Is it possible to execute an add-on when choosing 'New' to open the default file? I am interested in creating a script that would prompt the user to either set up or starting working in a set of project folders when blender starts up.  Thanks

more details...

I was hoping to do this as a modal pop-up prompting the user whether they would like to create a new project file.  If yes, then present them with a dialog window that would allow them to either accept a set of defaults that they can create/save or alter for specific use in any given project.  For instance, a VFX project would likely need a place for media files but would probably not need a folder for a rig(s).

Perhaps this will be a moot point with the work going on in asset management now.

You can capture the event like:

import bpy
from bpy.app.handlers import persistent

@persistent
def new_file_handler(scene):
    if not bpy.data.filepath:
        print("New file!")

bpy.app.handlers.load_post.append(new_file_handler)

In order to run a popup dialog, a little hack is required to delay the operator invocation (because there's no valid context for a dialog at the time of the load_post callback):

bl_info = {
    "name": "New file prompt",
    "author": "CoDEmanX",
    "version": (1, 0),
    "blender": (2, 69, 0),
    "location": "File > New",
    "description": "Open a popup dialog after a new blend is created",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "System"}

import bpy
from bpy.app.handlers import persistent

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'} #?

    prop = bpy.props.StringProperty(name="Material", maxlen=63)
    mats = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)

    @classmethod
    def poll(cls, context):
        return not context.blend_data.filepath

    def execute(self, context):
        print(self.prop)
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        layout.prop_search(self, "prop", self, "mats", icon='MATERIAL')

    def invoke(self, context, event):
        self.mats.clear()
        for i in range(1, 7):
            self.mats.add().name = "Material %i" % i
        return context.window_manager.invoke_props_dialog(self)

@persistent
def scene_update_handler(scene):
    bpy.app.handlers.scene_update_pre.remove(scene_update_handler)
    bpy.ops.object.simple_operator('INVOKE_DEFAULT')

@persistent
def new_file_handler(scene):
    if not bpy.data.filepath:
        print("New file!")
        bpy.app.handlers.scene_update_pre.append(scene_update_handler)

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.app.handlers.load_post.append(new_file_handler)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.app.handlers.load_post.remove(new_file_handler)

if __name__ == "__main__":
    register()

You may want to remove

bl_options = {'REGISTER', 'UNDO'}

so it doesn't appear in the Redo panel afterwards.

It also shows the dialog on Blender startup (needs to be installed as addon and enabled by default). This may not work with older versions, which did not trigger load events for the startup.blend. Note that the dialog may overlay the splashscreen, but there's no real problem with that.


Blender collision activation only once I have it so that once you touch this block, my voice actress begins giving a tutorial, but if you touch it again, she starts all over again, do you know a way to make this happen only once?

Add a boolean property which is False by default. On collision, set it to True and play the sound only on collision AND if the property is equal to False.
Change the state on collision. States behave like layers, only the current active state(s) get executed. For a detailed explanation see: https://docs.blender.org/manual/en/dev/game_engine/logic/states.html


Can I display two language for ui in Blender at the same time? Some of my students are learning blender right now, and English is not our first language, they prefer using Chinese for the UI.

And I know I can change the UI to the Chinese for them, but at the same time, I recommend my students to watch some awesome video tutorials on Youtube.

So, I try to find some way to display both the English and Chinese at the same time which will make my life much easier. And I think some features like displaying two languages for UI, can really help newbies to learn blender really fast, and this will be good to the blender community.

So, if you guys have any information that can help to do this, it will be great! And a big thank to anyone can help me~

I think a good solution is translate tooltips only:

Interface will stay the same, but if you want to know that some button or element do, you can hover cursor over this element and see the hint in native language.


How can I add a vertex at the center of a circle? I have filled circle and I want to add vertex at center of it. After that I want to connect vertices from circle to the center vertex (this part I know how to do).

If you've already added the circle there are some other fast ways to do this:
Method 1:

Select the circle.

Extrude (E), then cancel the translate part of the extrusion with Esc.

Press ⎇ AltM > Center to merge the extruded vertices into a single central vertex.

Method 2:

Select the circle.

Fill (F) to make an n-gon.

Poke Faces (⎇ AltP) to triangulate the n-gon with a central vertex.


Rendering to multichannel .exr has empty rgb layer When I render to a mulitchannel .exr file and open it in Nuke, the rgb layer is always empty (black).

Instead, the information for the beauty pass is found in a seperate layer called "combined". Why is Blender not putting the result of the combined pass into the rgb layer of the .exr file?

Can I somehow re-route that?

The OpenEXR file format stores pixel data in 2 ways (Scan Lines or Tiles), and read/writes data in 2 modes (Arbitrary Channels or RGBA Only).

Excerpt from http://www.openexr.com/ReadingAndWritingImageFiles.pdf

In our case, Blender only stores data via the Scan Line method, so our main focus in our the read/write interface in use.

When the OpenEXR format is chosen in Blender, the output class used is the OutputFile class, and the EXR format used is the RGBA Only format which renders out the single beauty pass with no channel information. This means that it only contains a single RGBA frame buffer.

Excerpt from http://www.openexr.com/ReadingAndWritingImageFiles.pdf:

When the OpenEXR Multilayer format is chosen in Blender, the output class used is the RgbaOutputFile class, and the EXR format used is the Arbitrary Channel mode which organizes all image data into Layers and Passes/Channels. There is no RGBA buffer that does not exist inside a Layer and Pass/Channel.

Excerpt from http://www.openexr.com/ReadingAndWritingImageFiles.pdf:

If we have an arbitrary Layer named "Foreground", then Blender automatically calls the beauty pass/channel "Combined" (we don't have control over the channel name, unfortunately). The image data would be defined as "Foreground.Combined.R", "Foreground.Combined.G", etc.

If Nuke is ingesting a MultiChannel EXR file, it should not be trying to read a master RGBA beauty pass because none exists. Image data only exists at the Layer.Channel level.

It probably would be more helpful if Blender could name a Layer as "rgb" (which it can) and the beauty pass "rgba" instead of "Combined" (which it can't).


Camera stops immediately First of all I do not want to do anything with pathing simply because I am still super new to Blender. I am doing it the simple way where I keyframe my camera in blender so I get point A to point B. However, once my camera reaches point B the position of the camera stops immediately and doesn't slow down right before it reaches point B. Making it look unprofessional. Any way I can do this without using the pathing tool of any sort. Thanks for the help!

In the Curve editor select the keyframs and press T to change the interpolation for the keyframes to bezier


How to make the shading the same across all faces? Hello I'm new to Blender and I'm trying to achieve a look similar to Pokemon Snap on the N64. Mostly just playing around with some things but something I can't seem to get right is the lighting / shadows on my objects. As you can see from the image, my rocks are "Flat shaded" because that seemed like the best way to achieve the look of the rocks in Snap. How do I get all the faces on my rocks to be the same shade instead of all different shades? I'm aware that this is how flat shading works but any tips on what I could do in general to make the top image look like the bottom one when it comes to lighting / shadows?

You can do this by connecting the image texture without a shader. In the image below, the rocks in the foreground (the ones on the right) are connected through a traditional Principled BSDF, whereas, the ones in the background (the un-shaded ones) are connected as shown. You will have to control the brightness and whatnot manually (if needed) using Bright/Contrast Nodes, or ColorRamps, however, as these are completely un-shaded. You can still give the objects a bit of a "shadow effect" if you want by turning on Ambient Occlusion.


Rotating each iteration of an Array Modifier Is there a way to rotate each iteration of an Array Modifier?

For example, I've created the helices of a DNA molecule, and I'm trying to add the base pairs. I've got a cylinder with an array modifier.

Then, I thought I'd apply a simple deform to twist them 360 degrees, corresponding to one twist of the double helix. The problem I'm seeing is that the deform modifiers squishes the cylinders, rather than rotating them independently.

You can achieve that with the Array modifier alone.

Create an empty at the origin of your base pair and make sure it has the same xyz rotation.
Disable all offsets in the Array modifier.
Enable Object Offset and select the empty from the list.
Rotate the empty and move it up a little, so that it matches your helix.

The object offset uses the differences regarding location, rotation and scale to generate the array.

Another, older and in some aspects, more powerful way would be to animate the base pair rotating and moving up the helix and then turn on dupliframes in the Duplication panel of the object properties.

To get even spaces between the steps, you'd have to set the f-curve to linear interpolation.


