type.


Different render effect on different machines Hi I wanted to render my work on different machines - I tried to use both SheepIt Render Farm and Google Cloud Machines but both of the turn up with completely black renders. One time i managed to get something with changed colors from google cloud. Could you tell me where the problem is?
I'm using Blender 2.79b Cycles - Experimental features (I know tha sheepit doesn't support it, but it just should render without it) I really care about Adaptive Subdivision.
I append the blend file and the done render that I did.

(.blend file) https://drive.google.com/open?id=1cDffl04Jo1vVioZYEoN360yx7TA0ZIYj

You need to connect the composite node to the tree (like your 'view' node is connected). On your local machine, you can see the image because you see the render layer. But if you render it with a 3rd party system - likely via command line, you need to have the composite (final output) node connected.


How can I effectively import and texture a large height mapped terrain mesh? I am looking for advice on how to handle a large terrain mesh that I am importing from an existing file format through a custom add-on I am writing. Currently, I import heights from a height map file and generate vertices, edges and faces to create a single grid plane mesh. Here is an example of how it looks:

I have a total of 202,800 vertices and the dimension of my mesh is 520x390. Each 5x5 vertices (4x4 faces) represents 1 "tile" in the original file format and contains a pair of blended 256x256 textures. It's at this point that I am unsure how to best proceed because the dimensions of my mesh give me a fairly high number of "tiles" -- 8112. So here is my question:

Should I add 8112 materials to the mesh to texture each group of faces that represent a tile? OR
Should I break my mesh into 8112 objects, each representing a tile? OR
Is there a completely better way to handle this that I am missing?

Thanks for taking a look.

EDIT Adding some more information as recommended my Duarte

The terrain comes from an old 3D game and right now my only objective is to be able to render the terrain with textures in blender and manipulate the content. I don't really have a preference for which render engine to use (is one better than the other? I am an entry-level blender user).

More technically, for each 4x4 face I want to:

Blend 3 textures (256x256)
Apply the new texture to those faces
Render the mesh with all faces textured

EDIT2

After sleeping on it and taking a new look at the problem I realized that I could trim the number of "tiles" from 8112 to 224. This was due to the fact that not each tile is unique and some of the textures are duplicated ("tiled"). I added 224 default materials to the mesh and memory usage was not too bad (707mb - untextured). Going to experiment with this and will report back if it turns out to be a good solution for me.

I have since found a good solution for my problem. What I've done is break up the mesh into individual "chunks" and then applied a material to each to texture it. I discovered that Blender can handle that many objects and my perception otherwise was due to the script functions I was using. Here is some pseudo code for what worked for me with good performance (10-15 seconds to create 8112 5x5 objects with 25 faces each):

for chunk in chunks:
    mesh = bpy.data.meshes.new(str(chunk.name))
    mesh.from_pydata(chunk.vertices, chunk.edges, chunk.faces)

    obj = bpy.data.objects.new(obj+str(chunk.name), mesh)
    obj.location = (chunk.offset.x, chunk.offset.y, 0

    bpy.context.scene.objects.link(obj)

The key was to not use any operations in bpy.ops but to instead create and link the mesh/obj/scene for better performance. See here to understand details Python performance with Blender operators.


How do I make a curve in the shape of a simple wave form (sine)? I am trying to create a curve with a simple wave form to use it as animation path. Although I have a bunch of possibilities to add different curves:

.. I did not find a solution yet. This is exactly what I want to achieve:

I did this by adding a Nurbs Curve and in Edit Mode deformed it, duplicated/rotated/replaced it so that I have a longer curve (because I cannot use Array Modifier for curves).

Problem is: When my object follows the path (Follow Path Contraint) it will stop directly after the first original section of the curve.

So: Is there an Addon, a setting for the default available curves by which I can achieve to get a sine wave path? Google only showed me older Q&A with Python scripting but I think there must (hopefully) be another way?

Animation Node can be used here, a simple sine wave spline can be generated as follows:

Animating an object along the wave can be done by evaluating it at some point as follows:

Where the divide controls the speed of the motion.

To align the rotation of the object, you can compute the angle that the tangent to the curve makes with the x axis, the tangent is equal to the derivative which is dy/dt(sin(t)) = cos(t) so the angle is equal to arctan(cos(t)), and the node tree becomes as follows:


2.79: Only some grass(Hair) particles showing up in render? I am making a sword in stone thing and when I got to the grass, everything looked fine. However, when I clicked render, only some of the grass would show up

Any help would be appreciated

You have child simplification, turn it off.


curved indentation surface What is the most clean topology to achieve this indented surface in the tube cap?

I'm unable to move forward since the inset surface is curved not just flat.

Boolean operations would not be useful since I need a clean topology to add a subdivision surface modifier later.

Note: I've used method from here: How to save curve shape of cylinder with
  such deform? with Shrinkwrap modifier to place vertices in oval
  shape without distorting overall mesh shape.

I think topology from below image is probably the cleanest possible. It allows to add Edge Loops to control hardness to the edges of indentation or you can use Mean Crease there.

I've made indentation by pushing vertices with Proportional Editing enabled.


F-curves: Generating transformation matrix I have written an exporter for blender to use with my games, including hierarchical object data and animation curves.  So far, I have only had a need to work with a subset of animation channels - either just translations or just a single rotation axis (eg., just rotation around X axis).

But now for a new game, I need to include all channels from LocRot keyframes - X,Y,Z location, and Euler rotations X, Y, and Z.

I searched around, but so far have been unable to find the answer to my question:  In what order do I apply the channels to generate the transformation matrix?
Do I apply translation first, then rotate around X, then rotate around Y, and finally rotate around Z?

Thanks very much!

Found the answer on this page:

https://www.gregslabaugh.net/publications/euler.pdf

So, basically, compute the 3x3 rotation matrix using the formula on that page, and then add the translation coefficients to make it a 4x4 matrix.

Rotation matrix = Rz(φ)Ry(θ)Rx(ψ):
cosθcosφ, sinψsinθcosφ−cosψsinφ, cosψsinθcosφ+sinψsinφ,
cosθsinφ, sinψsinθsinφ+cosψcosφ, cosψsinθsinφ−sinψcosφ,
−sinθ, sinψcosθ, cosψcosθ


How to export animation to Unity Hi I've animated a simple mesh using the AnimAll addons, now I would like to export the animation (packed into fbx or not, it's not important) to Unity 5. How can I do that ? I've already tried to export the animation doing File->Export-> Fbx then import the fbx into unity but the animation is missing.
From the other hand I got 2 different meshes:

1) Is the mesh of the model at frame 1.
2) Is the mesh of the model at frame 80. ( the frame where I've put the animation).

just drag and drop the blend file into unity assets folder, and open the file, then drag the armature to controller. thats all...


Where can I get the first Blender 2.8 build? I have been testing just about every Blender 2.8 build out there to test the new EEVEE engine. I would like to compare the first build with EEVEE and the latest build in a video but I can't find the first Linux version of EEVEE. Could anyone help me get the very first Blender 2.8 version that had EEVEE in it? It would be highly appreciated!

the first build with EEVEE

is a rather arbitrary point in time, the blender 2.80 evee development started as a branch from the current development of blender, it was identical to the normal blender releases. There have been no tagged releases containing evee, the daily test builds have been the only available versions.

As blender is open source, you can build any variation of it that you want. The blender 2.80 development is being done in it's own branch so you just add git branch blender2.8 after you have a copy of the repo. You can list the history of the branch and checkout any commit from that list that you want and compile it as it was at that point in time.

So you can build any version that you want, but to get daily experimental pre-built binaries you have to get them the day they are available.


Proportionally editing an object using a given/exact angle I can proportionally edit an object (see animation below) but if I want to alter an object to have an angle of 63.45 how can I go about calculating/doing this (I'm testing parameters/limits/tolerances for a 3D printer).
The measure tools are just giving a ball park range. I'm trying to be more exact and would like to type in the exact value needed to get the desired angle.

The measure tools are just giving a ball park range. I'm trying to be more exact and would like to type in the exact value needed to get the desired angle.

First, make yourself aware of the trigonometrical relations.
$height =  tan(\alpha) = tan(63°)$
In python you can express this as
tan(radians(63))

This is the desired height. Add a cylinder, select the top edge loop and type the equation into the Z field. Upon pressing enter, the value will automatically be calculated.

Scale the top edge loop to 0, add a half sphere, add appropriate loop cuts if necessary, then merge the top circle into a single vertex.


my scrape brush is weird When I use scrape brush on right side, that's okay.

But let's go into next photo.

This is result of the other side from mirror x axis. This is problem.

I would expect to show me the same result.

Why did this happen, and how can I solve it?

These are the brush currently setting.

