How to bring Grease Pencil drawings to another .blend file? - 2.80 First off, I understand there's this thread, but it's older than 2 years now.
I tried Appending but only an empty Grease Pencil data arrives.
In the original I have 4 keyframes. Only one keyframe arrives, without the drawings.

I tried today’s release.
Should I try exporting it?
If so, under what format?

I was able to do it by copying the GPencil item from the Outliner, and pasting it to the new file.
So now I know this can be done this way.

What sucks is that I was doing this in the hope that the Onion Skinning effect would be restored, but it wasn't. It seems the Onion Skinning effect got affected when I imported an image to draw over.


Face masking for texture paint in UV / Image Editor There is "Face selection masking for painting" while in Texture painting in 3D View,
but I want to paint with a texture brush in the UV / Image Editor, so that the texture is not view angle dependent.

Is it possible to paint only on the area of specific faces, while in UV / Image Editor?

Not really at the moment.

Masks are not supported yet in the image editor though it is a feature that we will surely be implementing in the future.


Check if active object has a modifier How can I check if the Active Object has a specific modifier so that when I run my code, it doesn't add the modifier again to the object? It should add the modifier only to the object which does not use that modifier.

Check object for modifiers

import bpy

obj = bpy.context.object

if not obj.modifiers:
    print ("no modifiers")
else:
    print ("object has modifier(s)")

Check object for specific modifiers

import bpy

obj = bpy.context.object

for modifier in obj.modifiers:
    if modifier.type == "SUBSURF":
        print ("subsurf")

For all types see: http://www.blender.org/api/blender_python_api_current/bpy.types.Modifier.html?highlight=subsurf#bpy.types.Modifier.type

In your case I'd recommend using a list comprehension which returns True or False:

print(0 < len([m for m in bpy.context.object.modifiers if m.type == "SUBSURF"]))

or Python's any() plus the list comprehension.

print(any([m for m in bpy.context.object.modifiers if m.type == "SUBSURF"]))

Adding the Modifier if it isn't present

import bpy

obj = bpy.context.active_object
subsurf = obj.modifiers.new(name='MySubSurf', type='SUBSURF')
subsurf.levels = 2
subsurf.render_levels = 3


Move Faces along individual normals I need a way to move multiple selected faces along their individual normals. When you google for this you´ll come along this solution.
This solution is working exactly the way I would need to but only on non-connected faces. As soon as the selected faces share an edge those faces will move along a single normal that seems to be the average or median of them.

I´ve seen Alt+S (Shrink/Fatten tool) being suggested but it doesnt work like intended. The normals of the moved faces will get skewed leading to a horrible looking result.

I´ve also tried every imaginable combination of Pivot points and Transform Orientations using g double z, or alt+s, extruding and Alt+e for extruding along normals.

Here´s a screenshot of what kind of result I expect on a dummy model, all of the inner walls are moved 0.1 along their respective normals from me by hand. Easy in this case because of few faces and all normals being parallel to the world.

Is there a way to do what I need?

Thanks

There's no easy way to do all this in one click

(unless you wanna setup a hook and constraint system for every side of exterior walls that will allow you that kind of specific control)


How to stop Blender from making the CPU overheat? Apparently my CPU or GPU overheats when Blender renders more than a few minutes.  The computer suddenly powers down, taking down all running apps, email I'm writing, etc.  This is almost never a problem with still scenes, which finish soon enough, but often with animation renders.

The problem occurs with either Cycles or BI renders.  I'm running on a custom-built quad core 64-bit linux desktop system.  (I'm not the one who built it. I am  a knuckle-dragging caveman with hardware issues.) (Yes, all the fans are blowing and dust has been cleaned off.)

So far the only way to prevent this for now is to choose in camera properties: Performance, Threads, Fixed, 1.

Someday, I'll get better hardware, but in the meantime, I suspect Blender could run indefinitely, even with multiple threads, if I could make it pause for perhaps one minute between each frame when animating, just to cool down. How to make this happen?  At least, a way to run an arbitrary Python script between frames, or once per minute during any rendering. Such a script could contain a sleep stat

Even better, if Blender could throttle its rendering effort based on readings of the CPU temperature sensor.   Is that possible?

UPDATE: I've nearly forgotten about this issue, since writing a quick Python script to watch the CPU temperature, sending SIGSTOP and SIGCONT as gandalf3 describes. Zero crashes ever since. I reboot my machine once or twice per year for kernel upgrades, otherwise it's 100% up.

ANOTHER UPDATE: I took the machine apart, popped off the CPU heatsink, and applied fresh thermal paste.  Ever since, the CPU temperature has been running something like 30deg (C) cooler all the time.  Zero shutdowns, and I don't use the Python script any more unless I'm feeling paranoid.

Edit, The original question was "How to pause between rendering frames", if my answer seems out of place.

Yes, to sleep in-between rendering frames you can use a Python script to add a render_post handler, it will sleep in-between rendering frames of an animation.

import time
def sleep(scene, seconds=2.0):
    print("Sleep start")
    time.sleep(seconds)
    print("Sleep stop")

import bpy
bpy.app.handlers.render_post.append(sleep)

If you want this to always be enabled, copy it into render_sleep.py and put it in blenders scripts/startup/ path.

Note: I have serious doubts about this as being a GOOD solution to the problem you describe, a frame that takes a long time to render could overheat your system - so relying on sleeping between frames seems very precarious, on Linux there are tools to throttle process CPU use, check on nice and cpulimit (if under-clocking or better cooling isnt an option).


Cycles light ray exiting the back of an object Is it possible in a Cycles material node setup to get when a light ray is exiting an object?

Use case: I'm using a Fresnel input to mix transparent and diffuse shaders. I want to see into the object, but never out its back.

You can use the Backfacing output of the Geometry node.

The way this works:
The outer material is mixed with a transparent shader based on how much the surface is facing the camera. This is then mixed with the Backfacing output of the geometry node. This output is 1 or 0 based on the normal of any face the ray encounters.
In this case, if goes ray hits the back of a face, it will bounce off of the "inner material" diffuse shader.
You might think we are done at this point, but the shader won't let light inside; rays which go inside the Suzanne from the camera can't get back out to hit light sources, as they are surrounded by diffuse back-faces.
To get around this, we use a final mix shader to make rays directly from the camera (camera rays) use the backface diffuse + fresnel frontface, however rays not directly from the camera will use transparent for the backfaces (allowing rays to exit the Suzanne after hitting a diffuse backface and becoming a diffuse ray). I plugged the inner material diffuse shader into the other slot just because I liked the indirect lighting it cast, but you can do other things too. Here are some examples:
No shadow
Without the mix shader, using just transparency, the Suzanne will not exist for any kind of ray besides camera ray, so this will remove the shadow and indirect lighting:

Fresnel shadow
This uses only the fresnel shader on front faces for other ray types and ignores backfaces.


Why are my shadows stuck? No matter what lamp I put in or how strong I make them the shadows on this file don't seem to be affected at all?

I've tried changing the shadow settings but nothing really seems to be working. If I move any lamps the shadows on the model stay static in that they're completely unchanging and don't move in response to the changing of the lamp tool.

It's almost as if the shadows themselves are painting onto the model but even if I strip the material the shadows are present on the model itself and are still unaffected by any change in lighting.

Absolutely no difference in shading despite repositioning on lamp.

I'll post the file as an example so whoever's curious can take a peek. Here's the file

You switched Maximum draw type to Solid. Set this back to Textured

And also note, that this type of lamps must be rotated, to see the effects.


Managing/Reducing noise in a night scene I've been trying to get a pretty noise free image from this scene for a while. And nothing seems to be working. I've been trying to use 3000 samples, then rendering different noise seeds and composite them together, but the base images are to noisy to even use this.

I've never really had this much noise before, and I'm not sure what's wrong with it. It already takes around 5-6 hours for me to render it at 3k samples (Laptop, so I can't use GPU rendering). Any help? I've attached my render settings as well if it helps.

Here's a link to a bigger version of the photo if it's not large enough https://www.dropbox.com/s/r3swgloty4rt2ef/1430608690119.jpg?dl=0

Someone on another forum suggested I use Luxrender instead, but I'd rather save myself the time in learning a completely new renderer and converting everything.

Scenes with many light sources (like this one) tend to be noisy because by default cycles randomly picks one light source to sample for every ray.

In such scenes a decent improvement can be gained by sampling all lights at once for every sample, by using the branched path integrator:

Note that I rendered at 50% resolution

I also:

Enabled clamping, which does a bit of what combining multiple renders with different seeds does (at least when you use a format like png). Note that direct clamping can cause some rather visible dimming of light sources, so see if you can get away with just indirect clamping.
Turned down the number of bounces to gain some speed.
Turned off reflective caustics to mitigate fireflies cast by glossy surfaces.

Here are some other things which may help:

See if you can reduce the number of light sources. For example, the street lamps have a mesh light and a point lamp. Try using just one or the other. For example you might make the mesh light only visible to the camera, and let the point lamp do all the illuminating:

Try and favor lamps over mesh lights where reasonable. Lamps can be sampled in a more optimized fashion. Don't feel like you have to replace every mesh light though, some places mesh lights are just there for a reason ;)
Enable multiple importance sampling on bright lamps/mesh lights or large surfaces which reflect a lot of light. I.e. relatively large contributors to the overall ambient illumination.
Disable multiple importance sampling on surfaces which contribute relatively little to the ambient illumination.
Make bump mapping only visible to the camera, to avoid slowing down sampling on indirect bounces where bump mapping makes very little visible difference.
See if you can get away with only using the environment texture for reflections:

The first frame shows the render with the environment map (visible in the preview), the second shows it without (world appears a solid color to the camera), and the third shows it with the environment map only affecting the glossy shader (solid color again).


Any way of not displaying white mesh border lines in 3D viewport when texture painting? I'm painting a mesh with two materials, but I don't want to paint over the other materials, so I have the "face selection masking for painting" on.
The problem is that it shows these white mesh lines.
Is there any way to turn that off, so it's easier to see what I'm painting?