How can I scale particle size over lifetime within a keyed physics system I am trying to make an alka-zeltzer in a glass, creating bubbles that form a logo on the water surface. To do this I am using keyed particles and everything works fine.

However, I would like to have the particle's (object) size scale over each particle's lifetime. This is where I fail. I know the trick using a texture block with a color blend driving the particle's size, maybe against an object for mapping. It seems though that when using keyed particles, this is just ignored.

I'm wondering if I can get to a driver for the particle lifetime or age, as they must exist, because they are available as outputs on the particle-info node within cycles.
Maybe I'm getting ahead of myself. This may be particle nodes territory. Is there a way around this?

Currently it is not really possible to drive particle size with a driver. One can drive them so they show in the 3D View with different sizes, but the render engines (BI and Cycles) don't see the size changes, unfortunately.

See the report in the Blender TODO tracker here: http://projects.blender.org/tracker/?func=detail&atid=264&aid=34946&group_id=9 . Some examples are included.


follow path not working correct way I have a mesh and a curve and trying to make follow path. I have selected the mesh and then curve and press Ctrl+P and selected follow path. But the mesh is not moving in the curve shape. Its bouncing here and there. Any suggestion or help why its not in the path.

Not rotating in path.

Your sphere object should have

location (0,0,0)

in the object panel.
The origin of the sphere should be in the center of its mesh.

You should have no other keyframed movement.  Keep this initial effort simple.
When you disable the constraint and move through timeline your sphere should have zero movement.

Consider deleting the sphere and creating a new one with the

Follow Path constraint with the 2 [offset] keyframes

in constraint.  This should only take 88 seconds.  Perhaps you need a fresh start.


Beveling a plane that has been extrude 90 degrees I followed a tutorial for setting up a scene with light but got stucked at first point.
I first create a plane and then I extrude it 90 degrees. Then I want to bevel the sharp edge to be round. I select the edge in edit mode and apply bevel. But i only works on one of the two planes. The tutorial was using 2.79 and I am using 2.8. Is there any reason why this not working?

My projectfile:

There's a rather simple reason:
Your object's scale is messed up.

Your object has uneven scale, so the bevel is applied 400x times more on one side, than on the other.
Fix it by going to Object->Apply->Scale.
Then the bevel tool will work as you need it.

Fix your scale

Then it works as it should


How do I batch render multiple scenes with animation settings? I realize there's a script on this site, although I'm not sure if it's the best solution. I have a blender file with 80+ scenes. Each scene has a bottle product with three angles. I have an animation set to 3 fps, where the bottle rotates each second. I press "Animation" to render out all three angles as a PNG. I have the target output folder and file name set up for each scene. Basically, is there a way to press "Animation" in each scene in a batch processing manner? Thank you!

You can use a file output node in the compositor to save the renders from each scene to individual files. While multiple render layer nodes can trigger multiple scenes to be rendered, blender doesn't save each scene to file unless you connect it to a file output node.

For each render layer node a different scene can be selected as well as a render layer from that scene. Any number of inputs can be added to the file output node with each input having different filename settings and can use a different image format if desired.

The base path and the file subpath will be combined for each connection, a file subpath with a / will create subdirectories in the base path for the connection. If you want to use multiple base paths then you can add multiple file output nodes.

Now when you render this scene, the scene listed in each render layer will also get rendered and the connections to the file output node will all be saved to file.

As you have already setup multiple scenes you can use a script to create the master scene for rendering. This script should do most of the work.


Tips for making the face topology I have been using blender for about a year now and so far I have the same problem with making a character. I can't seem to make a good face.
Here is what my faces look like.

i have been trying to make an anime model for a while but for some reason there is always a problem with the face.
is there any way i could make this look a little better?

QUICK TIP: The proper edge flow of your mesh is the key to a good looking model. Your topology is bad- it doesn't define the head's shape well.
Start from extruding the eyelid circular shape, then do the same with lips. Keep going further and then connect eyelid and lips meshes together. And remember to avoid ngons (you've got some there).

I hope you get the idea. Of course it's one of the topology variant. Type 'manga head topology' in google graphics to see some different topology edge flows examples.


Blender stopped responding I was modeling a planet and I went to physics option after that I clicked on soft body option and blender stopped responding. Please help

This rarely works as expected, but you can try to recover work by going to File> Recover Last Session.


Carve Alpha Channel from Plane I have a plane created from the "Import Image as Plane" plugin in blender. The image has an alpha channel that when imported displays as part of the plane, but transparent. What is the best way to carve the transparent portion of the object out, so the object is really just created in the form of the non-alpha portion of the original image.

I have found that I can use another cube mesh, line it up to the area I want to carve, and use a boolean object modifier to carve out the area that the two intersect. This works to an extent but I was hoping there was a more precise / quicker way to accomplish this. My concern about doing it this way is I have to size the cube manually and line it up with the mesh I want to carve from which leaves room for error.

The files I am trying this with now can be found here, including the PNG, a blend file, as well as some screenshots of what I am trying to accomplish.

https://drive.google.com/open?id=0B01XcbC87xlcLUVKa2x4VnJaQk0

To get that blend file I:

Imported Image as Plane, checking off to use Alpha
Set the shading of the plane to "Textured Solid"
Extruded the plane

I am extremely new to this, so if what I am asking is just not something that is done please let me know.

You could make 2 planes. One with a displace texture and subsurf modifiers applied.

On the other plane add subsurf and a boolean modifiers to receive the displace mesh as a hole cutter.

Boolean modifier will need a large amount of subsurf to get clean holes, but you could use a decimate modifier and smooth modifier to relax the mesh and reduce the vertices count.

Here I have also added a solidify modifier to make the plane thick.


Boolean difference not making any diiference (Python scripting) I'm using Blender 2.76 on a Win 7 x64 machine.

I should warn you I'm new to Blender & its Python API although I have used Python extensively before I'm no expert.

I run the following script after start up (ie the default cube is already in the 3D work space).

import bpy

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.object.modifier_add(type = 'BOOLEAN')
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object
cube1.modifiers[0].object = cube2
cube1.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube1.modifiers[0].name)

My aim is to create a square hole through cube1 but so far I end up with no change to anything.

I tried swapping cube1 for cube2 & this cut cube2 with cube1.

import bpy

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object
bpy.ops.object.modifier_add(type = 'BOOLEAN')
cube2.modifiers[0].object = cube1
cube2.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube2.modifiers[0].name)

So what am I missing here?

EDIT:

I tried to flip the normals of cube2 (see code below) as per the comment below but this appears to have had no effect.

import bpy, bmesh

cube1 = bpy.context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.object.modifier_add(type = 'BOOLEAN')
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = bpy.context.active_object

b_cube2 = bmesh.new()
b_cube2.from_mesh(cube2.data)

bpy.ops.object.mode_set(mode='EDIT')
for v in b_cube2.verts:
    v.select = True
bpy.ops.mesh.flip_normals()
bpy.ops.object.mode_set(mode='OBJECT')

b_cube2.to_mesh(cube2.data)
cube1.modifiers[0].object = cube2
cube1.modifiers[0].operation = 'DIFFERENCE'
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube1.modifiers[0].name)

Setting the context object to cube1 with context.scene.objects.active = cube1 before running the apply modifier fixes it.  Object operators run on the context.active_object, which was cube2.

import bpy
context = bpy.context
scene = context.scene
cube1 = context.active_object
bpy.ops.transform.resize(value=(2.0, 2.0, 0.9))
bpy.ops.object.modifier_add(type = 'BOOLEAN')
bpy.ops.mesh.primitive_cube_add(location=(0.0, 0.0, 0.0))
cube2 = context.active_object
cube1.modifiers[0].object = cube2
cube1.modifiers[0].operation = 'DIFFERENCE'

scene.objects.active = cube1
bpy.ops.object.modifier_apply(apply_as='DATA',modifier=cube1.modifiers[0].name)

A less operator-centric approach

import bpy
context = bpy.context
scene = context.scene

cube1 = context.active_object
cube2 = cube1.copy()
# create a copy of mesh data, for bool mod
cube2.data = cube1.data.copy()
cube1.scale = (2.0, 2.0, 0.9)
mod = cube1.modifiers.new("SomeName", type='BOOLEAN')
mod.operation = 'DIFFERENCE'
# uncomment below to have cube2 in scene
#scene.objects.link(cube2)
mod.object = cube2
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod.name)

The modifier apply operator can also be replaced with

scene.update()
cube1.data = cube1.to_mesh(scene, True, 'PREVIEW')
cube1.modifiers.remove(mod)


How do I put my Body group into my Armature group? This is what my groups currently look like

This is what I'd like them to look like

I've tried simply clicking and dragging the Body onto the Armature text in hopes that the Body would go into that folder with no luck.