This this is the topology of the esh in edit mode

ok when there are parts of your mesh with more depth of detail this bug happens, because the detail size that you are using its more bigger than the detail size that containts in that area or part of the mesh, so to fix it change the detail size to the proper size that was used in that area. nevertheless with this "bug" (its not a bug actually) you can easily optimize your mesh if it gets too over loaded of polygons for example. also if you dont see anything happen, just add some geometry with the sculpt draw brush and then use the scrape brush in that area again.


Splines Animated by Sound - Animation Nodes I've just made the change from Blender 2.79 to 2.81a. I've also updated my Animation Nodes to 2.1.4. Both are installed and working as expected except for the Sound Baking function in AN. Some Googling revealed that the Sound Baking functionality has been deprecated. Since I'm only at a beginner level with AN, I'm at a loss for how to redesign the set up for this change.

My project files give me animated splines for audio visualizations that look like this (rendered in Cycles):

Each frequency range is represented by one of the lines. To achieve this, here is the original node setup:

The workflow was to first bake the sound, then run the render to a folder. I'd then load them into a VSE track in a new file with the original sound file and other elements.

In 2.1.4, there are two nodes that are no longer available: the Evaluate Sound (Step 2) and the Bake Sound (Step 3) nodes. I've tried replacing the Evaluate Sound node with either of the available Sound nodes, but they don't connect (yellow nodule is on the output side only). I've also tried connecting the new node Sound From Sequence directly into the Sound nodule of the Invoke Subprogram node, but that doesn't do anything either.

Any help / guidance would be very much appreciated, though I'd love to know the why as much as the how so I can improve my understanding of AN.

The working solution was to use BOTH the Sound From Sequence and Sound Spectrum nodes in place of the Evaluate Sound node. Since AN no longer requires baking to animate a mesh to sound, the Bake Sound node I could just delete entirely. Step 1 remained the same, and here's a shot of the updated Step 2:


How can I make my file light weight? I'm making a fort and I have made a quarter of it to mirror later. I started building with the default cube. And until I make complete model its 210 MB heavy file lagging much. I have to mirror and make the complete fort. Later I have to make surrounding etc. I do not think it will support to make the surrounding its lagging mean time. How can I make a light weight model which I can access much faster? With the model I have made can I make it light weight by scaling down or any other method which can make my file much lighter to work faster? Any suggestions?

The model I'm working on

You have to work in segments, layers and sometimes different blend files linked together.

For such large models it makes no sense to have the whole object loaded at once. Split it in smaller chunks that you can work separately.

Use layers not to have all of the geometry visible at all times. Objects that are hidden save them on a different file and link them only when you need them.

If you are doing the detail of a doorknob, for example, you don't need the towers or any of the landscape.

Think of what is your final goal for this scene. Objects that are not going to be seeing in detail in the final product can be rough and don't need as many vertices as those that are meant to be features prominently.

Most importantly you need to start thinking of a strategy to render (if you are making images) or to split it in to much smaller and manageable parts for it to work on a game (if you are creating assets).

Unless you have supercomputing power at your disposal (which I doubt judging from your post) You need to fragment your scene.  Close to 3 million faces with no textures yet is a lot for an average computer.

Reality has to sink in at some point and you have to realize that blender can deal vast amounts of information, but your computing power is limited, and I think you are getting close to the max.

Try to decimate the geometry, use the minimum amount of subdivision that you can get away with. Use instances instead of duplicating objects (see these links: How can I save memory in cycles when I have a lot of duplicates? and What techniques have been used to repeat geometry or other detail to the infinite horizon?)

Plan ahead so that your scene can be rendered: https://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing


How to do UV Mapping in shape bottle How to do UV Mapping for a bottle shaped like this?

Cylindrical UV unwrapping should do the job as the model resembles a cylinder and the topology is quads.  Unwrapped cylindrically, they are rectangles.


how to copy drivers to multiple Objects? I want to copy one driver to all selected objects at once, but the "copy to selected" function copies solely the current value of driver, and not the driver itself.

Is there a possibility to copy also the driver to all selected objects?

I'm going to say there is not yet a quick way to do it.

The closest I can come to accomplishing your mission is this python script (which you can put in a Text Editor panel and use the Run Script button on the right of the toolbar, which means you might need to widen the panel)

Select all your objects, and select the source object last (so it is the active object), then click Run Script.

import bpy
import sys

def copyDriver(src, tgt):
    if tgt.animation_data is None:
        tgt.animation_data_create()
    print(tgt)
    if False:# or isArrayPath(src.data_path):
        d2 = tgt.driver_add(src.data_path, src.array_index)
    else:
        d2 = tgt.driver_add(src.data_path)

    d2.driver.expression = src.driver.expression
    for v1 in src.driver.variables:
        copyVariable(v1, d2.driver)

def copyVariable(src, tgt):
    v2 = tgt.variables.new()
    v2.type = src.type
    v2.name = src.name
    try:
        v2.targets[0].data_path = src.targets[0].data_path
        v2.targets[0].id_type = src.targets[0].id_type
        v2.targets[0].id = src.targets[0].id
    except:
        print("dang, %s %s"%(src.targets[0].id, sys.exc_info()[0]) )

def isArrayPath(path):
    return path == 'location' or path == "dimensions" or path == "rotation"

print ( isArrayPath("location") )
print ( isArrayPath("text_box[0].x") )

scn = bpy.context.scene

src = bpy.context.active_object

for obj in scn.objects:
    if (obj==src):
        continue
    if obj.select:
        print("object")
        if not src.animation_data is None:
            for dr in src.animation_data.drivers:
                copyDriver(dr, obj)
        print("data")
        if not src.data.animation_data is None:
            for dr in src.data.animation_data.drivers:
                copyDriver(dr, obj.data)

I have tested this only partially.  I did not even attempt to copy modifiers.  I'm sure there are some other driver doodads I'm not properly copying.

Anyway, I expect if someone can find a reliable API function to replace my copyDriver() kludge, your life will get a lot easier.

In the mean time, feel free to point out shortcomings and I'll see if I can kludge a way around it.


props are not showing up in BGE I have been working on my horror game and I modeled my trees, the problem is that the trees don't show up when I start the game. when I finished modeling I copy & pasted the tree into the game.

i have solved it. it was just that the skin modifier was not applied


How to add glare/bloom effect to image sequence? New to Blender. I recently finished rendering out an image sequence. One of the objects contains an emission shader. I want to make this object glow using the 'glare' node in the compositor. I can import the image sequence and use nodes such as hue/gamma/saturation/contrast etc. but when I try to use glare node: no effect. I opened a new project, and rendered a cube with an emission shader, and used the render layer in the compositor, this worked. But for my animation I only have the completed image sequence, not sure what to do.
Thanks

When you move Glare-Treshold from 1 to 0 you can see Glare works (somehow).

Reason why it is not working for red emission object is because you saved sequence as PNG, that is 8-bit color depth, so you lose emission power information.
New scene with the Cube worked, because you composite direct unsaved render - full color depth (high dynamic range), that is not afected by color bit depth of saving file format.
To use image sequence for that purpose you have to set render output as OpenEX (or Multilayered) file format that is 32-bit.

You can alternatively use your rendered 8-bit PNG sequence, but you have only a chance if you:

matte red pixels and increase strengh or
matte red pixels and use glare only on this pass and mix together

One of the possible ways of second option is ...

But as you can see, it will be always difficult to glare red on purple that is similar color. Or you can make it more visible if you dont care it became white glowing object.


How to draw a PostGIS Polygon with holes into Blender using Python i would like to draw polygons in Blender.
The vertices positions are given as a text in PostGIS format.
Example :

POLYGON((0 0, 1 0, 1 1, 0 1, 0 0))

I already came up with a script working pretty well for any polygon without holes.
However i also need to draw some polygons with holes.
Example (the second polygon defines the hole) :

POLYGON((0 0, 10 0, 10 10, 0 10, 0 0),(1 1, 1 2, 2 2, 2 1, 1 1))

Here is the python script so far to draw any sequence of polygons without holes :

import io
import csv
import bmesh
data="""
0;2;POLYGON((0 0,30 0,30 30,0 30,0 0))
0;2;POLYGON((4 4,26 4,26 26,4 26,4 4))
"""

f = io.StringIO(data)
csv_f = csv.reader(f, delimiter=';')

i = 0
for row in csv_f:
    i+=1
    if (len(row)>2):
        verts = eval('['+row[2].replace(',','),(').replace(' ',',')[8:-1]+']')
        bm = bmesh.new()
        for v in verts:
            bm.verts.new((v[0], v[1], float(row[0])))
        bm.faces.new(bm.verts)
        bm.normal_update()
        me = bpy.data.meshes.new(row[0])
        bm.to_mesh(me)
        ob = bpy.data.objects.new(row[0], me)
        bpy.context.scene.objects.link(ob)
bpy.context.scene.update()

Executing this script into Blender will create two squares, one inside the other :

My question is : how to remove the inner square from the big square (and resulting into a hole)

I tried to Add a Boolean modifier on the big square, applied to the inner square object, but i get a "Cannot execute boolean operation".