I don't remember this being a problem in 2.79

Turn off overlays by pressing this button, either in the top or bottom right of the 3D Viewport


How do I get my navigation back (2.8) I don't know how, but I made my navigation disappear. (I don't know what's the real name of it)

What I'm missing is this:

Anyone has an idea how to get it back? :x

It's called the Navigate Gizmo

It can be switched on/off in Viewport Gizmos menu
Shortcut: Ctrl+`


Turning a 2D dwg into a basic 3D render I currently have a task to turn several 2D dwg files into basic 3D renders (building layouts); I've purchased a plugin to import 2D DWG files into Blender but am at a loss as to how to easily turn them into 3D renderings (simple enough so someone could know the layout of a floor of a building)

I've searched high and low but can't find any simple solution towards this.

Thanks,

Let's suppose you have a plan floor like this:

And you have imported your 2D geometry in Blender with your plugin:

Depending on what your plugin is capable of, you have to work a bit on the imported objects, maybe: merging, separing, removing doubles...

Than you can start extruding your 2D geometry. I suggest you to import also the elevation, if provided, in order to have quicker access on extruding values.

There are many ways in wich you can optimize the extrusion process (merge object, thickness modifier, curve extrusion,...) but all depend in which way your plugin get the 2D information out.

In my case I ony had the profile, so I had to create faces

and then extrude them:

continue till you are satisfied with your modeling by translating, extruding, adding objects.... with the help of the snaps.

Add a floor plane, a light, maybe textures and render...


How to attach new object around a round surface I already have the head model. What's a nice way of doing the beard as a new object around the rounded face. Also how can I add texture similar to image without sculpting.

There are several ways to do it, one simple would be to duplicate the head mesh area where the beard is supposed to grow, draw the lines of the beard shapes with the knife tool (here it's a roughly try) then extrude twice, give it a Subdivision Surface, rework with additional edges, etc...


Blender renders in color, but I can't see the color when I edit This is what I'm viewing:

When I render the image I get this:

I can't see the lighting. All I did was close blender and reopen it and the color wasn't there/ I'm new to blender please help.

On the top right hand of the viewport there are four orbs.
(From Left-Right):

Wireframe. This shows the wireframes of all your objects so you can better understand the geometry they have.
Viewport Shading. This shades everything a gray color. This mode is intended to provide the artist a good view of the scene geometry and is very smooth and fast.
Texture Preview. This mode allows you to preview the texture first without actually using the render engine. It's very useful for designing materials.
Rendered View. This will allow you to view the scene using the actual render engine. What you see here will also be what you see when you actually render the scene.

Simply click the orbs to change the shading mode.
Most of the time you should be using Viewport Shading because it is fast and allows you to work quickly.


How to apply nodes to object I'm new to Blender. I've created a planet and as I created each node I saw the change in the planet happen immediately. After restarting Blender I can't see the results of the nodes anymore, the planet is just grey. How can I get back to the visual mode (sorry not sure what the mode is called). Here's what I see:

You are in Solid mode (Blender will automatically switch back to Solid when you'll start), switch to Material or Rendered mode by clicking on the icons on the top right or press Z for the pie menu.


Blender 2.8: Target UV map is half the size of the source UV map first time poster, got an issue I don't know how to solve. My goal is to have as big an island selection for my house parts to capture as much of the weathering detail as I can. But to keep the model efficient I combined as many of the house parts as I could that use materials (not textures) onto one texture map. I'm combining these materials with weathering textures to get a final result. So my UV map, my source, looks like this:

So after baking from the source to the target my result is the UV map for the target is using up half of the image size allocated for the target UV map. I'm wanting to use a 2048x2048 image. Here's what I'm getting for my target UV map:

I've baked before, just three times, and didn't have this issue. I'm going to include my properties screen in case it helps to troubleshoot the issue. Here it is.

The resulting model looks fine even with the image using up half of the texture space. But still, I'd like to know why this is happening. I've checked things like the rotation and scale, and they are right. And I've checked the mesh so there are no extra vertices or edges or any goofy ngons. BTW, the House_Source and House_Target occupy the same space. I don't know what else to check. Any ideas? TIA! - Rich

Solved this myself by some experimentation. What worked was to isolate the parts in a previous save before joining parts and check each mesh for Cleanup issues. I first checked for loose geometry and then to merge vertices or as they were called in v2.79 duplicated vertices. I did find issues. Not a lot but a few more than I expected to. I also checked for scaling and rotation issues but didn't find any.The last thing I did was to add 1 pixel's worth for margins. I baked and all went as expected with the target bake matching the source UV map whereas before the target UV map had its own mind and resembled little of the source. I'm including the redo bake of the house_parts uv map just to show it worked.

So in conclusion what I believe was at issue was the mesh irregularities. I'm concluding as a newbie (you can see my site to determine my skill level at All Aboard) that if baking is a goal that the mesh parts be free from any defects. Seems a rather obvious conclusion but in my situation there were a number of parts and I thought they all had been checked. The problem I had was nothing in the problem I listed above suggested there could be mesh issues. So lesson learned.

Here's the bake redo.


is there a way to mirror traditionally painted textures? So I modeled a sort of dragon character, unwrapped it and blocked in colors with texture paint.

I exported the UVs and blocked texture to one of my art softwares. I kinda hate blender's texture painting for when you want something with clean lines.

My question is, if I make edits in an image editing software, is there a way for the texture to be mirrored on the x axis once i re-import it? It would be difficult to get both sides exactly the same in an image editing program without straight up duplicating and mirroring every single piece by hand. That takes a while and it feels like something that would have a solution in blender. anyway, any answers would help.

I think you should look at doing your painting in Blender and then 'fixing' it in your external editor. Look at two things to help : The Curves panel, choose a brush curve that gets you a better paint stroke along with the stroke type set to Curve where you can set the points with ctrl-click and then enter key to stroke along the path.
For Symmetry, your UVs don't need to be lying on top of each other in Blender since you can toggle the symmetry axis there to determine where your paint is mirrored despite your UV island arrangement.

If you must use the external paint then you will need to make your object's UV islands to coincide right and left on top of each other, but I think you might be better off trying the method I laid out here.


Setting field of view in Blender 2.8 from half angles of horizontal and vertical field of view of camera I would like to position a camera around a scene to reproduce some perspective images. I was given the camera's extrinsics and intrinsics and my camera seems to be at the right position and facing in the right direction. However, the field of view (fov) of the camera seems off and I was able to get a similar fov as that of the perspective images by manually adjusting the focal length and sensor width parameters in Blender.
I was given xfov and yfov which are the half-angles of the horizontal and vertical fields of view of the camera in radians (the angle from the central ray to the leftmost/bottommost ray in the field of view) and the image dimension is 1280x720. I do not have information about the sensor width of the camera. How do I use this information to determine the correct values for the focal length and sensor width of my camera in Blender?

I found what I was looking for from https://blender.stackexchange.com/a/40835/99643 .
The following equations were helpful from that answer:
sensor_width_in_mm = $K[1,1]*K[0,2] / (K[0,0]*K[1,2])$
$s_u$ = resolution_$x$_in_px / sensor_width_in_mm
focal_length_in_mm = $K$[$0,0$] / $s_u$


Setting particle emission at random keyframes? I'm  creating a physical simulation of apples falling into a box using the bullet particle system and Copy Particles to Rigid Bodies code by liero. However, the apples always fall in equal frame intervals according to the selected number of particles, frame start and end. is there any way to randomize the frame intervals?

Thanks

I don't think you can do it with particles. Can you place your apples in the tree (with rigid body > active + dynamic disabled) and animate the "disabled" properties in the timeline to choose what apple start to fall?


About anvil modelling problem caused by mirror modifier In this model, I have used extrude, loop cut, inset for creating the model and the modifiers that I used was boolean, mirror modifier along the y axis and the subsurf modifier. The problem is why there seems to be a line between the mirror and the object where I lined  it blue? Is there anyway to solve this ? At first, I think maybe there is a face between the model and the mirror but I have deleted it so I think the problem lies somewhere else.

I have made the vertices along the center and scale their 'y' location to 0.
And I have found some problem that some parts of the  meshes would go beyond the center even if I have already clipping turned on. I cannot find any face that is between the mirror and the model so I don't think that is the problem and I also have removed the doubles

my blender file

Here's the answer to the problem.  First, grab the center loop and move it towards the center till the clipping does not allow it to go any further.  This makes sure that all of the vertices on the center loop are at the center of the model.  Next, you must move the mirror modifier up above the subdivision surface modifier.  This is a general rule of thumb that will remove the seam problem.
Glad to be of help!


Switching multiple objects to sculpt mode easily Is there any way to quickly move all my selected objects into sculpt mode? The reason being, I'd like to navigate between them by Alt-clicking them while sculpting. If I select multiple objects, then go to the sculpting tab on the top, it only changes one of the objects into sculpt mode. The only way I found to work around this is one by one selecting the objects and changing them from object mode to sculpt mode. Then if I want to let's say go back to the modeling tab and do some modifications in Edit or Object mode, the objects remain in sculpt mode, so I have to change them back again one by one. Is there any way to work around this?

Select all of the objects you want to move into sculpt mode, and press CtrlJ to join them into a single object. With this "multi-object" selected, sculpt it as you normally would. After you are done, press Tab to go into Edit Mode. Press P and select "by loose parts" to split them into individual objects again.


How can I transfer weights from one bone to another? So I have a model in Blender which I would like to port to the source engine, in order to do this however, I have to change the skeleton to one that will work for the source engine.

The trouble comes when I switch the rigs I loose all the weight painting. I need a way to copy weights from one bone from one rig, to another bone in a different rig.

Any help is greatly appreciated.

If the two rigs has the same bone names, then you can transfer weights by selecting your mesh and going into the modifiers properties tab and set the Armature modifier to the new rig instead of the old one, then modify the parent of the mesh to the new rig as shown below:


How to make an object's vertex follow another object How do I make an object's vertex follow another object?

(Not to be confused with: How to make the object follow another object's vertex)

This can be done with the Hook modifier.
To hook vertices from "object A" to "object B", first assign all vertices of object A which you want to "follow" object B to a vertex group.  Then add a hook modifier to object A and select the vertex group you have created and object B in their respective boxes on the modifier.