If anyone could help me find the answer I'm looking for I would appreciate it.

regards,

Make sure to click and drag the ICON next to the group name. Not the TEXT.

Click and drag the ICON of the group onto the other group.


FBX Converter from the Mac terminal? I need to convert a batch of .obj models to .fbx

I'm using Autodesk 2013 FBX Converter GUI. Is it possible to do it from the terminal? I haven't been able to find much.

Thanks!

============== EDIT ==============

Thanks for the replies, I think I need to go into more detail.

I'm writing a blender script to do some changes to a model then automatically export that model to both .obj and .fbx

The .obj export works like a charm, but the blender fbx exporter has some problems.
1) It can't embed all the media so I need to relink textures
2) The scale/rotation is off

But, I found that if I use the fbx converter on the .obj model I exported it looks great, so I was wondering if I could automate that conversion from my addon.

You won't get any help using the Autodesk converter here, but if you are asking whether you can use blender to do the conversions, then the answer might be yes. Blender is able to import and export both obj and fbx files, you will need to do some tests to see if the models you have are handled correctly.

Blender has a python interpreter built into it, you can use blender's python console to enter python commands to do your conversion. You can also open a text file in blender's text editor and run it as a python script.

You could also start blender in the terminal and have it act as an interactive python console in the terminal without using blender's gui.

The commands you want to use to convert your models are bpy.ops.import_scene.obj() and bpy.ops.export_scene.fbx()

You could start with a script like

import bpy
import os

src_dir = '/Users/name/Desktop/obj_files'
dest_dir = '/Users/name/Desktop/fbx_files'

for f in os.listdir(src_dir):
    # delete all existing objects
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()
    bpy.ops.import_scene.obj(filepath=os.path.join(src_dir,f))
    bpy.ops.export_scene.fbx(filepath=os.path.join(dest_dir,f))


Rig Deformation: Mesh Deforms Badly When In Pose Mode - When No Pose Changes Have Been Made I'm still pretty new to modeling and rigging, so apologies if this question seems obvious. But I tried to apply a skeleton and rig to a mesh I was working on. Things seemed to be fine, until I switched the rig from Rest Position to Pose Position: before I had even made any changes to the rig, it deformed the mesh heavily. The face seems to have been hit the hardest, sagging and being pulled forward around the mouth and eyes.

If it helps clarify things, I set the rig as the mesh's parent using the following path: "Parent>Armature Deform>With Automatic Weights". This was the Armature Deform option which seemed to be causing issues with mesh deformation, but it also seemed to be the mode which lent itself to posing most easily (the two are likely related, but I don't know how to troubleshoot this).
Do you have any troubleshoot options I can try to fix this, or can you otherwise recognize what the issue is? I'll attach the Blender model here for reference, in case you can find the issue here.
to save space, the model has been compressed into a .zip file

It's because of the bone called DEF-chin.R (here in Rest Position):

you'll be able to see it if you enable its visibility in the armature layers:

You've given it a Damped Track and a Track To constraint with the bone called lips.R as Target, so as soon as you switch your armature to Pose Position it will point towards it:

When you parent a mesh it takes the armature Rest Position into account, and not its Pose Position, so when your armature switch to Pose Position, the bone will automatically move or rotate towards its target.
So you need to make sure that the position of this bone in Edit mode (i.e. their position in Rest Position) is the same position and rotation as in Pose mode, and reparent.
In Pose mode you can go in the header menu > Pose > Apply > Apply Pose as Rest Pose. Make sure to duplicate your armature first so you can come back to a previous version.


How to add a Isocam in blender scene? I wanted to add a Isocam into my scene so I searched for it online
and what I found out is here:https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam/
But It says to install it from prefrences but when I open the given link I find out that it show a script
That is here: https://www.reinerstilesets.de/blender/createisocam.py
But I don't know how to apply into it?
Can someone give me direction?
here Isocam tool also not shows up and it shows blender 2.8x required when I have 2.90.2

I found out this questions answer
Here is the code which you should copy: https://gist.github.com/krasnovpro/58759485c741cd3e06f42e0ad75f6c68#file-create_isocam-py
then in a .txt file paste it, save it rename it to .py file the do to preferences install and navigate to that file and install it in blender press n and you will find isocam bar!!


Changing displayed size I have extruded a floorplan. To stay relatively close to the elements that I need to extrude, I have chosen a certain grid scale.

However, the model size is not what I intended.

I wanted to make the front wall like 6 metres.

Is there a relatively easy way to change the mesh size so that the front wall becomes like 6 metres while keeping the grid element size?

Thank you.

After setting the scene scale in the Blender Properties panel so that the units report 6m, you can adjust the grid scale under the display properties, in the 3D view Panel (press N hovering over the 3D view), until you get the result you want.


Geometry is wrong for UV Mapping? I would like to ask your help regarding with my problem. I was following a tutorial on how to create a realistic bread and I cannot really figure out why the slice looks smudged and blurred, after trying to use quadrats as geometry and using a separate UV map and material for the slice.

Does anyone have a tip how to fix that? Thanks a lot in advance! :)

Here is the blender file I was making and the maps that I used, provided by blenderguru. :)

In the Properties panel > Object Data > UV Maps, you need to activate the UV map you want to use, which is supposed to be Slice:


Why is Blender Exporting to Unity as a Rig? I'm having sort of a weird problem. I've made a model of a building in Blender. It is not rigged, there is no armature whatsoever. But when I import it as an FBX into Unity, it imports it as though it were! And because of this, Unity is doing crazy things like deleting intersecting polygons, taking entire walls out of my building in the process. Is there something in the FBX export settings that is causing it to import as a rigged model? Is there something I can do in Unity to tell it to stop deleting my polygons? Why is this happening?

That is just how Unity reads .fbx files, because they can have rigs in them.

It doesn't mean your building is rigged though.

Go to the rig tab, and make sure it's set to either none or generic (I can't remember fully the options, I do not have Unity to hand to check)

Unity doesn't have the ability to edit raw geometry as far as I know, so it wouldn't be deleting polygons. This is probably an issue with normals, check your normals in blender, and make sure whatever shader you're using is double sided, ie no backface culling and that should clear up your issue.


Bump Causing Bumps? (Not the right ones) So I made a bump map for this model I've been working on and it works but it leaves these lumps.

My bump map doesn't have anything like that on it yet it still causes these no matter how I change the colour scaling.
I'm guessing it could be those seed things the texture has but they look too big. Any help would be great.

Those weird circular/truncated conical bumps are in fact in your bump map texture.  At least, I see them when I apply your texture to a simple unwrapped object using the "bump" node.  It's the white circles in your texture that are the culprit; they have a gradient around them which makes the cone shape.


FBX exporter with a material overwrite with python I am using the bpy.ops.export_scene.fbx operator and it works perfectly, but I was wondering if I am able to use the material overwrite for the export?

So I made a work around. The key was saving the original material, assigning the overwrite material, then reapplying the original. You will need to change the settings for the fbx export click here for its structure.

 fbxs = [ ob for ob in bpy.context.selected_objects]
 bpy.ops.object.select_all(action='DESELECT')

    for ob in fbxs:
         ob.select_set(True)
         mat = bpy.data.materials['Overwrite']
         original_mat = ob.data.materials
         ob.data.materials[0] = mat

         bpy.ops.export_scene.fbx(...)

         ob.data.materials[0] = original_mat
         bpy.ops.object.select_all(action='DESELECT')


How do I create a single object with two different texture and UV maps? I've been trying to add some "fringe" to a coyote I've been modeling. I have the planes all where I want them, and made the original coyote one object, while the extra panels I'll be using for fringe are a separate object. Both objects have their own UV map and their own texture, the Fringe Object's texture having some transparency.

When I apply the Fringe Texture to the Fringe Object, however, the transparent sections don't work the way I expected them to. I wanted the transparent sections to reveal the texture beneath the fringe, but instead, they make the entire coyote transparent in those sections. Or they turn white.

I haven't finished tweaking the texture in Photoshop yet, but I thought I should get this problem figured out before doing anything else.

Note: The tail has the fringe effect that I was going for on the rest of the body, but it is not part of the Fringe Object. The left side of the tail seems to work perfectly, but the right side of the tail has the same problem: the transparent parts of the texture make anything beneath it transparent as well, instead of just allowing the next layer of texture to show through. Ideally, I would have included all of these "fringe" panels while I was modeling in the first place, but decided to add them later after I'd already made a texture for the coyote.