Is there any other way doing this from Blender and that can be scripted into Python ?

Polygons can't have holes without a pathway between the hole and the perimeter. ( see: BMesh polygons with holes )

It is perhaps more convenient to use a 2D Curve. They can represent a face with holes easily using a Spline type called 'POLY'. For Example:

Then later Convert to a Polygon based Mesh and let Blender take care of how it arranges the tessellation.

here a script you could use:

import bpy

# weight
w = 1

def MakeFilledPolyLine(objname, curvename, cLists):
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')
    curvedata.dimensions = '2D'

    odata = bpy.data.objects.new(objname, curvedata)
    odata.location = (0,0,0) # object origin
    bpy.context.scene.objects.link(odata)

    for cList in cLists:
        polyline = curvedata.splines.new('POLY')
        polyline.points.add(len(cList)-1)
        for num in range(len(cList)):
            polyline.points[num].co = cList[num][0], cList[num][1], 0, w

        polyline.order_u = len(polyline.points)-1
        polyline.use_endpoint_u = True
        polyline.use_cyclic_u = True

# using the cyclic switch auto closes the loops, notice i've
# dropped the last coordinates.
vectors = [
    [[0,0], [10,0], [10,10], [0,10]],
    [[1,1], [1,2], [2,2], [2,1]]
]
MakeFilledPolyLine("NameOfMyCurveObject", "NameOfMyCurve", vectors)

The upside of this is it would handle polygons with no holes, or with any number of holes using the same code.

If you've come this far, I expect it will be a trivial matter to convert the strings of that PostGIS file into the appropriately formatted nested lists for the MakeFilledPolyLine function.


How to make half of a square circular I have a square. I want half of it to be circular, like this

(image is from a topdown view)

I kept loop cutting but I couldn't find a way to make it truly "round" and do it evenly.

NOTE: to be very specific, it should only be round horizontally, the rest should be untouched. Like this:

(please excuse my horrifying drawing)

Add a Cylinder ShiftA > Mesh > Cylinder, set the Cap Fill Type to Nothing.
Select half of it and delete with X or Delete
Select the four vertices along the edge
Extrude to make the long sides

Fill the back, top and bottom to get this.

Note the top and bottom are Ngons, witch in many cases are undesirable. To get a quads all over the top use grid fill.


Alternative to dupliframes in 2.8? Is there some way how to instance objects along path/curve without deformation? All forums and questions I've found are related to 2.79 and they are all using dupliframes, however there is no such option in 2.8.

I can't believe that such a basic feature is so hard to do or at least so hard to find.

It is really easy using animation nodes.

Here is version with orientations set


What is the easiest way to curve a cuboid? I am trying to make a model of Richard Hammond's crash helmet from The Great Escapists, but I need to slightly curve a cuboid around both sides. this is what I am trying to create:
and the blender model currently:

Wouldn't deleting a few faces from a Mirrored, Solidified, Subdivided hemisphere, or half round-cube, make an easier starting point than caving in the front of a full sphere?

Then duplicate some faces to new objects, and Solidify those the other way..

You can always randomise it later, maybe sculpt with a cloth brush..


Modeling an M1A2 Smoke Grenade Launcher I've been trying to find the right way to model this grenade launcher.  My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts.  Does anyone have any ideas on how to best tackle this shape?

EDIT:

I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape.  It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier.  I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels.  There's a lot of tweaking to be done, but it's a start.  Thanks everyone who took a look at this.  If anyone can find a better method, please let me know.

I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.


create bounding meshes that have box shape i have a mesh,
i want to create bounding meshes that have box/convex shape that bounds around that mesh as close as possible
in other way, my question is
How to split a mesh into other sub meshes that have box/convex shape (by python scripting,modifiers) ... (or create an additional box that bound the mesh)

(for who interested in, my goal is : i want to create mesh convex collider to object in unity,because from unity 5.0 does not accept mesh collider with rigidbody, we have to use convex mesh collider ,but the convex mesh not bound good,there are spaces that have collider (while it shouldn't )
Thanks alot

I think, if i understand what correctly what you are asking, you should maybe try the remesh modifier set to "Blocks".

The effect will be the following:

You can adjust the depth and scale to get different size blocks.


Blender Camera Settings Millimeters/Field of View conversion I have a question concerning the camera setting. You can choose between tweaking the field of view or the mm settings.

I use a 50 mm objective on my canon 6d. The field of view for this lense is at a fixed 46° angle.

So I set up the camera in my scene and set it to 50 mm. when i switsh to field of view it is set to 39,4° which ist more narrow than the angle of my real world objective.

Which settings should i use to fit my real world camera objective?

Any suggestions?

It's because the sensor's size plays a role either. Wikipedia says:

  So a standard 50 mm lens for 35 mm photography acts like a 50 mm standard "film" lens on a professional digital SLR, but would act closer to an 80 mm lens (1.6 x 50mm) on many mid-market DSLRs, and the 40 degree angle of view of a standard 50 mm lens on a film camera is equivalent to a 28–35 mm lens on many digital SLRs.

Hence, you need to increase the sensor's size to 42.447
I believe there's a formula for this.


Unintended movement when animating a character in blender! So I have a LEGO minifigure model I have built.
I only want to animate a walk cycle.
I grab a leg and rotate it out.
Then I move down to another frame and now the head has turned as well!
 Has anybody else had this kind of experience and what can cause this?
TIA!

While playing with the scene I learned how to fix the unintended movement! Go to the outliner and delete the animation data there, then start setting new key frames and everything animates as intended, no extra parts are moving around!
Hope this is helpful to anybody else who encounters a similar situation.


How to get a camera to copy location of character from a different scene in BGE I have a movable character in one scene (though it is a "2d" game, so it only moves left and right, up and down) and a camera is focused on it, but I need a camera in a different scene to copy the character's location in a parallel x-z plane. It will be my background scene and a perspective camera rather than an orthographic one. I have tried duplicating the scene with my character (my level) and then making everything invisible except the new background, but it never stays synchronized. In other words, I have researched and tried alternative ways to no success. Tell me if you need more info. Any advice helps!

[Edit after Monster's Include/Exclude edit]

This is what I have right now, but it's not working quite yet.
for "Camera.master" I have this:

It's called "camera," set to String, and has a value of zero.

My only guess was to do the same thing for all the other cameras I wanted to include, but that's clearly not the case.

Scenes have no "relation" to each other. You need to define a relationship by yourself.

I guess you want to mean the same relative coordinates or both cameras (example: the middle of one camera is the middle of the other camera). This shows an advanced example: https://youtu.be/rnjzoQM273A

I guess you do not need such high sophisticated solution. I simply assume:

The scale, orientation and location of both scenes is supposed to be the same and remains constant

This helps to simplify the system quite a lot.

It allows to copy the current world position (orientation and scale) from one scene to the other without converting it.

objectInSceneB.worldTransform = objectInSceneA.worldTransform.copy()

But there is a small but important issue. When you do it that way the target object might be rendered before it received the new position. That creates a one frame delay. While it does not sound a lot, it is very noticeable especially on cameras.

To solve that I created an invisible "master" object in one scene. Each scene (including the scene with the master) gets a visible "slave" object. Then I constantly copy from master to all slaves. This still creates a delay between the master and the slaves, but all slaves receive the change at the same time. As only slaves are visible there is no visible issue.

In your case I recommend following:

have one master camera (the user does not look through this camera) in one of the scenes [call it "Camera.master"]
have one slave camera at each single scene (= active cameras)
copy from master to all slaves

synchronizeCameras:

import bge

scenes = bge.logic.getSceneList()
slaveCameras = [scene.active_camera for scene in scenes]

for scene in scenes:
    masterCamera = scene.cameras.get("Camera.master")
    if masterCamera:
        masterKey = masterCamera.get("master")
        for slaveCamera in slaveCameras:
            if slaveCamera.get("slave") == masterKey:
                slaveCamera.worldTransform = masterCamera.worldTransform.copy()

Installation

Copy the above code and paste it into a new textblock of your blend file. Name it synchronizeCameras.
Add an empty to any of the active scenes. Name it Synchronizer.camera. Switch to the logic editor.

Add an Always sensor. Enable True Level Triggering, to ensure it synchronizes at each single frame.
Add a Python controller in Script mode. Select synchronizeCameras. Connect it with the always sensor

Select the camera that should act as master camera (the camera you can move around)

Duplicate the camera shift-d.

Rename the new camera to "Camera.master" (the same name as in the script). This is the master camera. It is the camera that will determine the location of all slave cameras.

Select the other camera (where you copied from). This will be a slave.

Ensure this is the active camera of this scene ctrl + numpad 0. (You will never look through the master camera, you always look through the slave cameras).
Remove all logic bricks from this camera.
Un-parent the camera if it is parented (it should only move via the above code)

Run your game.