How to extrude an irregular shape into a cylinder? As the title says, I'm trying to extrude an irregular face into a normal cylinder. There are some pics below to better describe what I want to achieve

The tip of the sculpture is round, while the bottom is pretty splash-y shaped, and as it ascends it becomes more and more round

So, is there a way to do something like that? thanks

Multiple Methods
Extrude and To Sphere

Extrude your edge loop upwards.
Type Shift + Alt + S > 1 to execute the To Sphere command.
If you have overlapping vertices, try using the smooth (W > O) a couple of times and then the To Sphere command again.

LoopTools Circle

Extrude your edge loop upwards and select it.
Choose the Circle of the LoopTools addon. It comes with Blender and has to be activated first in the User Preferences > Addons. It is located in the Specials menu. W > LoopTools > Circle.

Bridge to Circle

Select your edge loop and note the vertice-count in the info bar.
Add a circle, set its number of vertices equal to the edge loops.
Position the circle and select both, circle and previous edge loop.
Do the bridge edge loops command. Ctrl + E > L


How do I make my mirrored object work independently? I've made a human using the mirror modifier, but now that I'm almost done, I want to be able to edit the body on both sides without the mirror effect. I want to move around the left arm without the right one moving, and I want to be able to interarct directly with the right side (which is the mirrored side).

I've looked for a while and have found different suggestions and solutions, but non of them has worked for me.

Apply the modifier using Apply button, that is located below the modifier name. Then you will be able to edit both sides separately.


What is causing this model to be "shiny" in Object mode? The lower/larger cube is "shiny." The smaller cube on top is not.
Materials do not seem to be making a difference. Normals appear to be facing outward as well. What could be causing this?

Smooth Shading W -> Shade Smoth (in Edit Mode)

Most objects are represented by polygons and truly curved objects are often approximated by polygon meshes. When rendering images, you may notice that these polygons appear as a series of small, flat faces.

Smooth Shading tries to interpolate surface of model so you can't see faces.   Usually we want our objects to look nice and smooth,  but sometimes this makes this ugly artifacts than it tries to smooth too large angles between faces. Like in your case - 90 degrees.

So, turn off smooth shading, or, if you want to use it, set auto smooth option:


Mixing two shaders based on raylength I attempted to mix a Glass shader and an SSS shader based on ray length to simulate a material that has many particles in it, scattering light that travels farther through it.

Node setup:

However, I get this:

Manually setting the Factor of the mix shader anywhere in between 1 and 0 gives this (renders of 1, .5, and 0):

What is causing this darkening and how can I get the desired result?

Try increasing the bounces under light paths.

The direct light preset with caustices gives a very dark image

while full global preset gives a golden brown finish.

I also think the SSS being used on the backface may be stopping light passing through the object. The calculation for the mix appears to always give a zero value for the visible faces, by replacing the SSS with another glass shader you get a brighter finish.


Rigify Super Finger: Wrong action center for scaling I'm new to Bleder 2.8 (coming from Modo) and I'm having some trouble with scaling (bending) a super finger with Rigify.
Here is what I did:
I added a Human Meta Rig to my scene and I did a few allignements to the bones in order to match my model. Then I generated the rig and parented it to my model using automatic weight.
Here is the problem:
I try to bend a finger by grabbing the handler and scaling it. I would expect, that the bending happens with the root of the super finger bone as action center. Instead, the scaling happens with the cursor as action center (see image).

Thank you for your help.
PS: I'm aware that allignment and axis of the finger bones are far from perfect, but I guess that's not the source of the problem.

This is not a Rigify problem. In the screenshot, I can see that you have set the Pivot Point to 3D Cursor. See image.
Bounding Box, Individual Origins or Active Element will give you the result you're after. Definitely invest some time and learn about the Pivot Point modes.


My Character Run Animation is not Playing in Game Engine I've followed numerous tutorials and read a lot of material on what I could have done wrong, but nothing is working. I would keep troubleshooting myself, but I've already spent A LOT of time trying to figure this out, and I see no end in sight.
I have my character's run animation on frames 1 - 11 (1-10 for the animation cycle), and a jump animation later, I think 20 - 44. All I want to do is get the run cycle working and moving with the parented cube via the W key. Once I have that figured out I want to start adding other animations.
I just have no idea what I need to be doing at this point, or if I messed up a while ago. Any help is very very much appreciated.
File Attached, any assistance is highly appreciated!
Blend File: http://pasteall.org/blend/index.php?id=43899

Solution

Activate an action actuator that plays the run action starting at frame 1 ending at frame 11. Let it play in Loop stop mode to get an endless cycle.

Details

You need to parent the skin mesh objects (with Armature Deform option) to the armature.


How to get black outlines in Blender 2.8 Workbench Render? Currently all my outline lines are white! I am trying to render out a cartoon version of the model shown in the image, but as you can see, I am getting white outlines when rendering using blender 2.8 workbench engine. I have set the outline color to black on both the workbench engine settings and Eevee engine settings so not sure what's going on here?

Also is there a way that I can make the line weight taper off at the end of the line so it looks more like a pen stroke and not a line?

Thank you!

Activate freeline in the General Scene settings (I am using eevee render engine)

Go to the image sequence settings and let's configure freestyle like the picture:

You´re going to select Thickness and then add a modifier ALONG STROKE.

And you want to select CURVE for the modifier. Now you need a profile curve.
Draw one like this:

"M" shape which means thick at the beginning, lower towards the middle, and thick again on the end line.

You can change the color and thickness here:

Don´t forget to change the line blending mode from MIX to ADD. Here are my settings:

The render:

Thank you for your consideration to vote me as the answer by clicking to the left :the icon with a check mark and upvote this answer.

BFCT_Schiller


Grass using hair system stops working when I come to render, it just flattens As it says in the title when I come to render my scene, the hair system just stops working and looks nothing like the material preview or viewport render.
Not really sure whats causing it, I have another patch of grass in a pot and that works fine, and I can't seem to see any difference in settings.
The only thing I could find it when I turned off children there was no hair at all, the parents didn't render. Also, when I turn on virtual parents it seems to work but with very few hairs and odd shape, so it doesn't fix the problem at all.
I am quite new to particle systems so there could be an incredibly simple fix that I am missing.
Here's the file:

I am stupid and had a modifier that was turned off in viewport but on for render, I for some very irritating reason didn't check until now.


UV unwrap sapling in cycles I have tried to UV unwrap a tree's branches that I have created in Blender. However when I switch into Edit mode and press the U key for the Unwrap menu nothing shows up.

Is there something I am missing or is there just simply no way to do this in Blender Cycles?

Unwrap command works for mesh objects only

Sapling add-on currently create Curve-type objects which must be converted to mesh with the Alt+C shortcut before performing unwrap.

Unwrap is an operation that requires faces in order to be performed: beveled curves, text objects and other types,thought they appear as solids objects, they don't strictly "have faces". Blender makes an on-the-fly translation for us to see them, but the object really is only defined by what you can edit (curve control point, strings... but no faces!)

If confverting the curve to mesh is not suitable for your work you can consider the option to see if another kind of UV mapping can be used. See related question: Adding a texture map to a beveled curve or path


render albedo (color passe without shadow) I am trying to render the albedo of a mesh with a material, I have managed to get a flat render without lights and shadows by using the diffuse color passe, but the color are not the same as the one used in the material of the mesh.

Here is my setup:

3D view:
A sphere (here you can see his material thanks to the viewport shading set to material) and a light (to test if there are shadows in the render
UV / Image:
Each face of the sphere is unwrapped on that square with two color

Shader node:
Render layer:
the passes I have checked

Compositing node:

Result:
As you can see the color are not the same as the one of the UV/Image

Here is a comparison between the color of the image I have used to texture the mesh (on the left) and the color I get from the diffuse color passe (on the right)

Does someone know how to fix that problem or why the color shift ?

As Leander show in the picture of his comment there shouldn't be a problem with the passes or the nodes I have used and how I have connected them.

As hatinacat2000 suggest, I get better result by setting the color space to linear

Here is the texture on the left and the render of the albedo on the right a bit
better but not the same:

In fact the color of the albedo where shifted because of the High contrast setting (in the Look of the color Management), by changing it to none The color of the albedo are the same as the one of the texture


Can I access the particle system through Python to build custom simulations? I would like to build my own custom simulation in python, using blender's particle system as a base.

What I need:

Load all particles of current frame (I'd at least need locations and, ideally, velocities)
Work some coding magic specific to my simulation
save output as new frame

I heard that, perhaps, this might be possible by accessing and modifying the particle cache. But any pointer to how something like this could be done would be helpful. Any ideas?

I managed to get it to work by modifying this script phonybone posted to Blender Artists:
Point Cache Doctor Script (BA)

For the most part I just took that script and ran with it although I did some minor changes to get some extra functionality. - My PyFu isn't strong so it might be that I made it worse in style that way but it worked for me. Here is my version (the portion that does the importing/exporting - Most of it is completely unchanged)

import os
import struct
from os import path
from math import *
import random

def pack_string(v, size):
    return struct.pack('%ds' % size, v.encode(encoding='UTF-8'))

def unpack_string(b, size):
    return struct.unpack('%ds' % size, b)[0].decode(encoding='UTF-8')

def pack_uint(v):
    return struct.pack('I', v)

def unpack_uint(b):
    return struct.unpack('I', b)[0]

def pack_float(v):
    return struct.pack('f', v)

def unpack_float(b):
    return struct.unpack('f', b)[0]

def pack_vector(v):
    return struct.pack('fff', v[0], v[1], v[2])

def unpack_vector(b):
    return struct.unpack('fff', b)

def pack_quaternion(v):
    return struct.pack('ffff', v[0], v[1], v[2], v[3])

def unpack_quaternion(b):
    return struct.unpack('ffff', b)

def pack_color(v):
    return struct.pack('ffff', v[0], v[1], v[2], v[3])

def unpack_color(b):
    return struct.unpack('ffff', b)

class ParticleTimes:
    __slots__=('birthtime', 'lifetime', 'dietime')

    def __init__(self, birthtime, lifetime, dietime):
        self.birthtime=birthtime
        self.lifetime=lifetime
        self.dietime=dietime

def pack_particle_times(v):
    return struct.pack('fff', v.birthtime, v.lifetime, v.dietime)

def unpack_particle_times(b):
    birthtime, lifetime, dietime=struct.unpack('fff', b)
    return ParticleTimes(birthtime, lifetime, dietime)

class BoidData:
    __slots__=('health', 'acceleration', 'state_id', 'mode')

    def __init__(self, health, acceleration, state_id, mode):
        self.health=health
        self.acceleration=acceleration
        self.state_id=state_id
        self.mode=mode

def pack_boid(v):
    return struct.pack('ffffhh', v.health, v.acceleration[0], v.acceleration[1], v.acceleration[2], v.state_id, v.mode)

def unpack_boid(b):
    health, acc0, acc1, acc2, state_id, mode=struct.unpack('ffffhh', b)
    return BoidData(health, (acc0, acc1, acc2), state_id, mode)