If it will help, here is the file I'm working from:
http://www.pasteall.org/blend/29395

I found two problems with your model:

Your fringe faces also exist on the coyote model, but there they do not have a transparent texture. This causes the white parts on the fringe. Remove the fringe faces from the coyote. The result should already look better:

There are still some faces with flipped UV coordinates, like the ones on the hind leg of the coyote, and the UV coordinates of the fringes unter its chest lie on a part of the texture without transparency, but these should be pretty easy to fix.
This problem is actually not your fault, but just how graphics cards work. The sections of the coyote that became transparent are caused by the order in which the faces of your model are drawn. When a face is shaded (meaning when the color and lighting calculations are performed) the first thing the graphics card checks is the distance of the triangle to the camera at the current pixel. If there was already another triangle drawn at this pixel which was closer to the camera, the lighting calculations are skipped (see Z-culling), because usually the old triangle would occlude the new one anyways.
But if the old triangle actually was transparent at that pixel you will get the visual artifacts you can see in you model: The old triangle did not produce a color at the pixel since it was transparent and the new one is skipped. This is how you get the holes in your coyote.

The only real solution to the second problem is rendering the triangle that is furthest away from the camera first, then the ones closer to the camera. If you want to use this model in the blender game engine you can make Blender do this sorting for you. Create a material for the coyote and give it your image as texture. Make sure the texture coordinates are set to UV and the texture affects the alpha channel of the material. Go to the material settings, enable transparency and set the alpha value to 0. Then activate alpha sorting. Do that for both the coyote body and the fringe.

 You can also join both meshes (select both and press [Ctrl+J]) and just use different materials and UV coordinate sets for body and fringe.
Since all these settings are a bit hard to explain without writing a full tutorial, here is the .blend. Just have a look at the materials.


Export like in texture view? i've made a model with texture (via UV map: mark steam unwrap..) and it's looking great but when i export it (to put it in unity), the model looks like when it's in material view. how can i do to make it looks like in texture view ? Thank you a lot.

It's because the material isn't exported (except its name and mesh assignment basically). Anyway, as long as you change the rendering engine you have to change the material, interoperability is rare in this context.

Once in Unity, the material might be here among your assets, with the same name as in Blender, but with blank default parameters. You will have to set its settings properly and assign its maps (which might also need to be imported first).


Why should I use an empty instead of just animating a model? It seems as though if people want to animate a model (without deformations) instead of just animating the actual model itself, they parent the object to an empty, and then animate that.

Why is this? Is there a reason? It seems a bit redundant just in my opinion.

I think it is usually done to allow you to later swap the parented model with another one (maybe you start with a low-res then later switch to a hi-res), so that you don't loose the animation keyframes, because they're assigned to the empty, not to the model.

Otherwise, deleting the "old" model, you'll loose all its animation keyframes, and you would need to reconstruct the "new" object animation from scratch.

Maybe there are more or better reasons, but this could be one.


My blender shows all writings cut off My blender used to work fine with my previous video driver which unfortunately do not remember,but now the writings on tools,bootom bar,... appears cut off.if any one can tell me which driver is fit for nvidia geforce 320 please help me.

It looks like your UI might be zoomed in. Try just pinch-scaling it.

(I don't know how to do this with just a mouse, but there's probably a way.)


How can I remove darkness from behind objects? I am getting problem like below image. First trees row getting darkness of behind second trees row. you can understand clearly using below image.

I am using z-transparency to hide my plan background.

How can remove darkness of behind row from front row trees.? any one can help me.?

** Edited **

This is working for me. It give output like above image.

Your image alpha channel must be used for the mix factor between the transparent area and the color information (diffuse). So, just connect the Alpha output of the image node to the factor input of your Mix Shader node. This makes it so that only the parts of the image that are transparent are actually appear as transparent.

Just a proposal. Unfortunately we don't know you node tree for your tree planes.


When exactly __init__() of bpy.types.Panel subclass must be executed? I'm getting it run every time I hover a mouse over the button. Isn't it a bug? I thought it must be executed just once on addon activation.

The ____init____() function for BPY types (especially UI stuff) can be unpredictable and should not be used.  You likely want to be overloading the draw() method instead.

Example:
http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.types.Panel.html


Soft Body - Preserve Volume when deformed I'm not seeing a way to preserve volume when deforming a soft-body object. All I can find is the constraint modifier by the same name, but that is not relevant.

Surely this feature is supported? It would be difficult to accomplish a lot of effects without this.

Meshes are typically created 'hollow', as an outer surface only. This means that the soft body simulation normally treats the object as an outer shell and this means it can easily be deformed into its own volume.
In order to prevent this can can add internal structure (just like a 'real' object) which can oppose any crushing forces to retain the object's volume.
For example, for a cylinder you can add internal structure as shown :

The soft body forces for the internal edges will act to prevent the mesh from being crushed. In order to further increase the internal forces you can enable Soft Body Self Collision in order to prevent those internal vertices from being pushed closer together, thereby retaining the volume.
Note : The above mesh was created by the following steps :

Add a Circle
In Edit mode, select all and Grid Fill
Select all and delete 'Only Faces'
Extrude to create a 'section'
Optionally remove internal faces (only faces)
Use Array modifier to replicate into a cylinder
Apply modifier and Remove Doubles to ensure joined together

Note that the additional internal vertices and edges (and especially the self-collision) will significantly affect the soft body simulation time.

EDIT : For an alternative method of creating internal geometry, see Create internal mesh for object


How do I to make a model in blender be color customized? How would I make a model be able to color customized? Example: Warframe you can change individual colors of your character by selecting the color. How would I go about doing this?

If you have a video to explain it that would work too.

Thanks in advance! :)

If you are using 2.79 the color on wireframe mode for the viewport of the object is decided here:

and on blendee 2.8 you could have wireframe colors per object, like this:

If you found this is the answer, please mark it up and vote it as answer by clicking on the check mark icon to the left side of the answer. Thanks.


Character stick to bottom of ground static objects. How do I fix this? Hello blender stack exchange people!
So this is a simple problem, but I haven't found a solution yet. My character is sticking to the bottom of the ground cube. I'm making a platformer game (image below) and the collision cube for my character sticks to the bottom of the collision cube for the ground (invisible) when I am pushing the up button.

Here's what it looks like in object mode:

That's all I can say about it... Please tell me if you need more info and what it is. My character has character physics obviously.
I need to fix this because if the player doesn't make the jump, the character should fall instead of traveling under the cube seemingly floating through the air. Thanks a lot!
~DaDudeII

I found a solution that works well enough for me. Basically, I made the ground cube skinnier and added planes that extend to the death plane (the plane that restarts the scene when you fall off the edge and die).

Unfortunately, this doesn't explain why it happens, so I can't find a more reasonable solution. But maybe someone can explain that to me.


Is there a list of all nodes in blender? How do I get started working with nodes and is there a complete list of nodes so I can view them?

Yes there is. However the list is much too long for an answer here. I have included a list of all the node types. There are many more nodes under each type classification. Click on the type you want to learn about. Or click the title for the section to view the index on the wiki.
Compositor Node Types:

Inputs
Outputs
Color
Vector
Filters
Converters
Mattes
Distortion
Groups

Material Node Types:

Input
Output
Color
Vector
Convertors
Groups
Dynamic
(PyNodes)

As for getting used to working with them, explore and experiment! You will stumble across all sorts of goodies. You can also try an online shading tutorial. Once you get better with nodes, I would suggest you try reaching a specific result, i.e. a Wood material, a Galvanized Steel material, etc.


Move items equally from each other/centre/angles? I would like to move three copies, or an array of three copies, of a wall section away from each other equally, at 120 degree angles for a hexagon from the centre. Either way will help, or different items also, for more help. Thanks.

Basically just move 3 items away from each other at the same time. Like scale, but move instead. Can it be done using an array and scaling the array somehow, if the objects are at correct angles.  Will the array follow the normals or is it not possible?

picture-link.

I think Object\Transform\Push/Pull is what you are looking for.
Select all objects in Object Mode and use Object\Transform\Push/Pull from the menu. As the name suggests it will push or pull from the center of all objects.

Based on your comment I assume what you are really looking for is an circular array. Here's a good tutorial for it: https://www.youtube.com/watch?v=bLGYsd4lEjY
Once you set it up you can move your object in edit mode (so the origin stays at the same position) to push/pull the array from the center.