Include/exclude

[Edit]

To include/exclude slave candidates you can define a master key. At the master object setup a property "master" (e.g. String: "camera"). Then setup a property "slave" with the same value at each slave that should be synchronized. In your case do not setup the property slave at the camera of the overlay scene (or at least not with the same value).

This even works dynamically. You can change the properties in-game to enable/disable synchroinization on-the-fly.


Lightmap overlapping error when importing to UE4 I'm using Blender as a modeling tool for Unreal Engine 4. It usually works great, but when I import into Unreal it gives me a lightmap overlapping error. So, I ask, whats wrong with my lightmap?

Lightmap:

I have already aasked the Unreal forums to no avail. So how can I get these to work?

EDIT:

Packed island lightmap:

Also the exact error is: "Lightmap UV are overlapping by %65.3. Please adjust content"

Packing the islands bulks the number from %28.5 to %65.3 overlap.

Had to delete the image of UV for textures becqause the exchange only currently allows me two links.

EDIT EDIT:

I have unpacked, which makes the problem worse and the scaling is correct.

EDIT EDIT EDIT: Do I add threads or remove them? How do i this? How do I unwrap uniquely? Thank all of you for your help so far.

It looks like you have overlapping areas in the packed UV map. You can see these long diagonal streaks going in your layouts that intersect other UV faces. But it's hard to tell what's going on there without seeing the .blend.

One pointer is if you use N-gons in modeling make sure to convert them to quads and tris before using pack in UV editor because it seems to often screw the N-gons. You can find N-gons be selecting a quad face and finding faces with more polygon sides with SHIFT+G. You can triangulate them with CTRL+T and join back to quads what you can with ALT+J.

Smart UV project (also includes packing algorithm that seems to work) handles them fine, as well as unwrap and I guess it won't be long until pack itself will be fixed to handle them properly. I recommend just using the smart UV project (if you don't want to manually unwrap with seams that yields best results) to pack all of the object at once and generally making your levels out of smaller rather than larger sets of geometry.

Also please use margin around your islands. When the lightmaps are baked if you have light and dark areas very close to each other in the map they are going to bleed into eachothers areas as the map is sampled.


Supported GPU's not showing I currently have 2 R9 280's and according to blender all GPU's with the new OpenGL and GCN 1ste gen are supported. But in blender 2.79 and 2.82 I can't seem to use it in any way. I know AMD is not that great but I am saving up for a 2060 and the dual R9 280's should work for now. can someone please help me to fix this. and command line codes I have to run or scripts I can use.

Unfortunately your AMD R9 280 card doesn't fulfill the requirements for GPU rendering in Blender 2.8x. You would either need a

Nvidia graphics card with CUDA compute capability 3.0 or higher
AMD graphics card from GCN second generation or later

The AMD R9 280 has the GCN first generation architecture.

  CUDA

  CUDA requires graphics cards with compute capability 3.0 and higher. To make sure your GPU is supported, see the list of Nvidia graphics cards with the compute capabilities and supported graphics cards. CUDA GPU rendering is supported on Windows, macOS, and Linux.

  AMD

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

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

Please note that the requirements for GPU rendering are higher than the minimum requirements for running Blender.

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


removing vertex groups that got a dot on its name I need to find a way to remove vertex groups that got a dot on their names, I tried with this code but it didnt work (well, the find part works, but it is not removing the vertex group):

for vertexname in bpy.context.object.vertex_groups:
if vertexname.name.find("\."):
    vertexname.remove(vertexname.index)

ValueError: VertexGroup.remove(): error with argument 1, "index" -  sequence expected at dimension 1, not 'int'

I'm not very experienced with python either, i could make that code because of my knowledge with lua, not really sure what does a sequence is in python (i was expecting it to be a table with numbers, something like [0, 1, 5, etc] but even with "vertexname.remove([0])" nothing is being removed).

Each item vg when iterating over object.vertex_groups is an instance of
a bpy.types.VertexGroup object.  (just as each of bpy.data.objects is an instance of an bpy.types.Object object)
Remove vg from the objects vertex group collection with
ob.vertex_groups.remove(vg)  A vertex group object also has a remove method, which takes a sequence of vertex indices as an argument. Eg vg.remove([0, 1]). This prob led to the confusion re error message
No need to escape out the period.

>>> str("\.")
'\\.'

If a substring is not in string then find(...) returns -1

Script:

import bpy
context = bpy.context

ob = context.object
vgs = [vg for vg in ob.vertex_groups
       if vg.name.find(".") != -1]

while(vgs):
    ob.vertex_groups.remove(vgs.pop())

To make the scripts portable (copy paste jobs) I like to break down variables.  Eg one edit to test with ob = context.scene.objects.get("Cube") no matter what the context object.

I favour the "while pop" method, a for vg in vgs: ob.vertex_groups.remove(vg) statement can also be used.  The rationale being once an object is removed in blender, trying to re-reference it can have dire consequences... (well sometimes crash blender)


How can I count objects that are in a collection instance using Python? I have this script which should count all the selected objects in the scene, but it doesn't. It cannot count the 6 monkeys that are part of a collection instance.

Can you help me?

import bpy

sel = bpy.context.selected_objects

obj = []
for o in sel:
    obj.append(o)

tot = len(obj)
print("There are %s selected monkeys!" %(tot))

You can use Object.instance_collection to get the reference to the original collection per object and iterate through Collection.objects. Recommend use the python console to figure out:

>>> C.object
bpy.data.objects['Collection']

>>> C.object.instance_type == 'COLLECTION'
True

>>> len(C.object.instance_collection.objects)
3

Basic demo on how to get all objects of a collection instance:

import bpy

C = bpy.context

objs = []
if C.object.instance_type == 'COLLECTION':
    for ob_col in C.object.instance_collection.objects:
        objs.append(ob_col)

print ("{} objects in collection instance".format(len(objs)))
print (objs) # Print object references

Basic demo on how to append all object names in selection as well as the object names of the selected collection instances to one list and and count the items:

import bpy

C = bpy.context

objs = []
for ob in C.selected_objects:
    if ob.instance_type == 'COLLECTION':
        for ob_col in ob.instance_collection.objects:
            objs.append(ob_col.name)
    else:
        objs.append(ob.name)

print ("{} objects in selection".format(len(objs)))


Is there a hotkey for moving whole collections around? pretty basic question:

Does anyone know of an easy way to select a collection and use a hotkey to move it to it's desired location?

I have tried a lot of different ways involving (M, ctrl + M, ctrl + G) and I can't seem to figure it out.

I just don't want to always have to drag and drop collections around, I want a way to move them around as fast as I can move objects around.

THANK YOU!

You can select all objects in your collection.
Then move them around as one object.

Select > Select Grouped > Collection
Shortcut: Shift+G


Parenting mesh with armature deformation problem I have an armature and a mesh, when I parent them with automatic weighting at frame 0 (Tpose) it looks good, once the actual animation starts from frame 1 I get very ugly mesh deformations as shown below.

Could anyone please show me the steps on how to parent them so that the mesh looks nice and deforms in a good way?

UPDATE

Updated My .blend file after aligning the mesh better and applying scale location and rotation and updated the screenshot result shown below

My updated .blend file can be found HERE

I think this answer needs to be advises about parenting (even if I am not specialist on that, so please provide another answer or comment if I say wrong).

All that will be indicated below is not mandatory but it will at least simplify your life.

Here is the model from the first upload :

We can notice 4 things that are to avoid (except for particular cases):

1 - The armature is out of the mesh: that will lead to distortions

2 and 3 - Rotation and scale may lead to unpredictable results: so apply them using CtrlA and choose 'rotation and scale'

Y - The model is left/right aligned on the Y axis: Blender is much more easy and provides functions if the model (and armature) is left/right along the X axis

Concerning the second upload, things are better (rotation and scale are ok, the armature is more inside the mesh, but still along Y). If we 'X-ray' to see the armature inside the mesh:

The armature is visibly not symmetrical (close to but not exactly)
The bones are misplaced. Here the point is to imagine where the real bones should be in a real human being

For instance, shoulders are too short, nearly all arm articulations are not at the good place (shoulder, elbow, wrist), femoral neck is in the belly.

Going between object and edit mode, we can see that the mesh shifts (frame 0). Which is annoying because there is no clear 'rest pose'. The rest pose is a reference pose which has no transformation (the skeleton in rest pose is the same in edit mode and in pose mode).

Now about the animation :

Here are the rotations at frame 1 for the upper leg

The value are a bit strange (-99, 20, -16)... and if we reproduce just that from the rest pose :

So somewhere, a parent bone of the upper leg needs to be in a compensating/distorted position. And that surely why your mesh looks as in your question.