_flag_map={
    0x00010000: 'compress',
    0x00020000: 'extra_data',
}

class TypeDesc:
    """Data type descriptor"""

    def __init__(self, index, name, size, pack, unpack):
        self.index=index
        self.name=name
        self.size=size
        self.pack=pack
        self.unpack=unpack

    def __str__(self):
        return self.name

    def __repr__(self):
        return "TypeDesc(name=%r, size=%d)" % (self.name, self.size)

_data_types_softbody=(
    TypeDesc(1, 'LOCATION', 12, pack_vector, unpack_vector),
    TypeDesc(2, 'VELOCITY', 12, pack_vector, unpack_vector),
)

_data_types_particles=(
    TypeDesc(0, 'INDEX', 4, pack_uint, unpack_uint),
    TypeDesc(1, 'LOCATION', 12, pack_vector, unpack_vector),
    TypeDesc(2, 'VELOCITY', 12, pack_vector, unpack_vector),
    TypeDesc(3, 'ROTATION', 16, pack_quaternion, unpack_quaternion),
    TypeDesc(4, 'AVELOCITY', 12, pack_vector, unpack_vector),
    TypeDesc(5, 'SIZE', 4, pack_float, unpack_float),
    TypeDesc(6, 'TIMES', 12, pack_particle_times, unpack_particle_times),
    TypeDesc(7, 'BOIDS', 20, pack_boid, unpack_boid),
)

_data_types_cloth=(
    TypeDesc(1, 'LOCATION', 12, pack_vector, unpack_vector),
    TypeDesc(2, 'VELOCITY', 12, pack_vector, unpack_vector),
    TypeDesc(4, 'XCONST', 12, pack_vector, unpack_vector),
)

_data_types_smoke=(
    TypeDesc(1, 'SMOKE_LOW', 12, pack_vector, unpack_vector),
    TypeDesc(2, 'SMOKE_HIGH', 12, pack_vector, unpack_vector),
)

_data_types_dynamicpaint=(
    TypeDesc(3, 'DYNAMICPAINT', 16, pack_color, unpack_color),
)

_data_types_rigidbody=(
    TypeDesc(1, 'LOCATION', 12, pack_vector, unpack_vector),
    TypeDesc(3, 'ROTATION', 16, pack_quaternion, unpack_quaternion),
)

_type_map={
    0: ('SOFTBODY', _data_types_softbody),
    1: ('PARTICLES', _data_types_particles),
    2: ('CLOTH', _data_types_cloth),
    3: ('SMOKE_DOMAIN', _data_types_smoke),
    4: ('SMOKE_HIGHRES', _data_types_smoke),
    5: ('DYNAMICPAINT', _data_types_dynamicpaint),
    6: ('RIGIDBODY', _data_types_rigidbody),
}

def cache_file_list(directory, index=0):
    """Cache frame files in a directory, sorted by frame
    """

    return sorted(cache_files(directory, index), key=lambda item: item[0])

def cache_files(directory, index=0):
    """Cache frame files in a directory
    """

    for filename in os.listdir(directory):
        try:
            base, ext=path.splitext(filename)
            parts=base.split('_')
            if len(parts) in (2, 3):
                cframe=int(parts[1])
                cindex=int(parts[2]) if len(parts) >= 3 else 0
                if cindex == index:
                    yield cframe, filename
        except:
            pass

class CacheFrame():
    def __init__(self, filename):
        self.filename = filename
        self.totpoint = 0
        self.data_types = tuple()
        self.data = tuple()

    def get_data_type(self, name):
        for dt in self.data_types:
            if dt.name == name:
                return dt
        return None

    def get_data(self, name):
        for dt, data in zip(self.data_types, self.data):
            if dt.name == name:
                return data
        return None

    def set_data(self, name, values):
        self.data = tuple(data if dt.name != name else values for dt, data in zip(self.data_types, self.data))

    def read(self, directory, read_data):
        cachetype = ""
        data_types = {}

        f = open(path.join(directory, self.filename), "rb")
        try:
            cachetype, data_types = self.read_header(f)

            if read_data:
                self.read_points(f)
            else:
                self.data = None

        finally:
            f.close()

        return cachetype, data_types

    def read_header(self, f):
        bphysics = unpack_string(f.read(8), 8)
        if bphysics != 'BPHYSICS':
            raise Exception("Not a valid BPHYSICS cache file")

        typeflag = unpack_uint(f.read(4))

        cachetype, data_types = _type_map[typeflag & 0x0000FFFF]
        self.cachetype = cachetype

        for bits, flag in _flag_map.items():
            setattr(self, flag, bool(typeflag & bits))

        self.totpoint = unpack_uint(f.read(4))

        data_types_flag = unpack_uint(f.read(4))
        # frame has filtered data types list in case not all data types are stored
        self.data_types = tuple(filter(lambda dt: ((1<<dt.index) & data_types_flag) != 0, data_types))

        return cachetype, data_types

    def read_points(self, f):
        data = tuple([None] * self.totpoint for dt in self.data_types)

        if self.compress:
            raise Exception("Compressed caches are not supported yet, sorry ...")
            return data

        def interleaved():
            for k in range(self.totpoint):
                yield k, tuple(dt.unpack(f.read(dt.size)) if dt else None for dt in self.data_types)

        for k, data_point in interleaved():
            for data_list, value in zip(data, data_point):
                data_list[k] = value

        self.data = data

    def write(self, directory):
        f = open(path.join(directory, self.filename), "wb")
        try:
            self.write_header(f)
            self.write_points(f)

        finally:
            f.close()

    def write_header(self, f):
        f.write(pack_string('BPHYSICS', 8))

        typeflag = 0
        for index, (name, _) in _type_map.items():
            if name == self.cachetype:
                typeflag = typeflag | index
                break

        for bits, flag in _flag_map.items():
            if getattr(self, flag):
                typeflag = typeflag | bits

        f.write(pack_uint(typeflag))

        f.write(pack_uint(self.totpoint))

        data_types_flag = 0
        for dt in self.data_types:
            data_types_flag = data_types_flag | (1<<dt.index)
        f.write(pack_uint(data_types_flag))

    def write_points(self, f):
        if self.compress:
            raise Exception("Compressed caches are not supported yet, sorry ...")
            return data

        for k in range(self.totpoint):
            for data, dt in zip(self.data, self.data_types):
                f.write(dt.pack(data[k]))

class PointCache():
    def __init__(self, directory, index=0):
        self.files = cache_file_list(directory, index)
        if not self.files:
            raise Exception("No point cache files for index %d in directory %s" % (index, directory))

        self.start_frame, self.info_filename = self.files[0]
        self.end_frame, self.last_filename = self.files[-1]

        info_frame = CacheFrame(self.info_filename)
        cachetype, data_types = info_frame.read(directory, read_data=False)

        self.cachetype = cachetype
        self.data_types = data_types

        for flag in _flag_map.values():
            setattr(self, flag, getattr(info_frame, flag))
        self.totpoint = info_frame.totpoint

    def get_data_type(self, name):
        for dt in self.data_types:
            if dt.name == name:
                return dt
        return None

I hope I made no mistake in the indentation there.
Most of it is just utility functions.
In usage, you'll first load the cache you have thus far:

cache = PointCache(my_directory,my_cache_index)

Then you can load frames from the cache. For instance, if you want to get the very last frame in the cache (I believe that was one of my changes), you can go:

frame=CacheFrame(cache.last_filename) # at this point only parts are loaded
frame.read(my_directory,True) #now everything actually is in place

And now you can access all the data you might want. - phonybone used this in the Tube project for cloth simulation. My usage is for particle simulation. Both works just fine. For instance, if you want the location of all your particles, you can go:

locdata=frame.get_data('LOCATION') # [(x1,y1,z1),(x2,y2,z2),...]

You can modify it somehow and then save it again with

frame.set_data('LOCATION',new_locdata) #at this point it's only in python
frame.write(my_directory) # this updates the cache

Make sure you spell the data strings right (I had a minor crisis because I accidentally added an extra I in 'VELOCITIY' - in the current implementation this just fails silently rather than leading to an error. Maybe that should be changed.) and you can do completely arbitrary changes to your cache.
Furthermore, for this to show up in Blender, you gotta set the storage location to "External". - I recommend keeping a backup around. - And in fact, the original version of this script had an utility function to do just that. I only copied over what's strictly necessary to read and write your caches though.

Happy Blending!

P.S. I made this a Community Wiki in case somebody has some clever/useful revisions for the above python script.


How to get sun streaks /lens flare effect in compositor? I am making a space scene in blender
The sphere with that emission material is supposed to be the sun .I remember doing somthing with the Index OB pass so I have it enabled.I wan't to get sun streaks like this:
How do I get this effect using the compositor?

So I found a solution to this problem I could of course use the Flares Wizard addon as @Jonas said yet the question was how it can be done with the compositor. This is how it can be done:

Add in a sphere which should be the sun
Give it an emission material with a strength of 10
Navigate to the object properties panel and in the relations ->Change the pass index of the sphere to 1
Navigate to View layer properties and in the passes-> enable object index (IndexOB)
Hit Render
Open up the compositor and use the node setup as shown:

Then you will get this:

PS:If your sphere is too big you will need to tweak the node setup.Likewise adding in a blur node in between can smoothen out that sharp streaks...
This is the rendered result:

If you want just sun glare you can you this node setup:
(Add node near render layers node is not necessary)
Which will get you this effect :

When adding the sun beams node make sure to place the cross in the middle of the sun


How to make holes in several plains at once Image of what I'm talking about:

I can't figure out how I can make holes in that pages where each ring is attached there in several pages beside it like 15-20. How can I cut holes there?