I want to curve an object like a roller coaster using a path I want to curve an object to make a path like a roller coaster.

I just made the basic shape (wooden tablet, left and right binary).

How to curve it?

Thank you so much.

Important

Make sure your track model's origin is moved to align exactly on the edge of the model. The modifier will depend on the origin's Position to make duplicate and alignment.

Use the Array modifier to create copies of the track model.
Create a bezier curve representing the curve and length of track.
Add a Curve Deform Modifier and target the bezier path curve object.

The blend file ...

Extra Note
Instead of "Fixed Count" use "Fit Curve" on the array modifier Fit type drop down menu to improve control to the duplication of the mesh according to the length of the curve.


Blender keeps crashing when I open a file Never had a problem.... until now, it opens fine, but it instantly crashes when I open a file, any file. It works while I work in the New/Start Up file, but it also crashes when I save that and try to Open it...

It started crashing after I (a few minutes ago) deleted all files from the C:\Users\MyName\AppData\Local\Temp folder... where it stores some of the .blend files... (I guess for a backup)... not sure if it stores any system/app files there also....

Any idea how may I solve this and or check what is causing the problem....

Thanks guys

Hell yeah. Removed Blender and installed it into a new folder. Works fine. Phewwwww.


Multi files to addon I've spend a lot of time testing several functionalities in Blender and it works great. Each functionality has some operators, methods, custom variables and one panel contained in a separate script. So I need to load each script each time I start Blender or make changes in the code.
This is ok, for testing and POC, but I would like to make it a single addon. I have searched all over the place and it seems that Blender/python is not really too glad of multiple files. I have tried the Blender Development (by Jacque Lucke) extension for VS Code, which has an auto load_and_registre function. But It gets bugged down in some path_scanning_and_modifying-rabbit hole and crashes.
Do any of you have some nice toturial or documentation? Preferably starting at the very start and going all the way to a working addon (with many files)

Every blender addon is simply a python package with some small differences. if you use multiple files in your addon (package) you should have an __init__.py file in the main folder (and also in every folder in your directory so you can import them  as your local packages). blender recognizes your package as an addon, if you have bl_info (dictionary) and register and unregister functions in your __init__.py file. as described in the manual the simplest example of addons is:
bl_info = {
    "name": "My Test Add-on",
    "blender": (2, 80, 0),
    "category": "Object",
}
def register():
    print("Hello World")
def unregister():
    print("Goodbye World")

relative importing also works because its python but importing is also a little bit different in addons. you should check if bpy module is added before. for example if you have utils and draw package(folders including __init__.py files) or modules(*.py files) you should import them like this:
if "bpy" in locals():
    import importlib
    importlib.reload(utils)
    importlib.reload(draw)
else:
    from . import utils
    from . import draw

the rest is as same as every python package and depends on you!


Can't Change Color of Single Side I am trying to make a Rubik's Cube, but when I change the color of one Cube's Face, all of the cube's colors change.

You can control the colors a single material has, per face, in various procedural ways, or you can UV map your object, and its material can refer to a texture map, assigning colors in any way you like, across the surfaces of your object.

But here, you probably want to assign separate materials to each face.

Click the '+' sign next to the materials list currently showing 'Material', highlighted. This will create a new slot.
Press 'New' below the list, to create a new material, or select a material you have already created, from the dropdown accessible just to the left of that button.
If the material is 'New', give it the color/ other characteristics you want.
With the desired material active in the list, and the desired faces selected in Edit Mode, hit 'Assign'. The selected faces will acquire the selected material.


Splitting an objects data_path into hierachal list Drivers, and in particular driver variable targets have data_paths that will break in the UI using layout.prop(target.id, target.data_path) an example is a mesh target with  shape_keys.key_blocks["Key 1"].value as a datapath.

def split_path(data_path):
    '''
    Split a data_path into parts
    '''
    if not len(data_path):
        return []
     # remove all collection names
    match = re.findall(r'\[\"(.*?)\"\]\.', data_path)

    namedic = {}
    for i, m in enumerate(match):
        key = "Collection___NAME________%d" % i # surely not lol.
        data_path = data_path.replace(m, key, 1)
        namedic[key] = m

    parts = data_path.rpartition(".")
    props = []
    while parts[0] != parts[1] != '':
        dp = parts[0]
        props.append(parts[2])
        parts = dp.rpartition(".")

    props.append(parts[2])

    # replace the names
    propstring = ",".join(props)
    for key, name in namedic.items():
        propstring = propstring.replace(key, name)
    props = propstring.split(",")

    # reverse list
    props.reverse()
    return props

will return  ['shape_keys', 'key_blocks["Key 1"]', 'value'] for aforementioned data_path

However it's possible for users to name their objects with quotes " and square brackets et al which will break the re.

Any suggestions on how to parse more effectively for names?

Problems with parsing data_path can occur when the user gives entities names containing apostrophes(names containing quotes will not work in driver data_paths). Such will still work in drivers, i.e:

"""pose.bones["Bone'bla'"].location.x"""

So we can assume every name has to be enclosed with [""] in such datastring that drivers will accept:

def split_path(data_path):
    '''
    Split a data_path into parts
    '''
    if not data_path:
        return []

    # extract names from data_path
    names = data_path.split('"')[1::2]
    data_path_no_names = ''.join(data_path.split('"')[0::2])

    # segment into chunks
    # ID props will be segmented by replacing ][ with ].[
    data_chunks = data_path_no_names.replace('][', '].[').split('.')
    # probably regex should be used here and things put into dictionary
    # so it's clear what chunk is what
    # depends of use case, the main idea is to extract names, segment, then put back

    # put names back into chunks where [] are
    for id, chunk in enumerate(data_chunks):
        if chunk.find('[]') > 0:
            data_chunks[id] = chunk.replace('[]', '["' + names.pop(0) + '"]')

    return data_chunks

The part # segment into chunks is just basic, some more advanced segmenting can be implemented (for example one that will understand location.x is one thing or that will extract correct target.id and target.data_path)


Blender 2.81 hollow model for 3D printing So I am playing around with Blender and it's wonderful.
Great software, very intuitive but complex.

Basically, I create a shape, a box, a toroid, a cylinder. I perform some simple deforms, stretch and twist it a bit and I use the 'screw' modifier.

GREAT!

Now I'd really like to print this shell.

I use the slicing software but it's full of internal geometry.

THE QUESTION:

Are there any actions I can perform to slice this thing up into pieces, select the outer shell and copy it, or delete everything internal that is not visible?

I'm not the only one asking and there has to be a simple way to do this, I am very sure.

We 3D-print people are desperately looking for a way to intuitively create some shape and just print the outer shell, what's visible.

THE PERFECT SOLUTION:

That would really be a button that says: 'extract exterior' or 'copy exterior' or just any way to select the outer shell.

This object is just a bunch of faces and the slicing software does a perfect job with this model, all that's in the way of printing it is all of the internal geometry.

I have performed this action of removing all internal geometry on another model I downloaded but it was already chopped into separate vertices I could remove.

The problem really is that the exterior is connected to the interior so I'm really looking for an easy way to deconnect that and seperate the external from the internal..

Thank you in advance.

There are a few solutions that I use.

1) booleans - if the models is without errors like double faces etc. and the boolean works, just make union and then triangulate faces to avoid necessary ngons

2) I used external software meshmixer, its free and have some great functions for this purpose like solidify, which takes all the geometry and create just the "visible" part as the one solid object, then there is possibility to hollow it to make it like vase with certain wall thickness.

3) Voxel remesh - after blender introduced voxel remesh I stopped using meshmixer. You just join the object in blender to be one and then use voxel remesh which "bake" the object into one with no internal geometry.


Render Speed up (cycles) Edit:

Recently I've been rendering a fairly geometry dense indoor scene, with one window. I was finding that even at 524 render samples, the scene was grainy, and also really REALLY slow!

I had a portal over the window and my world resolution was at 2048 (supposed to decrease grain) I was rendering with 3 diffuse, 4 glossy, 8 Transmission, 0 volume and a total of 8 max bounces and 4 min.

The render time was around 7 minutes per frame (grainy) and increasing rendertime wouldn't have been an issue, provided this wasn't an animation. However, I remember a while back, on a "speed up cycles" vid, that AO bounces was mentioned?

So, I went into "simplify" in "scene properties" and added 1 AO bounce. I went from 15 minutes a frame to 47 seconds with NO grain! The catch?