Some advices:

Use X-ray to see where are the bones
Look at the bone names (check 'names' in the armature object display properties). Particularly, names 'need' to indicate left/right for symmetrical bones (Blender will recognize them when names are suffixed or prefixed by Left Right):

Use the symmetry along X axis (and the names above). That allow to place (in edit mode) a given bone and then just ask to Blender to place its symmetrical :

Look at the bone position from several axis (eg. front, right, top) to verify the bones placement
Place the bones heads/tails at the good position regarding the mesh shape and the mesh geometry. The mesh geometry will lead is bending is ok or not, depending on the edge loops it forms:

Here an example showing the mesh with wire and the approximate position for the shoulder articulation

Hope that helps.


Properly Installing Pillow I have a project I need Pillow for. Is there a way to install it into blender 2.77a? The pillow windows installer just finds a python version if I install one seperatly. If I can not install "pillow" directly, is there a way to use the pre-installed python 3.5.1?
I already tried to delete the python directory and to copy the site-packages.

Other solutions found on Stack-Exchange do not work for me, maybe they do not work for Windows, maybe not for blender 2.77a.

It's just a guess, but you might want to use a external Python 3 for using Blender scripts instead of the bundled one. Since the installer does automatically set the registry, Pillow'll probably recognize it.


Apply material color to target orbject when this object is touching ( or under) an other object I have a grid of "target" objects and an animated "effector" object passing over the grid of "target" objects.
I would like apply the "effector" material color to the "targets" only when the "targets" are inside the "effector".

how can i do that?

you could do something with dynamic painting. at the physics property is a tap called dynamic paint, you can set the cube as a brush and the drones as the canvas. Then make the setting so they give an output for vertex colors, make sure that the canvas drys fast and then use the wet map. you can find the vertex colors in your material nodes and then use it as a mix map or whatever you want. the only problem is that you have to update the drones once in a while.
hope this helps


Adding Modifier via Script Node How to add/remove a modifier to the object(s) via Script node when "Always" is enabled?

UPDATE:

Just make it finally working with KristofMeirlaen's solution:

Code:

obj = Object
UseCutter = GenerateCutter
cuttername = 'AN Boolean Cutter'

if UseCutter is True:
    mod = obj.modifiers.get(cuttername)
    if mod:
        obj.modifiers.remove(mod)
    mod = obj.modifiers.new('AN Boolean Cutter', 'BOOLEAN')
    mod.object = Cutter
    mod.solver = 'CARVE'
else:
    mod = obj.modifiers.get(cuttername)
    obj.modifiers.remove(mod)

How about something like this: basically, we first check if the modifier is already existing. If it is, we remove it.  Afterwards, we add a new modifier and set its parameters.

code:

# get the "Simplesubsurf" modifier
simplesubsurfmod = obj.modifiers.get('SimpleSubsurf')

#remove if it exists
if simplesubsurfmod:
    obj.modifiers.remove(simplesubsurfmod)

#add a new "SimpleSubsurf" modifier
mod = obj.modifiers.new('SimpleSubsurf', 'SUBSURF')
mod.subdivision_type = "SIMPLE"
mod.levels = 3
mod.render_levels=3

# get the "Subsurf" modifier
subsurfmod = obj.modifiers.get('Subsurf')

if subsurfmod:
    obj.modifiers.remove(subsurfmod)

#add new Subsurf modifier
mod = obj.modifiers.new('Subsurf', 'SUBSURF')
mod.levels = Subdivisions
mod.render_levels=Subdivisions


How do you grab the cylinder's mesh data using python? For my current project, I need to grab the mesh data from a randomly generated cylinder. I would like to get the xyz location of all the vertices, see pics below to get a general idea of what I want to do.

Another very important thing is I would also like to grab the camera metadata as well. Eg FOV, location etc. I can then save the data to a text file for later use. Basically, the goal is if I reverse the process and read the metadata stored in that text file I should be able to recreate the same cylinder in the same perspective with the same camera angle! I am not new to python but I am a newbie to Blender's api.

TLDR: Grab all vertice coordinates from the cylinder and corresponding basic camera info as well.

Edited: The dots are just random doodles to get my point across.

Here is the code that made everything work

Getting the mesh data from the model:

ob = bpy.data.objects['Cylinder']
verts = [verts.co for vert in ob.data.vertices]

Getting the location and rotation data from camera:

camera_location = np.round( list( bpy.data.objects['Camera'].location ), 3)
camera_rotation = np.round( list( bpy.data.objects['Camera'].rotation_euler ), 3)

I had to use numpy "np" to round down the outputs, I did the same thing for verts.


Why is the rendered picture not the same as in rendered mode? Why is the rendered picture not the same as in rendered mode? The first one less than the second one

One possibility is if you use a modifier that has separate settings for viewport and render like in Subdivision Surface modifier:

Also possible is to set simplification of the scene for animation while rendering at full settings:


Selecting a grease pencil object Blender 2.8 In grease pencil mode I was practicing making eyes. My question isn't about that though. I'm having trouble selecting objects that I make. I have each colored object on it's own layer. All colored objects are under one stroke.  What am I missing. I would assume I could just click on each layer and move or animate it. However I cannot select either colored object. I can only move them all at once by selecting the stroke in the outliner. Should I make each object under one stroke each? Can layers be be selected individually? I am able to select the colored shapes in edit mode, but not in object mode. How can I move these colored shapes in order to animate them?

The approach I would suggest is to:

TAB into editmode
Lock the grease pencil layers you don't want to move (Click the pad lock in layers box)
Select all items in 3D view
Transform them as you would like.


How to add a crust of crystals to this object? I have a heart object:

I want to add crystals growing out of it (see image below for example of what I want)

So far, I've been manually adding crystal objects one by one, but I want to also be able to create a "skin" of crystal crust on certain faces, so that I can easily cover swathes of the heart in a fine scattering of crystals.

Should I use a particle system? Is there some way I can "spraypaint" crystal dust (not just texture, but actual crystal geometry) onto the model?

The heart will be animated, if it matters.

You can use a Particle system.

Model the crystals, i would recomend 5-6 different variations
Make them a group/collection(2.8)
Create a particle system.
Change the Render from eg. Halo to "Collection"
select your collection with the models
add a VertexWeigth in the Vertex settings as ammount
go to weigth paint and paint on where you need them to be.

You can also create a weigth paint for size to controll it


Turn an object according the normal of a selected face from second mesh I'm trying to find a way to place an object on the selected face from another object according the normal face.

I'd like the local orientation of my first object correspond to the normals of the selected face from my second object.

This is my code.

import bpy
import bmesh
from mathutils import Vector

class TestPanel(bpy.types.Panel):
    bl_idname = "object.test_panel"
    bl_label = "Test Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        layout.operator("object.clone_object", text="Add Suzanne")

class AddCloneObject(bpy.types.Operator):
    bl_idname = "object.clone_object"
    bl_label = "Clone object"

    def execute(self, context):

        if context.object.mode == 'EDIT':
           bpy.ops.object.mode_set(mode='OBJECT')
           obj = bpy.context.active_object

           bm = bmesh.new()
           bm.from_mesh(obj.data)

           selected_faces = [f for f in bm.faces if f.select]

           for face in selected_faces:

               face_location = face.calc_center_median()
               loc_world_space = obj.matrix_world * Vector(face_location)
               z = Vector((0,0,1))

               angle = face.normal.angle(z)
               axis = z.cross(face.normal)
               bpy.context.scene.cursor_location = loc_world_space

               bpy.ops.mesh.primitive_monkey_add(radius=0.5)

               bpy.ops.transform.rotate(value=angle, axis=axis)

               print("face location = ", loc_world_space)
               print("angle = ", angle)
               print("axis = ", axis)
               print("Suzanne = ", context.active_object.matrix_world)

           bm.to_mesh(obj.data)
           bm.free()

           return {'FINISHED'}

       else:
           self.report({'INFO'}, "Need to be in edit_mode")

           return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

The X and Y axis are good, but the Z axis seems not to undergo rotation.

Made a couple of changes to this script, the main one is using the Vector.rotation_difference method instead of the angle method. This one calculates rotation in all 3 axes.

import bpy
import bmesh
from mathutils import Vector
from math import degrees # Added for more readable printing of rotation angles

class TestPanel(bpy.types.Panel):
    bl_idname = "object.test_panel"
    bl_label = "Test Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        layout.operator("object.clone_object", text="Add Suzanne")

class AddCloneObject(bpy.types.Operator):
    bl_idname = "object.clone_object"
    bl_label = "Clone object"

    def execute(self, context):

        if context.object.mode == 'EDIT':
           bpy.ops.object.mode_set(mode='OBJECT')
           obj = bpy.context.active_object

           bm = bmesh.new()
           bm.from_mesh(obj.data)

           selected_faces = [f for f in bm.faces if f.select]

           for face in selected_faces:

               face_location = face.calc_center_median()
               loc_world_space = obj.matrix_world * Vector(face_location)
               z = Vector((0,0,1))

               # Changes start here
               rot = z.rotation_difference( face.normal ).to_euler()
               bpy.context.scene.cursor_location = loc_world_space

               bpy.ops.mesh.primitive_monkey_add(radius=0.5)

               bpy.context.object.rotatation_euler = rot

               print("face location = ", loc_world_space)
               print("rotation = ", [degrees(a) for a in rot] )
               print("Suzanne = ", context.active_object.matrix_world)
               # And End here

           bm.to_mesh(obj.data)
           bm.free()

           return {'FINISHED'}

       else:
           self.report({'INFO'}, "Need to be in edit_mode")

           return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


Mesh distorted/stretched out with Array along curve I have tried all the solutions on stackexchange for this issue, but I still cant get it to work. I have a wire segment that I am trying to duplicate along a curve with the Fit curve option. The wire segment has 2 lights bulbs. The wire array ends up looking very distorted and does not fit the work. I tried it with a simple sphere and it works. Turn on sphere and related modifier visibility to see results. Link to my blend file with the wire segment, sphere and curve.