Final:

Simplest way with quad topology would be to cut holes in Subdivided Plane and add Subdivision Surface modifier.

Steps:

Create a Plane.
Go to Edit Mode and Subdivide it twice. First time with 10 cuts, second one with 1. You can go further if you need different hole placement.
Select faces where you want your holes and delete them.
Remove unnecessary faces to trim page as you want.
Select outer edge of the mesh and add to it Mean Crease > 1. This will ensure that corners stay sharp after Subdivision Surface modifier will be added.
Add Subdivision Surface modifier. I've set it to 2.

Final touches:

If you want smaller holes you can select Edge Loop around them in Edge Select mode, switch to Pivot Center > Individual Origins, then Extrude and Scale them down.


Unwrapping creates incorrect mesh over texture (picture) on UV editor In the process of Resculping from Grayscale to 3D Mesh With Blender, when i do an Unwrap on the left window (3D View) I get a grid on the right window (UV Image Editor) , but the grid doesn't ocupies the whole picture, just occupies the lower part of it.

What should I do solve the problem?
Regards,
Damir

[![enter image description here][2]][2]

Procedure that caused the problem:

1. Creating object (Plane)+ its dimensions

In 3D View; Object Mode:
Add\Mesh\Plane
Dimensions: x=82; y=313; z=0

2. Defining properties

In Properties:
Define material (doesn’t matter which one),
Define texture - by opening (importing) the picture (.jpg) file.

3. Adding Second window – UV Image Editor

Splitting area, so that I can see two working windows.
A new window is located on the right side. Switch  to ‘UV Image Editor’.

4. The picture

Import the same picture that was used for texture into the new (UV Image Editor) window.

5. Creating a mesh

Going back to left window (3D View window),
Change mode to ‘Edit mode’,
Tools\Mesh Tools\Subdivide
Repeat ‘Subdivide’ 3-4 times.
Note that the cells of the mesh that appears are rectangular shaped!

6. Unwrapping

Mesh\UV Unwrap\Unwrap

7. The Problem

That’s the point where the mesh is also shown over the picture (in UV Image Editor), but it doesn’t cover the whole picture. That was the main problem!
Note also that the cells of the mesh over the picture are square shaped, while the cells of the mesh over the object (in 3D View) are rectangular shaped!
It is not possible to reach the goal by changing dimensions or scale of the object (left window\Transform\Scale or Dimensions), one can’t obtain the goal – i.e. cover the whole picture.on the right window with the mesh!

Correct procedure:

1. Creating object (Grid)

In 3D View; Object Mode:
Add\Mesh\Mesh
Add Mesh\X Subdivisions = 82
Add Mesh\Y Subdivisions = 313
Dimensions: x=82; y=313; z=0

Note that Grid object type allows mesh to be subdivided unequal number of times on x and y axis, unlike the Plane object, that allows just equal number of subdivisions on both axes! Thus, using Grid,  one can obtain almost square shaped mesh on a rectangular (82 by 313 points) shaped Grid object!

2.   In Properties:

Define material (doesn’t matter which one);
Define texture - by opening (importing) the picture (.jpg) file.

3.   Adding Second window – UV Image Editor

Splitting area, so that I can see two working windows,
A new window is located on the right side, I switch it to ‘UV Image Editor’.

4.   The Picture

Import the same picture that was used for texture into the new (UV Image Editor) window.

5.   No need to create a mash here! It was already created In 1.

6.   Unwrapping

Mesh\UV Unwrap\Project from View (Bounds)

Note that the unwrapping here is done using a different option – ‘Project from View (Bounds)’.
That’s the point where the mesh is also shown on the right picture (UV Image Editor), and now it covers the whole picture!
Problem solved!


Difference Between texture and material shading in the viewport? I am working on following a basic tutorial to practice making game assets. I am new to texturing and nodes, so I had a little trouble. I did notice a difference between when I had it in texture mode and when I had it in material mode.

The image above is in material mode, and it is how I want the texture to look in my test (excluding the metal bands I still need to texture)

The above image is when it is in texture mode, so I am wondering what is the difference between the two, and how do I make sure the final product when in a game engine, stays like the material image.

Texture is nothing more than a 2 dimensional matrix of pixels - an image, nothing more. To apply a texture correctly to a 3d object you must tell it how to map those pixels (that use X and Y) coordinates to a 3d object (that has X, Y, Z coords). Doing so is called UVMapping.
So, Texture is image, that can be applied to a geometry using a sort of 'map' called UVMappig that tells Blender (or any other game engine or 3d software) where should each pixel go.
Texture only describes colour.

Now, a material describes much more than just colour. Material can describe glossines, shiness, transparency and plethora of other more or less strange characteristics of the model. Material can use textures (But does not have to) to create even more convincing graphics.

Look at a wooden chessboard for instance, the black-white checker pattern is a texture, but the way it reflects everything around, the bumpiness, shiness of it together with the texture create a material.

Moving textures between engines/3d software is easy, models when exported remember their UVMaps in most (if not all) 3d file formats. You just move texture file from one software to another, apply to geometry and it should work out of the box.

Moving materials between software almost always requires rebuilding the material structure from scratch using textures and features given software provides. Sometimes it will be relatively easy to move material between software, sometimes it will be impossible. (Imagine moving a reflective glass material to game engine that does not support real-time reflections, you will have to fake the effect somehow, depending on features the engine provides).

In your barrel example, texture would only describe a colour (also called diffuse or albedo depending on software). Material could add a reflectivity to it, some sort of bumpiness or other shiny details you can think of.


Why does my model duplicate itself in pose mode Both legs are duplicated when I try to move them in pose mode why?
There's no duplication, in edit mode.

I had the same problem with deformations producing duplicates. I figured it was related to the fact that I had added additional bones to the armature post the Ctrl + P > Set Parent > Armature Deform action and the new bones were interfering with the deformation since the weights had not been assigned (@David's comment was the clue for me).

To solve this issue you need to go to Object Mode, select the Mesh, then select the armature and redo the Ctrl + P > Set Parent > Armature Deform action. I used the Automatic Weights option as before and Bam!

The deformations in pose mode are back to normal.


Can modifiers be called in the Game Engine? Can modifiers be called in the Blender Game engine and called using actuators?

For example, could the explode modifier be called when you jump on a box?

If so, are there some modifiers that work better than others (faster rendering), or any general rules of thumb I should use when applying them?

While certain mesh modifiers like subdiv and array modifiers works* in the game engine, modifiers cannot be called while you are in the game engine. (i.e. you cannot create an explode or array modifier using actuators)

*Actually, I would suggest baking the mesh modifiers anyway before you run the game. Otherwise you might run into physics bounding box issues.


Cull Particle Simulation when not visible to the camera Since effects like particle Systems take a lot of memory, particularly in a big scene, can the memory use be conserved by deactivating simulations and particle systems when not within visible range of the Camera?

Not very different from viewport culling where cameras ignores drawing polygons that are behind or occluded by other objects.

The Camera would be moving, so this process have to be automated.

I think this video is the best answer to your question Vertex Weight Proximity

By adding arrayed plane to your camera as a child you can point which part of particles (or anything that is using vertex groups) are to show up.


3D view rendering in the background I'm writing an addon, which let the user the option to see the dynamics of its data. The user can create an offline movie, or try to run it online.
In this addon, there is quite a complex mesh, with thousands of vertices. In a modal timer operator, something like this one, I'm painting different vertices each timer tick:

vcol_layer = mesh.vertex_colors.new()

And inside a loop:

vcol_layer.data[loop_ind].color = some_color

The problem is that it takes about a second to render the image in the 3D view, and until the rendering is completed, the image is quite blurry, like in the following screenshot:

Is there a way to change this behavior, so the rendering will be be done in the background, and the image will be updated only when it's completed?

If I got your question right you want to use the 3d view port preview rendering to data flow visualization. However it's purpose is completely different: check how your scene will be rendered by one of the NON REAL TIME rendering engines.

For this propose you should use a real time rendering engine. You have two choices:

Blender Game Engine for offline visualization, (programmable in python via BGE API)

blend4web for online visualization. (Programmable in JavaScript with blend4web sdk)

Both of them are capable to render complex scenes in realtime, morover they can be interactive.


Movements done in script do not show in game view I am attempting make change spatial properties of a cube by using a Python script which is triggered by keyboard logic. After pressing W the following script gets executed:

import bpy
import mathutils

Cube = bpy.data.objects['Cube']
Cube.location += mathutils.Vector((1, 1, 1))

print(Cube.location)

As seen on the console output in the screenshot, the cube's location gets updated correctly, but in the game view nothing happens. Whenever game mode is exited, the cube is suddenly at the location that the script has placed it.

Am I overlooking some setting or connection here? Using the keyboard modifier to simply change the cube's location in the logic bricks does work, but using a script which changes the location has no result in the game view.

There is no bpy module in game (same problem as this one and this one).
You really are moving the cube. Everything you described proves exactly this.
The console output shows the location changing, and when you exit the game the cube is in the new location.
Assuming blender is laid out like you have it in that screen shot. Exit the BGE, then press the "Run Script" button in the text editor. That will run your code, you will see the cube move every time you click the button.
Now how to make it work.
You need to use the bge module.
To move a cube in game like you are doing now would be like this:
import bge, mathutils

# the object holding the logic brick running this script
obj = bge.logic.getCurrentController().owner

obj.worldPosition += mathutils.Vector((1, 1, 1))

Or if you want to get the object by name:
obj = bge.logic.getCurrentScene().objects['Cube']


multable cloth animation I have different cloths but in the animation they are getting inside themselves.
I want to see red, yellow and purple on blue in every frame. I have tried colliding options but it didnt work. Which options should i change?

Best.

Oh, you need to enable the self collisions for each one.
You can see where it is:


How can I make 2 separate meshes blend seamlessly while keeping them as separate meshes? I'm trying to make a player model for a video game that can have changeable clothing. So I would have a mesh for the head, torso, legs, feet, and hands. The problem I'm having tho, is that the meshes do not blend seamlessly. There is a very apparent cut where the meshes connect:  How can I make this cut seamless for all the different meshes? Any help is appreciated.