An AO bounce, takes light from the world background (I think) and adds this into the scene (interior or not) It also, removes all reflections from glossy or metallic surfaces and replaces them with the world background probe/map.

This Didn't help, considering my whole animation was based around a showcase for a product that you use on a MIRROR.

The fix?

Go into the "world Properties" enable "AO" and increase the Distance until these reflections disappear. Then back to scene and increase the light bounces for AO, until your scene looks right.

You will find your scene is a lot more exposed, however, if you use the "filmic" colour management, and set it to one of the higher contrasts, and then render in a HDR format, you can reduce the exposure and keep the correct contrast ratio.

Now, I didn't stay at 47 second render time per frame, however I did cut if from 15 minutes, to 4 minutes. Which, is a massive difference!

I hope this helps anyone with a similar issue. Please remember, this is only useful for indoor scenes! an outdoor scene won't have the same noise issues, and fiddling with the AO, will massively increase the world background becoming oversaturated.

If you couple this hint with the Denoising feature, you will get a really good looking render, for a third of the time.


No inflow from one of two sources I'm currently working on a small creek for learning purposes. I've built the main terrain and am now stuck on the fluid animation.

This is my project so far:

As you can see, there are two inflow sources (the two white blobs) and one outflow (the white cube at the left side). The domain is already baked with a low resolution, the screenshot above shows the scene at frame 1, everything seems to be working.

However, from frame 2 onwards, the inflow cube at the right side doesn't seem to produce an inflow, it just looks like this:

Both inflow sources are in the domain, both have a starting velocity pointing towards the correct direction. It has worked before with only one inflow source (the one that isn't working right now), however I'm not sure what I could have done to break it. I've tried deleting the other inflow source, but that didn't help. Any ideas what's causing this / how I can fix it?

Thanks!

I'm following this tutorial on Youtube in case that matters. I'm a beginner in Blender, so I'm not sure if all relevant information is visible on the screenshots. If you need me to provide additional information, please let me know!

First of all, you should bake the sim with a higher resolution. The resolution is not just about quality, it determines how the fluid acts. Using a resolution as low as 44 just doesn't make sense.

That being said, one possible reason why the inflow does not work is that it may be too close to the edge of the domain. Inflow objects need some space around them.

While the general wisdom is that the domain should be as small as possible, this can cause problems. Increasing the domain size should always be part of the trouble-shooting process when a fluid simulation won't work properly.


How can I optimize my render times? I have about 7 second intro and it is rendering about 6 hours and 30 minutes, what can I do, to have shorter rendering

Every aspect of the time that a render takes is highly dependent on the setup of your scene, your render settings, and the hardware that you are rendering it with.

Are you rendering with Blender Internal, or Cycles? Blender Internal takes a long time to compute things like reflected light and ambient occlusion, and is limited to being able to render only on the CPU - and only on a single thread of the CPU for certain calculations. Cycles on the other hand, is much faster for computing reflected light and ambient occlusion, and can take advantage of a hardware acceleration on modern video cards to get hundreds of time better performance than rendering on the CPU.

The complexity of your meshes will effect the number of bounces a light path takes, and the complexity of your materials will effect the work that needs to be completed for each bounce. Try working through some tutorials on optimizing your renders.

For Blender Internal:
http://www.blenderguru.com/articles/13-ways-to-reduce-render-times/

For Cycles:
http://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles/

You may also be giving each CPU thread or GPU too much or too little work to do with your render tile sizes. For CPU rendering, smaller is better - Something like 32x32 or 64x64 may work well. For GPU with Cycles, I have had good luck with 240x240 on my 780Ti's, and 240x120 on my 980's, and generally decent performance at 120x160 on all of my cards. You may need to explore which tile size works best for your scene setup. Here is what some other people have learned about tile sizes:

Best Tile Size for Blender Internal Renderer and Cycles

Even with computers thousands of times faster than what was available years ago, patience is still a virtue. I run a render farm at home with 4 machines with 3 modern video cards each, but due to the complexity in my scenes, I have to set my renders to run on all of my boxes overnight to render about 5 seconds of full HD video.

You will also get answers closer to what your looking for if you can be more descriptive of your scenario, of your scene setup, your render settings, and possibly even provide some screenshots of the scene in your blend file when you ask questions moving forward. Good luck!


What textures i should bake to have a game ready model? I created a model and I don't know what textures I should bake.

I know that is different from model to model but,for example, I created a pickaxe and I know I should create a metallic, roughness, diffuse, normal and AO.

Is this enough/correct?

Depends on what you want to crate. And what engine you use.
You can use every single type to create a very realisitc and good looking model, but you need to know what your limits are. The more textures you use the more textures need to get loaded into the RAM. So when you want to make a game with many meshes it is best adviced to either only use the important textures or look how important the mesh is when it comes to the camera for example. Closer meshes should have more important textures than meshes that aren't really visible.

So choose for yourself what your model needs. You don't need to bake out metallic when you've got a piece of cloth.


Adding IK Problems - shin/forearm sticks out, doesn't follow IK I'm trying to create an IK for a model, and have tried both of the following tutorials: Blender and Royal Skies LLC. The process I'm following, and the issue I get both times, are both shown in this video
First using the Royal Skies LLC method*, the added IK Foot does bend the knee, but the knee is only aligned in its normal rotation when the IK Foot is aligned with the knee bones own axis, with the knee and foot sticking up otherwise, and the foot not following the IK Foot bone.
*removing the IK Foot bone's parent to remove the 'windmilling' effect, as shown in the Royal tutorial.

Using the method in the official Blender tutorial, the foot behaves as it's expected to, but the lower leg sticks out. I think both are the same issue, and the only reason the foot doesn't break in the Blender tutorial is because the foot's own bone is being used rather than a proxy.

In both cases, the lower leg sticks out unnatrually and can only be made to look 'natrual' by aligning the foot bone (or the IK Foot bone) with the knee's Y axis. Why this is, I have no clue.
Notes:

I forgot to move the knee bone forward when recording for the video above, but moving the knee bone forward doesn't fix the issue.
Also, there was a corrective bone between the knee and the foot. I deleted it but made not other adjustments. The weighting still looks okay to me... see it here

The points shown in the images are full bones as normally appear, just they're very small, and not joined together (attached) as they'd usually be. The bones being small like this caused problems for the IK, allowing it to animate the position, but unable to find the 'head' and 'tail' points correctly because of their separation.
The option was to adjust the bones in edit mode so they'd join up, but doing this broke all the animations.
In the end, I simply clicked the 'tail' of one bone and the 'head' of the next, and used 'Fill' to create a new bone to connect them up. I did this for all the necessary places, so there were no 'floating' bones.
Then, I applied the IK using the newly-added bones. The original bones were kept but parented so that the new bone was a child of the original, allowing the original animations to work.
Furthermore, the weight painting had to be swapped out so that the new bones took over from the old bones as the ones which have the actual control over the body (done by simply renaming the names to math the names of the new bones). This allows the original animations to be kept, and for an IK.


Image Stretching as result of 3d tracking When I do a camera track and set up a tracking scene,  stretching appears in the image in the compostitor.
Why?
Also, an "Unsistortion" node has appeared in the compositor making the composited image look distorted.

The most important piece of information is at the top left of your image: you are using the movie distortion node to unidistort the video (I presume, since you didn't bother showing the complete node tree). If you undistort a pinchushioned distorted image, the resulting image will  no longer fill the edges of the frame.
You have two options, use the original distorted image (so that it fills the frame like the original one) and distort the 3D elements so that the integration looks correct.
Or you can live with the distortion-corrected image and the undistorted 3D elements and re-scale the composition at the end, but you will lose some pixels in the edges.
Please read the following link for more info:
How to determine lens undistortion values for motion tracking?


How can I disable the info pop up in Blender? How do I disable the pop up in Blender that gives you a description and or the source of an aspect of Blender?

Preferences > Interface

You'll see a checkbox in the Display section labeled "Tooltips". Uncheck it.

By the way, even with Tooltips disabled, you can still view them on an as-needed basis by holding Alt before hovering over an interface item.