Image of what the distortion looks like, curve is highlighted in orange.

In order do be well-deformed by a curve, an object must have a location of 0.0.0, rotation of 0.0.0 and scale of 1.1.1.

This can be done selecting the mesh and "applying" its loc rot and scale (Ctrl A).

Then you'll have to adjust the modifier's parameters and tweak the Z rotation of the mesh.


How do I Make a Spawner for Enemies in my Game? I'm making my first zombie game in the Blender Game Engine. It is a first-person-shooter style game with zombies and stuff like that.

I am having trouble making an enemy spawner for the zombies however. I got it working somewhat before but after a certain amount of time the zombies just start to stack up on top of each other because I cannot get it to only spawn the zombies at the start of the game and after one dies. I changed it up some but now they don't spawn at all.

It really would be nice to have zombies spawn randomly within a specific area of the game but far away from the player. I don't know how to code in python so I'm making my game only with logic bricks. I have an empty currently that is supposed to spawn the zombies but it doesn't work.

Can you please help? You can download the game here: Undead Fields

As non-python solution I suggest following:

create an action with location keys. Each frame the action should contain a single spawn position. e.g frame 1 = position 1, frame 2 = position 2 ...
when you want to spawn an enemy

2.a. create an random integer number in a property via random actuator.

2.b you play the action frame at the emitter (empty) via Action Actuator in property mode (using the random property).

2.c with a collision/ray/near/radar sensor check if the spawn point is empty. If so add an enemy and continue with 2. If not continue with 2.a


How can I make a glowing or shiny gold material similar to these pictures? You would really help me.
Thank you in advance.

Here is setup that works for both Eevee and Cycles and seems not too far from what you show: Put a Point light into your object, and for your material use a mix between Diffuse, Emission and Translucent node, with an Attibute node as factor that uses the Color Vertex Paint > Dirty Vertex Group in order to keep some parts more opaque:


How to make mirror works? Guys could you help me figure this out?

Left: the one i made

Right: the one i want it to turn out

In the mirror modifier you most likely have it set to mirror on the wrong axis. It could be set to X when it needs to be set to Y or maybe to Z. Just experiment with the different axis settings to see which one works. Also, If you want it to join at the center of the two sides which is great for modeling, use the clipping setting. Hope this helped! ;)


Keyframe Bar Chart Animation Efficiently Primary

I would like to read in numeric data for multiple objects and create a presentation in Blender similar to a Bar Chart. I am requesting partial assistance, or more, in Python Scripts to automate this startling and critical task.  The X scale of a bar should represent the data just as in any bar chart.  A sample of the work is included above.  I would like an efficient, simple and secure way to achieve my goal.

There are 30 objects each requiring 40 keyframes.

The animated objects move only in one axis (X) so X Scale can be keyframed.

every 20 frames (incrementing by 20, so 0,20,40,60,80 etc),

GIF of my first work https://i.imgur.com/koKg23t.gifv

Thanks in Advance.

Secondary

Manually the work is:

Repeat for 30 Objects.

Select object A
Repeat for 40 frame locations

Scale and Insert Keyframe

(around 40 times for 30 objects), and the risk of making errors is enormous.

Here's how I would write this script for a single object. You could use a "for loop" to iterate through all of your objects.

import bpy

scene = bpy.context.scene
obj = scene.objects['Cube']

y_locations = [
    10,
    13,
    22,
]

current_frame = 0
for y_location in y_locations:
    obj.location[1] = y_location
    obj.keyframe_insert(
        data_path="location", frame=current_frame)

    current_frame += 20


Strange small dark areas on the surface I exported a plot of 3d surface from Maple to .x3d file, then used Meshlab to create from it a .stl file. And finally I tried to use "Solidify" tool of Blender to make the surface 0.02 thick. Here's what I got:

Is this normal view? I mean do a lot of small dark areas look normal, provided that the original surface is smooth? If not, then how can I correct it.

It seems, that recalculating normals solved the problem! Here's what it looked like after it.

This is most likely caused by incorrect normals. In order to correct this, go into edit mode, select all the faces, and click on Shading->Normals->Recalculate.


How can I add "trim" to a curved surface? Very new to blender, so I am hoping this is an easy task that I just dont know the name of the function for.
I have a curved surface on an object that I am trying to add some raised trim around the edging (imagine a curved panel of armour on a knight).  To make the curved panel I uses a subsurface modifier.
I have tried selecting the faces towards the edge of he panel and extruding them along the normal but because of the curve of the plate the trim is not a uniform width in from the edge of the armour panel.
Any suggestions on how I could achieve this?
Edit:
Image added.
As you can see the trim on the armour panels is not uniform in width from the edge.  On the very curved panels when I use a loop cut they are not even, I was hoping there was a quicker way than having to adjust all the points by eye.

It's a shame Blender doesn't directly have an 'Offset Even' tool, along  the perpendiculars to the edges being offset. A 2D curve can do it, so you could start with the trim, and build the plate away from it.. but starting with the plate as a mesh...

.. the E 'Even' option in the  GG edge-slide tool means 'even along the crossing edge-rings', not a perpendicularly even distance from the loop itself. The illustration shows a sort of worst-case, with all the crossing edges vertical, so their density changes across the width. A simple  GG (above) doesn't work.
If you're building the trim outwards from the plate, you could:

Extrude the edges to be trimmed towards the center of curvature of the plate, like the rim of a Solidify modifier..
AltE Extrude the new rim faces outward along their normals
Delete the surplus faces.

This method. though, builds the trim inwards.

As in 1. above, extrude the curve to be trimmed (top, in the picture below). This extrusion won't do anything except to tell the next operator what to do..

.. Which is I inset the region of all the faces in the original plate, with 'Even' checked, no 'Edge Rail', and no 'Boundary' inset. (Bottom, above).
The extruded faces have done their job, helping a selective inset, and can be deleted.

The new border-strip of faces can now be AltE extruded along its normals.

(I've had to tidy up the inside of the plate a bit, reconnecting the top and bottom with Bridge Edge Loops .. the topology inside your plate looks better than this, from what I can see)
Add a Bevel by angle modifier, and a Subdivision Surface..

The edge-lengths do check out.. they're pretty much the same all the way along the trim.


How do I stop Blender 2.8 from creating extra faces when I just want to stretch pre-existing faces? I'm new to blender so I'm sorry if this is a noob question. Here is an example of what I want to happen when I click and drag the face along the Y axis (represented by the green arrow):

From this:

To this:

However, two extra faces appear when I try to drag along the y-axis:

Here's the face I'm stretching along the Y-axis:

Any help at all on this would be greatly appreciated. If you need more information I'd be happy to give it to you. Thank you all!

You must have overlapping vertices. Before pulling the edges, select all (A) and altM > Merge By Distance to make sure you've deleted those vertices (check the Operator box on the bottom left of the 3D view to play with the threshold)


How to get a straight edge on subdivided object Hi is possible to get straight edges on a plane that has been subdivided without doubling up on the edges?

I understand how creases work etc.

..Trying to figure out what aspect of Crease is not doing what you would want it to ..

The pink square is not subdivided.
The grey square in the foreground is subdivided, all sides but the top one with a Crease value of 1. (Set on selected edges in the Transform panel, 'Mean Crease')
On the right, all sides of the grey square with a Crease of 1, wires displayed.

(no Edge Split modifier)


Smooth Shading makes object messed up? I'm creating some airplanes in Blender, and when I was modeling part of the wing, I used smooth shading. This made the part really messed up, like there was a bunch of faces (see images). anyone have any idea why? wireframe view looks normal.


What is the best parent to use when weight painting? I have a simple minecraft looking character and i'm trying to assign weights to my armatures and i was wondering the best parent to use in order to successfully weight paint on my armatures

The easiest, fastest method is parenting with automatic weights first and then adjusting it. It does the job fairly well, and cleaning up the weight paint should be pretty easy with your type of character.

Just make sure you apply the scale of the character mesh before applying the armature. That can definitely save some tweaking later on.