Position all mesh joins under the clothing.

In fact you shouldn't need to "join" the meshes, you position a head and shirt so that the shirt is over the top of the neck vertices.

Another option is to have all clothing and head details in textures, so you always use one solid mesh. Maybe a collection of different complete character meshes with different texture options.


Add a modifiers uv project with python Can someone tell me why this code doesn't work?

I would like to use my object "Camera" as a projector in my modifier "UVProject"

import bpy

bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].object = "Camera"

The value you are trying to set is a collection so you have to choose an index as you can have several projectors, use:

bpy.ops.object.modifier_add(type='UV_PROJECT')
bpy.context.object.modifiers["UVProject"].projectors[0].object = bpy.data.objects["Camera"]

See bpy.types.UVProjectModifier.


Persistent Render region will not disappear Using blender 2.83. I might misunderstand the terminology but I think the dotted square inside my viewport is the render region? As you can see, even with the checkboxes unchecked it won't disappear.
I've searched everywhere (even found this thread How do I clear the render border?) and all I can find is CTRL + ALT + B, CTRL + B, ALT + B etc etc, to turn it off. I've even disabled it in the preferences, but I cant get rid of this region.
Any ideas what I might have missed?

Go to 'View' in your viewport (usually at the top), then hover on 'view regions' and select 'clear render region.' If it doesn't work, I'll suggest you update a different version of blender.


How to stop the baking in 2.8? I pressed the bake button, but forgot to change the range of the frames.
In blender 2.79 I could press the x button near the baking process.
How can I stop the baking in 2.8?
thanks


How do I reset the viewport lens angle? I pressed a button and I cant seem to get back to the normal perspective view, everything looks like it's being seen from a telescope. Orthographic view is still displayed normally but perspective view looks like this.

How can I revert this?

In the View section of the N panel in 3d view, change the Lens value back to 35. it's probably at 3 or something


Mirroring / Copying Constraints over a whole rig Is there a "Mirror Constraint Tool" in Blender, Much Like there is a "Mirror Armature Tool" in Blender's --> Armature -> Editmode?  I found the "Copy Constraint" Tool/function But NO "Paste Constraint" Tool/function. And from the methods I've seen online this has to be solved one bone at a time, even with the Copy Constraint Tool used properly.

My .blend file can be found here:

To use the Copy Constraint, you select an object then add a Copy Constraint, then select which other object you want to copy the property from (location, rotation). So no need for paste constraint.
For mirroring the armature, you will find x-mirror property in the tools menu in the edit mode of the armature. Just replace the name of the Armature with the name of your Armature.

UPDATE:

To do what you want it will be easier to use python. I wrote a script that copies constraint from bones with ".L" to corresponding bones with ".R"

import bpy
context = bpy.context
scene = context.scene
MyArmature = bpy.data.objects["Armature"]
bpy.ops.object.select_all(action='DESELECT')
MyArmature.select = True
bpy.context.scene.objects.active = MyArmature
bpy.ops.object.posemode_toggle()
bpy.ops.pose.select_all(action='SELECT')
all_bones = bpy.context.selected_pose_bones
for bone in all_bones:
    bpy.ops.pose.select_all(action='DESELECT')
    if ".L" in bone.name:
        boneL = MyArmature.data.bones[bone.name]
        boneR = MyArmature.data.bones[bone.name.replace('.L','.R')]
        boneR.select = True
        boneL.select = True
        MyArmature.data.bones.active = boneL
        if len(MyArmature.pose.bones[boneL.name].constraints) !=0:
            bpy.ops.object.constraints_copy()
            bpy.ops.pose.constraints_copy()
            for con in MyArmature.pose.bones[boneR.name].constraints:
               con.subtarget = con.subtarget.replace('.L','.R')

This is how it looks before running the script:

And This is how it looks after running the script where the constraints are copied:

Updated .blend file can be found here:


"Denoising" checkbox missing in Blender 2.9 In Blender 2.8+, I used to check the "Denoising" checkbox in the View Layer Properties when using Cycles rendering engine but after installing Blender 2.9, I can't find this item anymore:

Does someone know how I denoise image renders now?

Denoising has been moved into the "Render Properties" tab under "sampling"


How to make the highlight of the illuminating object penetrate another object? I am making a lantern, but I have some problems.
I placed an Emission object inside the lantern. The lampshade is mixed with Emission using translucent. The highlight of the middle light source cannot be penetrated through the lampshade.

How can I modify the node to let the center light source penetrate the lampshade?
cycles nodes：

i want to achieve that effect.

I have attach my blender file

Thanks!

The Translucent shader behaves similarly to the Subsurface Scattering shader in that it 'scatters' light through the surface - but does not take account of the direction of the incident light and so does not allow the light source to 'show through' as would happen with thin paper.

In order to produce such an effect you can use a Refraction shader with high roughness to allow a blurred projection of the inner lamp to show through.

For example, here's an example of a translucent surface made up of a Diffuse with added Translucency :

Note the cube inside the mesh producing the illumination (the cube is set to an emission material with a strength of 30).

By mixing in a Refraction shader we can allow a distorted image of the emissive cube to show through :

[

The Mix shader can be adjusted to vary the strength of the 'show through'. Note also that the IOR of the Refraction shader can be adjusted to vary the 'blur' through the surface.

Note that I've omitted the Emission shader, relying instead on the emission from the light source within.


Blender 2.8 textures not showing up in EEVEE and LookDev With a clean install of Blender 2.8 on OSX when I apply a texture like Gradient or Checkers on a Principled BSDF shader it only shows it on the object in Cycles, not in EEVEE and Look Dev mode.
Rendering gives the same result as the viewport.

Cycles:

EEVEE:

Is this normal behaviour or am I missing something simple here?

WARNING: THIS IS INCORRECT.

This is normal, as these textures are not used in EEVEE. EEVEE only uses the standard "Texture" node, which references the textures in the "Texture" tab of Properties. Unfortunately, Checker Textures cannot be generated in EEVEE.

(THIS IS CORRECT)
I'm not actually sure. (I was thinking of the wrong engine.)


Removing solidifier mod on a certain part of a mesh Just a quick question, is there any way to remove a solidify mod on a certain part of a mesh whilst keeping the modifier intact on the rest of the mesh?

Yes, you can add a vertex group to your mesh, which lets you apply the modifier to a specific set of verticies alone.

See this for more information on the solidify modifier, and this for information on creating vertex groups.


Squared shadows after rendering I would like to ask for a help. I have draw simple object with lights, but there was some squared shadows after rendering. (visible on the top and on the left side of the objects). There could be some consequence with size of the object (about 5mm). Unfortunately I have no Idea about solving Blenders sensitivity during rendering, antialiasing, or some other issues related with problem.

Do you know how to fix this object?
Thanks for replies!

EDIT:
I have just tried to change the buffered shadows to the ray shadows. The result is much better, really big thanks for buffered shadow information, that in base solved my issue (image is usable now), but there are still small squares. Is there somehow possible to create image even better? (This is just for my interest now, not because of some real trouble) The image is shown below.

Thanks all, problem solved. Squared shadows was solved according message user2859 in the spot settings, which erased the highest squares.

There was some other little squares after that, although image was usable after this setting. According user2859's next message I changed antialiasing settings in the rendering settings.

After theese steps was issue solved. All scopes settings(Waveform O, Vectorscope opacity, and Scope samples(the top left button on the window during rendering)) was on maximum during the tries.


Moving animations between computers I created a run cycle with Blender 2.72b on one computer, saved the dope sheet progress. I opened it on another computer and some parts of the animation are deformed.

Is there any way to save it properly to use on other computers?
How can I open it on separate computers, And save all data?

Make sure you have the same versions on each computer, otherwise bugs will occur due to properties that are not imported in earlier versions.


Constraints- My circle is not following the selected path in my follow path constraint I am trying to make the circle follow the brazier curve path with a follow path constraint but it is only the blue line that is following it.
What am I doing wrong?  Saw lots of tutorials but still, my circle is not following the path.

Thanks, for the help.

If you change your Forward axis (to 'X') it should work.  Have your Forward and Up axis be perpendicular, never the same.   X/Z, Z/X, etc...
Example:


Background Image (Movie clip) appearing purple I want to add a video as a background "image" in blender 2.8 to match my camera movement. Blender is however only displaying a purple solid (like when the source file cannot be found). I've tried multiple videos, both as mp4s and image sequences (png). All of them do not work.

Background images work as normal, so this issue is only with videos.

Update: Apparently, this issue was just related to my working file. I could just copy all my objects to a new .blend file where everything worked as it should. I would still be interested in an answer though.

Pink always mean that the image used is missing or cannot be displayed.

If the frame you are trying to use does not exist in your video file you can instruct blender where to start the video file.

as described in this link:

How can I make a "Movie Clip" node start at a certain frame of the scene?

use the frame, start frame and offset for the video or image sequence.

Now why would your video be missing the first frame?

It is likely that you are dealing with video that has been compressed with an interframe codec using P or B frames and the reference keyframe at the beginning of the Group of Pictures is missing or cannot be read, so the first image displayed is the first keyframe of the next GOP. For more info on this read: https://www.bhphotovideo.com/explora/video/tips-and-solutions/compression-a-basic-understanding


Script to store name of selected object / curve, so that I can select again I'm looking for a way to store selected object / curve name so that I can reference it in a script.