Rigid body physicis is resetting my object location I've got a scene where I'm trying to get a cube, to travel at high speed and collide with another cube, I'll call them cubeA and cubeB. I animated cubeA to start far off in the distance, away from my camera's vision (so its not visible earlier on in the animation), then to pop in closer, and move towards cubeB which it is supposed to be colliding with.
I've applied rigid body physics to both cubes (and the plane underneath them), and keyframed the 'animated' and 'dynamic' properties so that they start animated, a frame before I want the simulation to start I have another keyframe of it being animated, and then there is a keyframe setting it to dynamic. (CubeB's keyframe setting it to dynamic happens a bit earlier than cubeA)
However, for the cubeA, when the physics simulation starts it just teleports to its original location, and stays there, it doesn't even fall because there's nothing underneath it at that location, even though on that same frame as the simulation starts it has a keyframe for an entirely different location. I've tried moving this location keyframe to the frame before the simulation starts, but it didn't seem to fix the problem. I don't know whether this happens with cubeB because it stays in its original location the whole time.
Previously I had problems with the physics simulation rotating my textures, but I think i fixed it by applying my scale. I don't know if the two problems are linked.
The cube's materials contain peoples faces, as this project is an intro for a YouTube channel, so I've taken screenshots in solid view:

Image 1: Cube is out of view of camera before animation
Image 2: Cube is animated
Image 3: Frame before physics sim
Image 4: Physics sim has started
Image 5: cube at start of physics sim
I did a save as to a new blend file so I could add it to the question, and the cube no longer teleports. Now, when the physics simulation starts, it just stays where it is and doesn't move, and doesn't hit the other cube. I just have no clue anymore!

The file can be found here

I am new too, but I think the answer is that you enable the "animated" not to just being keyframed, but entirely throughout the animation. I hope this helps!


Why is my viewport frame rate so slow? My pc has a
CPU- Ryzen 9 3950X
GPU- Quadro RTX 5000
RAM- 124 GB of G.skill Trident
Motherboard- Giggabite Aorus x57
SSD- Samsung 970 Nvme M.2 1TB
in it. But, when I use the "Grassgwald" add-on, the frame rates in my viewport drop so much, I cannot rotate my model. There is a huge delay. There is a lot of grass in the seen, it is on a large plane depicting about 100x250 square Feet.
I have installed all drivers for my GPU and they are up to date. I have also made sure Blender recognizes the card. Since it is a Quadro RTX card, I have the option to use Optx as well as Qudo Cores in the options menu. I have tried both, neither changes performance.
To be clear, this happens when I am in the "shaded" tab with default settings. It also happens when I am in the "layout" tab with default settings.
I was lead to believe this GPU could handle this kind of load. Does ANYONE have a solution, or is it unrealistic to expect that much from my set up? please help. Thank you
-Alex

One of the problems with blender right now when using particles system is that it is not easy (or nearly impossible) to make the instances avoid each other and not overlap, and thus cover maximum space.
You Setup is great, I'm thinking that you have too much grass in your scene, probably more than you need to cover the surface. If you show me a screenshot of your scene or your particles settings at least, I can pinpoint (and I will update this answer accordingly).
PS: Also, just a friendly tip, yes Graswald is a good add-on, but do consider checking out Scatter add-on
https://www.blendernation.com/2020/04/03/blender-add-on-spotlight-scatter/
disclaimer: I'm in no way related to devs of either add-ons. So this recommendation is purely professional, unbiased.


problem with the transparency I'm fairly new on blender (and I'm using version 2.8).
I have a strange problem with the transparency of 2 objects. The geometries are identical but are imported from 2 different .obj files. How come they behave like this? Even if I combine them with CTRL + J it's the same thing.

I thank you for any help.

Check normals, doubled vertices, and possibly triangles to quads.

Normals: Ctrl+Shift+N "outside".

Merge doubled vertices: Edit mode, select all, Alt+M "by Distance".

Triangles to quads: Edit mode, select all, Alt+J.


Ctrl+Z in Viewport triggers compositor I have noticed that when I edit something in the viewport, then hit Ctrl+Z (still in the viewport) the compositor (open in new region) will still update like I edited a node or had hovered over the compositor node setup while performing the key command. Is this a known issue, or is it a bug?

Do any of you have the same issue?

I am using Blender 2.74

⎈ CtrlZ is the shortcut for undo, if you have global undo enabled in preferences (which is enabled by default) then the undo stack can contain steps from multiple windows, this means that undo may change the node editor if you made a change there before going to the 3dview and doing undo.


Constant speed along path i want to move an object along a path and i want to create a "trail" behind this object. So i created a path (shift A > cuve > path), i moved the points, added some, created some loopings, etc...

Then i used a constraint on my object to make it follow the path. It worked perfectly.

In my curve settings > path animation > frames i have 150. I added some "extrusion" in curve settings > geometry, Bim, i have a curve mesh that i can render. I added a keyframe to the frame 1 in the  curve settings > geometry > bevel > end with the value of 0. At the frame 150 i did the same with a value of 1. But when i play the animation, the object move faster than the "trail", and at the end of the animation the "trail" and the object are finally at the same spot. I tryed to change the keyframe to have a linear interpolation for the bevel value, but the object still moving faster and slower depending of the distance between the anchors of the path curve.

Is that possible to make make this speed constant ? Considering the path as a line with a start and an end and not as a start, few checkpoints and and end.

thanks.

(english is not my native language, so i hope the question is clear)

Ok, it's in the Geometry > Bevel Settings > Use Spline in the Bevel > Bevel mapping > Start & End.


Bevel concave corner I am trying to bevel an object like this:

However, when I hit CTRL+SHIFT+B to bevel, the following happens instead.

The convex corners bevel as expected, but the convex corners give me a weird result. How can I get the desired result in Blender?

Close to this question

If you extrude your base shape and select the edges corresponding to the vertices you want to round, then you can bevel CtrlB the shape:


How to import .mdd files? In the older versions you used to import the .obj file, select it then File > Import and select the .mdd file.
In the 2.73 version I don't see that option anymore. Does anyone know how to import .mdd files into Blender with the newer version?

If the .mdd option for importing isn't available, load the add-on in User Preferences:

File >> User Preferences >> Add-ons >> Import-Export: NewTek MDD format (Enable the add-on)


Manipulationg images Only downloaded blender this week for the first time so still working out what its capable of.

One question I cant find the answer to is:

Can you add mesh to a 2D background image in order to make it 3d by moving vertexes in the z?

Many Thanks

You can import the image as a simple 4-vertex plane with the Import Images as Planes addon.
Then you can add a Subdivision Surface modifier & change the smoothing algorithm from Catmull-Clark to Simple, which will add more vertices but keep the same mesh shape.

Increase the resolution to get as many vertices as you need.


Cloth simulation not animated in 3D Viewport I'm following this tutorial, and came to the step where I start the physics simulation for a piece of cloth dropping on an object (11:25 on video);

When I press the "play" animation button, the cloth that should fall on the object does not animate, and nothing happens except the animation marker which plays.

I cannot get the cloth to animate as it does on the video tutorial, what can I be missing?

It seemed to work after waiting a few seconds when the play animation button was clicked. It took some time for it to actually start animating.


How do I add a Specials Menu to the Video Sequencer? There doesn't seem to be a context-sensitive "Specials" menu for the Sequencer(like shortcut key 'w' in 3d View). How do I add one to the Sequencer with python scripting?

(I know about the "Add" menu in the sequencer, and options can be added to this one, but I need a new menu only containing context-sensitive editing options. Ex. if there is a gap between two strips at the mouse cursor position, then a "Remove gap" option would become selectable in the menu.)

This is where I am at the moment(menu containing the add menu options):

import bpy
from bpy.types import Menu

class SEQUENCER_MT_edit(Menu):
    bl_label = "Edit"
    bl_idname = "sequencer.edit_menu"                        # ID name of the class that code will call, lowercase
    def draw(self, context):
        layout = self.layout

        layout.operator_context = 'INVOKE_REGION_WIN'

        layout.operator("sequencer.movie_strip_add", text="Movie") # Example options
        layout.operator("sequencer.image_strip_add", text="Image")
        layout.operator("sequencer.sound_strip_add", text="Sound")

        layout.menu("SEQUENCER_MT_add_effect")

addon_keymaps = []
def register():
    bpy.utils.register_class(SEQUENCER_MT_edit)

    # handle the keymap
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='Sequencer', space_type='SEQUENCE_EDITOR')
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
        kmi = km.keymap_items.new(SEQUENCER_MT_edit.bl_idname, type='RIGHTMOUSE', value='PRESS', shift=True)
        addon_keymaps.append((km, kmi))

def unregister():

    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

    bpy.utils.unregister_class(SEQUENCER_MT_edit)

if __name__ == "__main__":
    register()

This seems to be working, however, the cut functions aren't called properly for some reason?