Movement/rotation etc. hypersensitive in perspective view but normal in orthographics I have been mostly using blender in orthographic mode but sometimes I use perspective view. My problem is that in perspective view the tools use is sometimes hyper sensitive. For example if I want to move a vertice. Even with shift the selection just moves so fast they just zap across the screen. Sometimes it could even be super slow. It is not a scale issue with my objects. I'm thinking this is because of some blender setting but why is perspective so unpredictable while ortho is perfectly fine?

Create 2 3D View windows.  Creating many windows in Blender is Easy.

One in Orthogonal View.
Perspective View

Perform the operation in Orthogonal,  while viewing in Perspective.  Also start your change with the mouse reasonably far away from the item in question to dampen the operation.  For example for small angles start with the mouse far away from the object.
Also other tools exist beyond Grab.  Try the Snap operation.


if i moved a separated object the whole object are moved..why? I was working on an animation in Blender, and for it I was essentially breaking apart a joined mesh... however when I went to move those joined bits (I separated them using P) it worked, at first, then when I moved the animation along the whole object jumped to where I had moved the broken part...

Make sure you didn't accidentally activated the Proportional Editing Tool :

The shortcut is O.


Compositor's Corner Pin node does something odd to input image Using Corner Pin on an image has an irritating little quirk. It seems to distort the edges of shapes, even when applied in such a way that should cause no change. In the screengrab below, the background shows the difference between the input (the alpha layer of a png), and the same image fed through a Corner Pin node with no distortion. I would expect there to be no difference. Is there a reason why there is a difference, or is this a bug?
Using Subtract instead of Difference shows the image seems offset a bit, rather than blurred (2nd and 3rd screengrabs).

While I cannot be certain, I strongly suspect that you have been greeted by one of the many reasons that PNGs are a cancer; their alpha values are unassociated by design, making them an absolutely worthless default in a visual effects / CGI context.


Hover shows only partial python bpy. path I love that you can hover your mouse over most of the blender settings and a help bubble pops up and lets you know where the python equivalent attribute lives. However if the location is long it is chopped down with '...' essentially making the-hard-to find attributes harder to find.

Is there a way to disable the chopping so I can see the full path? Or are there other means that people use to find out where stuff lives, aside from searching the code-base?

(searching the code base can suck if the same attribute name is used in many areas of Blender, and even if you find where it is defined, the full path may not be obvious.)

For example, I am looking for the Cycles bake settings attributes, such as "Selected to Active" which is different from the Blender Render "Selected to Active" which lives here: context.scene.render.use_bake_selected_to_active

The Cycles version is truncated to this: bpy.data.scenes["Scene"]...use_selected_to_active

In such cases you could have a look at the source code. Click RMB while the mouse cursor is over the property to open the context menu, select Edit Source.

Open a text editor and select the loaded file, you will notice that the cursor is already positioned at the property.
In this case the line is:

sub.prop(cbk, "use_selected_to_active") (line:1258)

Ok, this is what you already knewd , the cbk is another variable holding the context of this property a few lines above (line:1242) you will find the definition.

cbk = scene.render.bake

Now you can assemble the parts to the full path and test it in the console window:

>>> import bpy
>>> print(bpy.data.scenes["Scene"].render.bake.use_selected_to_active)
True

Note: Line numbers are valid for official 2.71, One could have used the D shortcut for bpy.data.


How to remove blur around mirror seam? I'm trying to mirror my object, but blur shows up around the seam, and it's only on one side of the object. How exactly can I prevent this from happening as it looks pretty bad when applying material. Here's the

Note: It's only when I shade the object smooth it appears. (Not sure if that's obvious, just wanted to mention it)

The Fix: If you don't need the non-uniform object-level scale for animation, CtrlA > Apply the scale of your object.
Why that's a fix isn't obvious .. your object is scaled equally in X and Y, (though not  in Z). I would have thought normals would be transformed consistently.. it's strange that normals of adjacent faces which previously were equal, are not equal after after this scaling transform. I think we would have to dig into that calculation to figure it out.
The object has an Edge Split modifier with a threshold angle. You can sharpen the object all round by increasing the smoothing threshold in there. (The non-uniform scale makes the face-angles vary around the circumference, even though they all measure the same in object-space, so the effect progresses around the circle, rather than happening all at once)
Edge Split prevents normal interpolation across edges by duplicating them .. it's almost a legacy feature in this context. Probably better to use Auto Smooth, which splits the vertex-per-face normals, rather than the faces themselves. (You can increase the smoothing threshold angle in there, too, for a fix, but the right fix is to apply the scale, unless you need it the way it is.)


Texturing the Malwiya I am working on a project to texture the Malwiya using the same original material but I'm having a problen when I klicked on UV Mapping and by using the Project from view (Bounds) method the result was that:

How to fix that and turn my 3D model to look like the Malwiya in the image?

Without seing your shader setup, it is difficult to provide a definitive answer, but I will try based on what you have provided so far.

In the shading tab, add a new node for texture coordinates and wire it into the
normal of your image texture.

Blender needs to know how to apply the image, you have specified UV unwrwap, so you need to tell the shader where to get that information.


(Python API) Importing, Setting Pivot Point, Locating and Rotating I’m trying to import a model, set its location it and rotate the whole model using the quaternion mode.

Here’ s my code:

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_scene.obj(filepath='Bench_1.obj', axis_forward='-Z', axis_up='Y')
object = bpy.context.selected_objects
for obj in bpy.context.selected_objects:
    if obj.type == 'MESH':
        obj.location.x = 5
        obj.location.z = 5
        obj.location.y = 5
        obj.rotation_mode = "QUATERNION"
        obj.rotation_quaternion.x = 1
        obj.rotation_quaternion.y = 1
        obj.rotation_quaternion.z = 0
        obj.rotation_quaternion.w = 1
        bpy.context.scene.update()

It works fine, but in this case model’s pivot point is right in the center.

Some other models may have pivot point far away from geometry, so I can’t neither locate, nor rotate them properly. I decided to put an extra line in my code that will always set pivot point in the center of any imported model:

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_scene.obj(filepath='Bench_1.obj', axis_forward='-Z', axis_up='Y')
object = bpy.context.selected_objects
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS') # EXTRA LINE HERE!
for obj in bpy.context.selected_objects:
    if obj.type == 'MESH':
        obj.location.x = 5
        obj.location.z = 5
        obj.location.y = 5
        obj.rotation_mode = "QUATERNION"
        obj.rotation_quaternion.x = 1
        obj.rotation_quaternion.y = 1
        obj.rotation_quaternion.z = 0
        obj.rotation_quaternion.w = 1
        bpy.context.scene.update()

After this update my ‘normal’ models become fractured:

What am I doing wrong?

I suspect that all of the points in the geometry are relative to the origin, but that likely does not explain the problem you are experiencing.   I found this function on the web, it seems to move the pivot point without the problems you are experiencing.
import bpy
from mathutils import Vector, Matrix

def set_origin(ob, global_origin=Vector()):
    mw = ob.matrix_world
    o = mw.inverted() @ Vector(global_origin)
    ob.data.transform(Matrix.Translation(-o))
    mw.translation = global_origin

# call the function:
set_origin(bpy.context.object)


Are cloth simulations affected by scene units? I am working on a character scene and I want them to have dynamic clothing. While working on this I suddenly realized that the character is gigantic in scene units, about 47 feet high! The cloth simulation is acting a bit "light", as if it were made of tissue paper, but it is not slow. I would like to verify whether cloth simulations act differently based on the size of the object in the scene, or if i just need to change some settings to make the cloth have more weight and to wrinkle less (I am going for a leather type material).

Scaling the scene down to real-world size is not an option because it breaks self-collisions in the cloth, as some of the geometry is below the minimum distance I can set the self-collision distance to, causing the cloth to "explode".

Sorry if this a noob question but I am very new to cloth simulation in Blender and don't know what all the settings do.

Yes - size will significantly affect all of the physics simulations. Of particular interest will be the acceleration due to gravity; by having a 10x too large scene you are effectively applying only 1/10th of the force of gravity (which could explain the tissue-paper behaviour of your cloth).
Quick solution would be to adjust the scene gravity by a suitable factor to account for your increased scale (eg, change from -9.8m/s to -98m/s for a 10x change in scale). However, you might still get it behaving a bit oddly since any stiffness and weight will be similarly affected by the scale.


Having problems with the bevel tool I am trying to learn how to use Blender, and tried to create the chest of this tutorial : https://www.youtube.com/watch?v=ICBP-7x7Chc

I am encountering a problem when it comes to beveling, in order to add more edges to the sides of the chest (21:16 on the video).

Before beveling :

What it is supposed to look like :

And here is the (atrocious) result I am getting :

And if I extend the bevel further, here is the result :

Now, I don't actually understand why I am getting this result... And I hope someone here has an idea about what I did wrong...