The idea is to select a curve (with the mouse), then copy another object to its location(with a script). I would also need to reference the original object so I can fill in some modifiers. Problems I'm having now: In order to duplicate that "other" object, I need to select it... which causes me to lose focus from the currently selected original object.

rough code is...

bpy.context.selected_objects

bpy.data.objects['OBJ1'].select = True #select an already created object

bpy.ops.object.duplicate() #duplicate OBJ1

# move duplicated object to same place as originally selected.
# figure out a way to copy location info from original selection.
bpy.data.objects.new.location

bpy.ops.object.modifier_add(type='ARRAY')
bpy.context.object.modifiers["Array"].fit_type = 'FIT_CURVE'

#curvename would be the original thing selected
bpy.context.object.modifiers["Array"].curve = bpy.data.objects[curveName]

Thank you very much for your help.

for the selection part of things: Why not simply make the user select both items in a specific order? Blender stores the objects in selection order in this property:

bpy.context.selected_objects

That means, if you first select a cube, then a sphere, then a circle, the property content will be:

[bpy.data.objects['Cube'], bpy.data.objects['Sphere'], bpy.data.objects['Circle']]

To access them, you could use the index:

bpy.context.selected_objects[0]  # = first selected object
bpy.context.selected_objects[1]  # = second selected object
bpy.context.selected_objects[-1]  # = last selected object

Also, the last selected object will be the active one:

bpy.context.active_object


How do I make the mat_name = all the materials on an object? I'm creating a script in Blender and I need the mat_name = " " to be all the materials on the active object. To be more specific, this object has 2 node groups:

And I want to add an image texture in both of those materials in one click with python. How would I do that?
I also need the object name to be the active object, not a specific object. So if the object is named "Cube", I don't want it to just go to the object "Cube", I want it to go to any active object.
Here is my existing code:
import bpy

mat_name = "ActiveMaterial"
materials = bpy.data.materials

mat = materials.get(mat_name) or materials.new(mat_name)
mat.use_nodes = True
nodes = mat.node_tree.nodes

node = nodes.new('ShaderNodeTexImage')
node.location = (0,0)

(where it says "ActiveMaterial" I don't actually need it to make a new material called active material, that is just where I'm struggling adding the image texture on the active object's materials)
Thanks
Daniel

I think you are getting too focused on the details and need to evaluate the overall goal. Sounds like you want to do:
Premise:
Given an object
if no material assigned create new material
For each material in material_slots
ensure use_nodes = True
Add shader node 'ShaderNodeTexImage'
Set node location (0,0)
import bpy

ob = bpy.context.object

def add_image_node(ob):
    if not ob.material_slots:
        ob.data.materials.append(bpy.data.materials.new(ob.name))
    for mat in ob.data.materials:
        mat.use_nodes = True
        my_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
        my_node.location = (0,0)

add_image_node(ob)

In which case he only name used is when creating a new material.
Edit added alternative code including linking example and some potential issues identified in comments to consider for your specific goals.
import bpy

ob = bpy.context.object

def link_texture(mat, nd_from, nd_to, ip_socket, op_socket):
    mat.node_tree.links.new(nd_to.inputs[ip_socket], nd_from.outputs[op_socket])

def add_texture_node(mat):
    tex_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
    tex_node.location = (0,0)
    return tex_node

def add_mat_by_slot(ob):
    if not ob.material_slots:
        bpy.ops.object.material_slot_add()
    for slot in ob.material_slots:
        if not slot.material:
            new_mat = bpy.data.materials.new(ob.name)
            slot.material = new_mat
        slot.material.use_nodes = True
        # should there be a check before adding to prevent duplicates?
        if 'Image Texture' not in slot.material.node_tree.nodes:
            my_node = add_texture_node(slot.material)
        else:
            # reference existing node
            my_node = slot.material.node_tree.nodes['Image Texture']

        # potentially more than one bsdf which to connect to or all
        nds_to = [nd for nd in slot.material.node_tree.nodes if nd.type == 'BSDF_PRINCIPLED']

        # convenience variables to choose sockets by name
        ip_sock = "Base Color"
        op_sock = "Color"

        for nd in nds_to:
            # do you want to skip if link already exists to avoid over writing?
            if nd.inputs[ip_sock].links:
                continue
            link_texture(slot.material, my_node, nd, ip_sock, op_sock)

add_mat_by_slot(ob)


What settings influence Z-Fighting in files with identical geometry? I've 2 sample files: good.blend and bad.blend.
Both have 2 parallel rectangles rotated along z axis and separated by same distance. In fact they're almost the same. However, both were created via different steps.
Why is it that only bad.blend shows z-fighting kind of effect. good.blend doesn't have any such effect.
I tried rotating both in many ways, but only bad.blend shows the z-fighting.
good

bad

One of the parameters that affect Z fight in 3D view window is the distance between clip start and clip end of the camera view. This distance on the  rendering camera can affect Eevee renders also, and should be set as short as possible.


Theme option for changing relation line for constraints? I found the current color for constraint relation line is hard to see a little bit.

I've tried to change the "wire"color in the Theme setting panel, but it seems not work for the relation lines.

Thanks for your guide.

I see your point. It puzzled me a lot, too.

Currently I found that the only way to change the relationship lines for constraints are nothing but the "Grid", not the "Wire".

But, This is really not good for distinguishing the constraint lines from the background, including grid, by doing this. It seems that they are mixed together.

I also hope it may draw dev's attention to improve this. As I said, it's really not good to tweak two different thing by one single option.


Fluid sim problem: fluid growing in volume I'm trying to generate a small amount of water in a clear bottle, then pour the water out of the bottle. It's all going well, except that from the moment the water collides, it starts to grow and grow until it's filling the bottle, then tapers off until it finally all pours out. I'm starting with a small fluid object less than 1/10 the volume of the bottle, but it seems like every collision causes the fluid to double! I'm not using outflow, and it's not a problem with failing to apply scale. What am I doing wrong?
I've been trying to solve this on and off for months!
Thanks!

I couldn't really get my head around what's going on in your blend file, but the basics of the fluid sim are all wrong. The domain should not have any key framed properties, and yes, scale should be applied.

My guess is that since the euler scale of the domain is off, the impact value of the obstacle (the bottle) gets calculated as if it was greater than 1. Decreasing the impact value decreases the problem you have, but really, the fluid sim should be set up properly.


Can I change the color of the last selected face? Can I change the color of the last selected face, so that it is the same as the other selected faces?

Here, I've selected the left face then the right face. Note the right face is some sort of checkered or dithered pattern, and just the outline has the nice orange 'selected' color.

Here I've selected the top face, note the right face has now the nice color.

And here I've deselected the top face. Now, both of the remaining selected faces have the nice color. This is the result I'd rather see instead of image 1.

Yes.

In CtrlAltU> User preferences > Themes > 3D view:

The Face Selected color controls the color of the selected face
The Active Vert/Edge/Face color controls the color of the last selected face.

However, I wouldn't recommend making these colors too similar, as there are differences between the selected faces and the last selected face (active) and it might be confusing if you can't tell if a face is active or selected.

Reducing the alpha can help smooth it a little.
Comparison of default setting and with it set to the same color as selected faces:

Note that this value also affects active vertices and edges as well as faces.


Grease Pencil why are black strokes gray, and how to make them black for a rendered image? I'm trying to make black strokes in blender, but they are not black. The material is black, the strength is at max, the opacity is 1, but the stroke is still not black.

With your Grease Pencil object selected in Object Mode, go to the Modifier tab in the Properties Panel and click on Add Grease Pencil Modifier at the top.

You will see a few options. One of them is Opacity. Choose it and select your Grease Pencil's current material under the Material dropdown, and then its Layer under the Layer dropdown.
Increase the Factor by more than its current value of 1.

The result is a completely opaque render (Before and After)

I don't know why this works, nor why it's needed in order to achieve this. But I wasn't able to get an opaque render result any other way.


How do I avoid deformations while rendering? After adding some dunes to my scene, I realized after rendering, it shows polygons as if they were deformed. I tried to "smooth shade" but it didn't work. I also tried to apply subdivision surface, tried with all layers up to x4 to make sure it goes away, but it still doesn't.
Take a look at the images below:

See all the polygon changes on top of the dunes?

How can I fix that?

Under Object Properties > Shading > Shadow Terminator Offset


Render layer selection when rendering via python I'm working on a script that renders certain render layers defined in the operator. The script is supposed to make a list of currently enabled render layers, disable all of them, and then enable the layers specified in the operator, render, and then revert the enabled layers to what they were at the start. But, when I run it, the render is always of the layers enabled at the start. However, if I remove the INVOKE_DEFAULT argument from the render command, it works properly. But then it doesn't show the render progress.

What is going on? Is there a better way to do this?

Here is the relevant code snippet:

startlayers = []
enabled_list = [*desired layers*]

for x in bpy.context.scene.render.layers:
    startlayers.append(x.use)
    x.use = False

for x in enabled_list:
    bpy.context.scene.render.layers[x].use = True

bpy.ops.render.render('INVOKE_DEFAULT',scene="Cycles")

for x in range(len(startlayers)):
    bpy.context.scene.render.layers[x].use = startlayers[x]

maybe this helps?

creating more than 20 render layers and connect them to different scenes

I would have posted it as a comment but..

My impression is that you are mixing layers and render layers  which are different things.

For each scene you can only have one render layer, correct me if I'm wrong


Why is my proxy armature not highlighting when selected? I have a simple character rigged with Rigify and in the file itself the controllers highlight when selected.

But if I link the geo and rig collections into a new file and create a rig proxy I can still select controllers but they no longer highlight.

This is how the outliner looks in the original file...

And how it's setup in a new file with proxy

What might I be doing wrong? Thanks!

I needed to tick "In Front" in the armature panel "Viewport Display" and now I can select the armature with highlighting.


How to move or resize to fit to certain plane? I've took a model from web (Plottergram from tinkercad.com) and wanted to modify it namely enlarge the table in one dimension. I did't need it to have rounded corners so it's enough to add a cube that fits table's width and height. In this very case I could do this in TinkerCAD itselft, but for some reason I was working offline, so I've got just .stl and Blender.

Now, to fit the width and height I just manually "carefully changed" dimensions of the created cube and then rounded the decimal number assuming the model has some reasonable dimensions. But I wonder if I can do this (resizing/moving) so that a plane of the box fits the corresponding plane of the existent detail in a simple way. Some editors use so-called "work plane" which can be attached to a plane of an object and then resizing/moving may behave in a "sticky" way in regard to it (such thing is in TinkerCAD, too); but it seems that there's no such tool in Blender (at least that is named work plane; this is according to a thread in some non-english forum). So, is there some convenient tool to do this?

PS the following image is added to comment the first answer:

I think you should be able to do it with Snap to Mesh functionality in both Object and Edit mode (shift+tab), no need for any "work planes".

Here is the wiki page with a more precise description of the function:
https://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Snap_to_Mesh


How to bend painting frame sections in hollow? I am modeling a  picture frame. I would like to have a rounded profile instead of a straight one.
I divided  faces than I want to bend with loop cut tool. but I have no idea.

You could use a custom bevel profile.
I started with a cube, inset the front and back face, and bridged the edge loops to create a frame.

Select one edge loop and create a bevel with Ctrl + B.
Once you create a bevel, you can open the panel in the bottom left to modify your last action.  Bump up the number of segments and select Custom profile.  You can model your bevel using the curve provided.


How to mirror vertices on uv sheet Sorry a newbie question... I have a UV sheet from a mirrored character using normals and displace.
however at some stage some vertices have been moved resulting in a gap on the textures on one side
I have tried to copy half of the verts to the other side I hoped this would reposition the others to the correct places...but it hasn't seemed to work? infact im not sure if I am supposed to copy and paste to the other side and what settings to use in any case...
Any tips to help fix the uvs.

You can select one of the vertices in the UV editor and press CTRL + L to select that patch of your mesh. Then you can move it slightly to correct the position.
To mirror simply scale by -1 on one axis.


How to animate cutting of a curve? I have an array of molecules along a curve which makes the DNA model.
How can I show the cutting of the DNA like what is shown below.

I want to show the DNA get cuts and moves apart like this.

I would do 2 arrays and where they meet there is obviously already a cut. Then just animate the curve seperating.

If you want the ends of the curve being connected you can give the ends vertices a hook and place the 2 hooks on the same spot. Then you can set one as a parent and if you now move the parent hook it will seem like they are connected.

Hopefully I could help you.


why my curve shape become smaller than original source curve? why my curve shape become smaller than original source curve?
How to fix it?

Blend file here:

Curve control point's Radius ≠  1

Each control point has a parameter called Radius that controls the size of the object being beveled in the area of influence of that control point. You can see from the image sequence below how the parameter can be varied to alter the size of the section without a taper object.

In your specific case, the Mean Radius of the curve that can be seen in the Transform section of the Property Shelf is saying that the average Radius is different than 1 (size untouched).

By examining each control point you can see that none of them is set to 1, that's why the size of the beveling object is different from what expected.

The solution consist in restoring the Radius to 1 by calling the Set Curve Radius operator while all the control points selected in edit mode.

Result:


Why can't I use loop cuts after beveling? I'm creating a simple length of wood and have used bevel to round the edges a little. Every face still has 4 vertices but for some reason, I can only use loop cut on the new faces and not around the whole thing.

Anyone have any idea why?
Thanks for any help.

I tried that with Blender 2.81 and a beveled cube. It works. So it seems that the bevel is not the reason for the problem.
Check the geometry: Go into edit mode an "Merge Vertice by distance" (v2.80) or "Merge" (CTRL-V in edit mode). Ensure that the normals of the faces are pointing outside. If this does not help there is a workaround: In edit mode select all edges in question and subdivide instead of loop cut.


Parent paddle to left and right hands I am looking to have a character with motion capture animation holding a paddle/stick between both hands. I have tried adding 2 bones to the stick and then using the 'child of' constraint to link bones within the stick to the corresponding left and right hands. I can get it to work with one hand but not both?
I have seen a post in which a paddle controls both hands but not the other way round with the hands controlling the stick ?
Thanks for any help
Rob

You can set it up using two modifiers. I used Copy Transforms, but Child Of will work as well.


Blender 2.92 - No visibility tab in Cycles. Need to make a shadow catcher but the option is not there I'm trying to make a shadow catcher object in blender, but in the Material properties tab of the Properties panel, there isn't any dropdown for Visibility like there should be. This goes for all objects for some reason. Any ideas on how to make an object into a shadow catcher in Cycles 2.92 without that dropdown? Or is there some way for me to enable that dropdown?


Adding an image to a plane as a reference I am modelling a mountain on the Moon using a reference photo from above. I have added a simple plane in top ortho view, and would really like to just plop that photo onto the plane.

I started looking into UV mapping, but it doesn't seem to be what I need, at least not the way it is usually used. I added the image as a reference, which helps a little, but of course as soon as I'm not in top ortho view, it disappears.

How would I do this?

You can use the addon Import Images as Planes, after installation go to File > Import > Images as Planes, and now you should choose the photo. It will be imported as plane. With out need of you Unwrapping it.


Disable trackball toggle (R) when rotating objects I want to disable the “R” hotkey which toggles trackball rotation when I’m already in object rotation mode. How do I do this?

Do do this, you can remove the keymap from your preferences.

Open your preferences, go to the keymap tab, and search for "rotation" as shown below. Find the keymap for mouse/trackpad rotate, and remove it. That should remove the hotkey.

I'm not 100% sure that is the right setting, but i hope this helps.


How do I only render what I see, excluding what I have hidden? It will be a stupid question but I really don't know how to render the current scene with only the objects displayed in the viewport, as although you normally hide them with H, in the render they are the same.
I thought about creating another scene by deleting those objects, but is it convenient? or does the project weigh me down? moreover, from one scene to another it makes me copy only the single objects and not the collections, is there a way to bring the groups?
So how can I render only some of the objects in the scene without having to go crazy?

You need to select the filter in your scene view window, and make sure that the camera is enabled. This allows you to make certain objects not render in the viewport.
Bonus Tip:
If you have many different objects to turn off final render visibility on, select all objects you don't want to be rendered. Set the active object (yellow highlighted) in the scene viewer to be turned off in renders. Then once the camera icon is turned off for the active object, right click the icon and around the bottom of the pop up window, select copy to selected. This will set all other selected objects to have the same value as whatever you right clicked on. This also works for things like modifier settings, loc/rot/scale values, and much more.


Unable to see anything after importing .obj file I try to import .obj files from this project: http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html -
the files contain Polygon Mesh Data.

When I import the obj file into blender, the outliner shows a new mesh added, but nothing is visible in the 3D viewport:

Any help will be appreciated.

Imported objects from other file formats, are some times really small, off centered, or very far away from scene origin, compared to the default scene scale.
First step is to make sure anything was actually imported. Look in the Outliner for new objects under current collection (geometry should be of mesh type). If there are any, use the outliner to select them.

Then with the mouse over the 3D View press the Numpad . (Period) key, or go to View > Frame Selected for 2.8+, to view selected objects.
This will zoom in tightly on the selected object.


sharp corners after subdivision modifier I have a mesh pattern with inside and outside corners...
in the inside corners one one layer, I am getting a sharp edge.
but the inside corners on the other layer are subdivided...
ive looked online...
is not the normals... all facing out...
is not unjoined mesh (ctrl+m)
ive fiddled with all the settings in the modifier and cant figure it out... my only conclusion is just a damaged mesh.
any suggestions?

figured it out...
forrest through the trees...
internal faces at the junctions...
but the next question is how to remove about a thousand of these faces...?
at the moment I am having to isolate each junction pull it up on edit mode, remove the faces, then repeat.


Problem to update fcurve driver My problem is get the "angle" for updating the expression inside , in this example the expression is a simple string for explain , but i want controll expression by floatprop(that is not a problem) problem is how to get.

import bpy

def update_the_driver():
    ###this funcition is because driver expression is controlling by some variable
    ob = bpy.context.object

    bend = ob.modifiers.get("bend")
    fcurve = getattr(bend, "angle")####Problem
    driver = fcurve.driver####problem

    driver.expression = "sin(frame/20)"###problem

    return

def make_driver():
    ###this is because i call by a boolean on

    ###some check for presence about modifier name
    #if my_bool is True:
        ob = bpy.context.object
        bend = ob.modifiers.new(name="bend", type='SIMPLE_DEFORM')
        bend.deform_method = 'BEND'

        bend.driver_add("angle")

        update_the_driver()
    #if my_bool is False:

        ###delete diver, and modifier.

    return

make_driver()

#####some controller to call make_driver and update the drivers

To get the driver

Py console code. Look at the drivers collection in the animation data. (animation data can be None need to test)

Default file with cube selected and active. Cube has a deform modifier mod  name "SimpleDeform".  The "angle" property of the modifier has driver.  One component of the cubes location has a driver.

>>> ob = C.object
>>> for fcurve in ob.animation_data.drivers:
...     fcurve.data_path
...
'location'
'modifiers["SimpleDeform"].angle'

Just as we added the driver to the modifier, we can get the path from the ID object (in this case bpy.types.Object type context object)

>>> mod =  C.object.modifiers['SimpleDeform']

>>> mod.id_data
bpy.data.objects['Cube']

>>> mod.id_data is C.object
True

>>> mod.path_from_id("angle")
'modifiers["SimpleDeform"].angle'

This is our "key" to finding driver

>>> key = 'modifiers["SimpleDeform"].angle'
>>> fcurve = C.object.animation_data.drivers.find(key)
>>> fcurve
bpy.data.objects['Cube']...FCurve

>>> fcurve.driver.expression
'var + 0.785'

>>> key = "badkey"
>>> C.object.animation_data.drivers.find(key) is None
True

Here is a helper method, pass an object which returns the angle property driver of a deform modifier named modname or None

def get_deform_angle_driver(ob, modname):
    # does ob have modifiers
    if not hasattr(ob, "modifiers"):
        return None
    # does ob have animation data
    ad = ob.animation_data
    if not ad:
        return None
    # does ob have a modifier of that name
    bend = ob.modifiers.get(modname)
    if not bend:
        return None
    # make the key
    key = bend.path_from_id("angle")
    #key = 'modifiers["%s"].angle' % modname
    fcurve = ad.drivers.find(key)
    # is there a driver fcurve?
    if not fcurve:
        return None
    # woo hoo.. return the drive fcurve
    driver = fcurve.driver

    #driver.expression = "sin(frame/20)"

    return fcurve

# test code
import bpy
ob = bpy.context.object
fcurve = get_deform_angle_driver(ob, "bend")
print(fcurve)


Does the Blender Game Engine support mobile platforms? Can BGE games be built for mobile platforms? (Android/iOS)? If not, is support planned?

Currently out of the box, there is no support. Work has been done to port blender to android, link here, here, and here. You will have to build a mobile version yourself.