Here is the .blend file :

So what's happening here is your object has a fair number of double vertices. Blender has a tool for removing doubles which can be found by pressing W in edit mode with everything selected. This does a decent job, but as a result created some triangles and n-gons (faces with more than 4 sides) which you definitely don't want. As well, it doesn't fix the original problem.

The reason these double vertices are a problem is because beveling adds more loops and then slides them on the edges connected to the vertices you had selected. Double vertices/faces/edges results in some of the connecting edges have a length of 0 and thus no direction. So blender doesn't know which way to slide the loops created by the bevel operation and you get the messy results you see.

To fix the problem, you have to remove the double vertices as well as clean up some extra edge loops and messy faces that are left over. It's definitely worth a try to fix this yourself as you will learn much better by solving the problem yourself. It can be pretty tricky to clean up a mesh though, so I uploaded a file that's been cleaned up and bevels properly.

One of the most common causes for double geometry, especially among beginners, is when you extrude something with E whether accidentally or intentionally and then immediately cancel the extrusion with Right click. This still extrudes the mesh, but leaves the extruded mesh directly on top of the original mesh, thus causing double geometry.


Login problem with Rokoko add-on The ROKOKO free plug-in is installed, but there is a problem when logging in to the account and password.
Load Handler:
Warning - Text missing for: tips_info
Warning - Text missing for: disable_outline
Warning - Text missing for: set_background
Warning - Text missing for: tips_info
Warning - Text missing for: disable_outline
Warning - Text missing for: set_background
LIB EXISTS? True C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\resources\libs\rokoko-id.dll
Traceback (most recent call last):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\operators\login.py", line 17, in execute
if login.login(context.scene.rsl_login_email, password):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 94, in login
load()
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 39, in load
lib = ctypes.CDLL(lib_file)
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\ctypes_init_.py", line 364, in init
self._handle = _dlopen(self._name, mode)
OSError: [WinError 126] 鎵句笉鍒版寚瀹氱殑妯″潡銆
location: :-1
location: :-1
閿欒: Traceback (most recent call last):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\operators\login.py", line 17, in execute
if login.login(context.scene.rsl_login_email, password):
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 94, in login
load()
File "C:\Users\Win10\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\rokoko-studio-live-blender-beta\core\login.py", line 39, in load
lib = ctypes.CDLL(lib_file)
File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\python\lib\ctypes_init_.py", line 364, in init
self._handle = _dlopen(self._name, mode)
OSError: [WinError 126] 鎵句笉鍒版寚瀹氱殑妯″潡銆?
location: :-1

I had the same problem. Downloading VisualStudioC++ 2013 fixed the problem. Posting this here to help people who may come across the same problem.


vertexsnap while scaling Good day,

https://drive.google.com/open?id=153IEoXAUd5Uj3sDxQpcS0oe2q4crb7xx

please take a look at the attached video.
With the faces selected I would like to scale the inner edgeloop (ring) to the outer edges of the cylinder. Selecting just the edges and scaling works, but I cannot get it to work with the faces selected. I would like to understand why. Let's assume the faces need to stay that size and therefore should not be deselected.

This gave me a hint:
How to scale two objects to fit together

Widdle Blender needs an additional help by giving it an "active" vertex (selected faces to vertex selection, shiftselect 2x one of the edge vertices) and then scale with snap set to active.
For some reasons the simple snap: closest does not work...


When I render on cloud, there is error that cant read files of addon When I render on cloud like Concierge or Colaboratory of google, there is error like this
(↓ These errors are on colaboratory, but other services are also same)
Warning: Unable to open '/gdrive/My Drive/blender/assets/models/coffee_carafe_blend_36b7b8a3-b48b-4e33-ac02-1407636a9131.blend': No such file or directory

Warning: LIB: Collection: 'Pepper Mill' missing from '/gdrive/My Drive/blender/assets/models/pepper_mill_blend_3dd521be-371e-4f3a-a0d1-38fd5be72417.blend', parent '<direct>'

These files are appended by addon "chocofur", "asset management".
I know the reason, it's just because there is no these files on cloud. So if I set them on cloud, maybe no problem.
But it's not only troublesome, and also makes no sense. So I wanna know how can I avoid these errors.

File → External Data → pack all into .blend


Texture painting on the alpha channel (2.73) How do I paint on an RGBA texture's alpha channel in Blender 2.73?

I'm not actually using it for transparency, so I would prefer to visualize the alpha channel as a grayscale image while painting, if that's possible.

The paint modes named Add Alpha and Erase Alpha may be what you are looking for.

If you are using a pen tablet then you can use the pen eraser to use Erase Alpha without having to change the blend mode in the UI.  There does not yet seem to be an alt key press that allows the pen eraser to toggle between Erase and Add.

Personally, I think the better way, for now, is to paint the texture the usual way and then use GIMP to add this texture to the Alpha channel of some other texture.  Blender does not really seem streamlined yet for working with and packing multiple images together in a convenient way. Maybe I'm just missing something and it's all there nicely workable already, blender can do lots of things that are not well documented :)

If you follow this link, I show how to add an image to the alpha channel of another image using GIMP.  Dotted line on curve?


Select objects based on size I am generating rubble with cell fracture. This means I have hundreds of objects. For various reasons, I want to select all of the larger pieces. Is there a way to select all objects above a certain size, or deselect all below a certain size?

Scripts are good too.

This script will select all the objects that have a similar volume to the selected object (by similar I mean the same rough scale - tens, hundreds, thousands, etc):

import bpy, bmesh

bm = bmesh.new()
bm.from_mesh( bpy.context.object.data )

ref_obj_name     = bpy.context.object.name
reference_volume = float( bm.calc_volume() )
ref_vol_scale    = ( '%.0E' % reference_volume )[-3:]

# Select all the objects in the scene that have a similar volume (of the same scale)
for o in [ m for m in bpy.context.scene.objects if m.type == 'MESH' ]:
    if o.name == ref_obj_name: continue

    bm = bmesh.new()
    bm.from_mesh( o.data )

    vol       = float( bm.calc_volume() )
    vol_scale = ( '%.0E' % vol )[-3:]

    if vol_scale == ref_vol_scale:
        o.select = True


Render is incredibly Grainy! I'm new to blender and I started last week. I'm now having trouble with the final results of my render, it looks incredibly grainy.

What I have tried so far is that I changed the resolution to 100% , samples to 500, tried using the 'area light' and i enabled 'multiple importance'.

Here's the link to my Blender file:

UPDATE

I can't find the AA settings:

Update:
When I try to render my animation it comes out as nothing.

It also says this:

Probable causes of noisy renders:
(click on the links in blue)

Render Samples set too low 100 samples might just be too low for what you want, try a higher value.

Here's the scene at 800 samples:

Samples set on render layer override regular sample settings.
Lights or environment not set to multiple importance. Aditionally this link
render resolution is set to less than 100%
Use branched path tracing instead of the default samples

Bring up the AA samples and then set the values for each type of sample according to the materials in your scene. Note that each of this values is multiplied by that of the AA Samples. (for example 4 diffuse will turn into 500 samples when the AA value is set to 125)


How do I set frame_end in the scene using script when I switch between different actions? I have different animations in each action with different duration.

Is there a way to store the length of the duration in each action so that the frame_end can adjust accordingly to it?

bpy.data.scenes["Scene"].frame_end = (animationLength * 24)

only set my frame_end at the last loop in my for loop for creating multiple animation.

The following snippet will loop over all actions and prints the length in keyframes of each action, the scenes keyframe position is adjusted.

import bpy

frame=1
for action in bpy.data.actions:
    print( "action=%s" % action.name )
    print( "action length=%d" % action.frame_range.y)
    frame = frame + action.frame_range.y
    bpy.context.scene.frame_set( frame )
    print( "frame=%d" % frame)


Setting up a metallic foil overlay with transparency using materials and textures I'm trying to setup a label for a supplement bottle.
I want to have 2 materials, one that is the "main label" (.jpg image) and another that overlays that label with a metallic foil (which is a .png image with transparent knockouts around the metallic areas).
Attaching some screenshots of what I've been able to accomplish so far (screenshot 2 is just to show what the underlying "main label" should look like), but can't seem to get both the main label and the metallic overlay to show up at the same time. Here's some questions I have:

Should these be setup as 2 distinct materials, or should the main
label be the material and the foil overlay a texture?
I have read a bit about "UV unwrapping," but felt it doesn't apply
here, is that what I'm missing?
In screenshot 1, you can see I have 2 image nodes - the one
connected is the foil overlay, which seems to be working with
transparency, but how can I add in the "main label" image underneath
that? Am I missing something there? Every time I add it in it
doesn't show up.

Metallic foil overlay

Underlying image needed

Another way you can do this is to combine the label text and the gold foil using a mix shader, and the alpha value of the foil image as a mix factor. I took the b&w value from the foil and used it as a metallic factor as well. You can increase the "metalness" by dragging the slider on the right side.