import bpy

class SequencerEditMenu(bpy.types.Menu):
    bl_label = "Specials"
    bl_idname = "SEQUENCER_OT_sequencer_edit_menu"

    def draw(self, context):

        if context.space_data.type == 'SEQUENCE_EDITOR':

            layout = self.layout
            layout.operator("sequencer.gap_remove").all = False
            layout.operator("sequencer.gap_insert")
            layout.separator()
            props = layout.operator("sequencer.strip_jump", text="Jump to Previous Strip")
            props.next = False
            props.center = False
            props = layout.operator("sequencer.strip_jump", text="Jump to Next Strip")
            props.next = True
            props.center = False
            layout.separator()
            layout.operator("transform.transform", text="Grab/Move").mode = 'TRANSLATION'
            layout.operator("transform.transform", text="Grab/Extend from Frame").mode = 'TIME_EXTEND'
            layout.operator("sequencer.slip", text="Slip Strip Contents")
            layout.separator()
            layout.operator("sequencer.cut", text="Cut (Hard) at frame").type = 'HARD'
            layout.operator("sequencer.cut", text="Cut (Soft) at frame").type = 'SOFT'

addon_keymaps = []
def register():
    bpy.utils.register_class(SequencerEditMenu)

    # handle the keymap
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='Sequencer', space_type='SEQUENCE_EDITOR')
        kmi = km.keymap_items.new('wm.call_menu', 'W', 'PRESS')
        kmi.properties.name = "SEQUENCER_OT_sequencer_edit_menu"
        addon_keymaps.append((km, kmi))

def unregister():
    bpy.utils.unregister_class(SequencerEditMenu)

    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()


Where is the apply option in modifiers for 2.9? As you can see this is a simple question of how to apply a modifier in blender 2.9.  From the image there is no apply option, so where is it?

Right next to the close button there is a little down arrow. It is a pop-down menu where you can find the apply button. You can also apply with Ctrl+A.


isometric deformation of a plane can you please address my query.

I want to smoothly deform a plane such that the distance between the 2 points on the plane are preserved(Isometric deformation).

For example

1) In the 1stfigure, you can see in the flat mesh grid(undeformed) the distance between the vertices are constant (.222 blender units).
2) In the 2ndrd figure, i apply the wave modifier to deform the mesh. As you can see, the distance between the 2 vertices is not the same anymore.

I want to achieve the smooth, isometric deformation. Where the distance between the vertices remain constant after deformation.

How can i achieve this isometric deformation in blender?(using any of the available modifiers such as wave, wrap, deform, cloth etc etc).

Thanks
Demon

Final:

As far as I know your best shot would be with Curve modifier. It will not be perfectly even though but I don't think it's possible to preserve 1:1 edge length with any modifier.

Steps:

Add Curve > Bezier Curve.
Rotate it 90 degrees on X axis.
Select Plane and add Curve Modifier.
Choose BezierCurve.
Move a Plane on X axis.


rendering frame with image save every .... ( 100?) samples For a project I'm working on I want to do some test renders to see how many samples I would need for the final image. I want to do this as time efficient as possible so I was wondering if there is any possibility I could set the samples really high, use progressive refine and let the image auto-save every, let's say, 100 samples ( or whatever number you put in maybe ). if someone knows a way of doing this albeit with a script, please let me know

You can render an animation with 100 (same) frames after clicking the variable seed button (clock icon), and setting samples to 100.

Averaging image1 with image2 would be equivalent to the image with 200 samples, averaging images 1, 2 and 3 would be equivalent to the image with 300 samples and so on.

Photoshop or gimp could help you with that but you could do it more quickly with imagemagick

convert 1.jpg 2.jpg 3.jpg ... N.jpg -average result.jpg

Here is the code in bash that echoes the commands to run

for i in `seq 1 10`; do
    echo -n "convert "
    for j in `seq -f "%03g" 1 $i`;
        do
                echo -n "$j.png "
        done
    echo "-average result.jpg"
done

and here are the commands for 10 images in case you are on windows

convert 001.png 002.png -average result.jpg
convert 001.png 002.png 003.png -average result.jpg
convert 001.png 002.png 003.png 004.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png 006.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png 006.png 007.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png 006.png 007.png 008.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png 006.png 007.png 008.png 009.png -average result.jpg
convert 001.png 002.png 003.png 004.png 005.png 006.png 007.png 008.png 009.png 010.png -average result.jpg


I can't see my trees through camera but I can see everything else when you look on the left in modelling view you can see the london eye the trees and the Thames but when you look on the right through camera view you can no longer see the trees.

how do I fix it?

I think this is a camera clipping issue. Seems like your camera simply is not set up to look this far.

Select the camera and increase the clipping end value as shown below.

For further explanation see the manual:
https://www.blender.org/manual/es/render/cycles/camera.html

It says:

"Clipping
Clip Start and End:
The interval in which objects are directly visible, Any objects outside this range still influence the image indirectly, as further light bounces are not clipped."


What is the most efficient way to make instance real and joined I have a setup, a very complex instancing, I simply want to Voxel Remesh this (sculpt) but if I use Make Real for instances, it will create bazillions instances, and I don't want that. I simply need a joined mesh based on the parented dupli instances, regardles how complex, and from that single mesh, then I can use Voxel Remesh or other processing.

Any idea?

Make real and join*

Could make the mesh by making the dupliobject active and running make duplicates real, and then joining them.  Sorry haven't fixed the location properly

import bpy

context = bpy.context
scene = context.scene
vl = context.view_layer

obs = set(scene.objects)
bpy.ops.object.duplicates_make_real()
new_obs = list(set(scene.objects) - obs)
bpy.ops.object.select_all(action='DESELECT')
o = new_obs[0]
vl.objects.active = o
for o in new_obs:
    o.select_set(True)

bpy.ops.object.join()

Using depsgraph in 2.8

Result in edit mode above, default torus duplivert default and scaled down icosphere.  May be cuppa time while it runs

Instances can be obtained from the depsgraph. https://docs.blender.org/api/master/bpy.types.DepsgraphObjectInstance.html#module-bpy.types

There is a section in

https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Scene_and_Object_API

re getting the instances of an object via the python API.

Using the method prescribed for getting instances of a particular object, here is a test script to create a bmesh from all object instances of the context object,

The bmesh is written to  new single mesh object from the instances.  The mesh equivalent of make real and join.  (Without the original)

I have only tested this on a very simple example, without materials.

import bpy
import bmesh

context = bpy.context
ob = context.object
mwi = ob.matrix_world.inverted()
dg = context.evaluated_depsgraph_get()

bm = bmesh.new()
for ob_inst in dg.object_instances:
    if ob_inst.parent and ob_inst.parent.original == ob:
        me = ob_inst.instance_object.data
        bm.from_mesh(me)
        # transform to match instance
        bmesh.ops.transform(bm,
                matrix=mwi @ ob_inst.matrix_world,
                verts=bm.verts[-len(me.vertices):]
                )

# link an object with the instanced mesh

me = bpy.data.meshes.new(f"{ob.data.name}_InstanceMesh")
bm.to_mesh(me)
ob_ev = bpy.data.objects.new(f"{ob.name}_InstancedObject", me)
ob_ev.matrix_world = ob.matrix_world

context.collection.objects.link(ob_ev)


What is Inverse Kinematics? Why do we need the Inverse Kinematic constraint in rigging? What is the benefit of it, what is a situation where I can use it and what does it do to the armature?

What is Inverse Kinematics?

There are two main ways to pose a chain of bones:

"Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need to rotate each bone individually.

Inverse Kinematics (IK) is another way, where the movement of the chain is determined by a "target" bone (and optionally a "pole target" bone) instead of the normal parent-child relationships. Basically you position the end of the chain, and the IK solver calculates what the rest of the bones need to do in order to make that happen.

Why do we need the Inverse Kinematic constraint in rigging?

We don't need it, it just makes life easier. Often much easier.

When should I use it?

In every situation where you need the end of the bone chain to be in a specific place - like characters grabbing something, or the foot on the floor while walking.

What does it do to the armature?

Rotates the bones of the chain into position according to the two control bones (target, pole).


How can i fix the lighting to make the ''glint'' looks like a perfect circle? I was rendering a 3D eye where i have a 'glint' on the upper-left side of the object, and it looks like a white circle (just like in the image) the problem is that i animated the camera into the black part of the texture, and when it reach some point the texture looks weird the geometry 'shows too much' and the light doesn't look right...i know the model isn't totally a perfect sphere but maybe there's a way to only fix that light.
Is that possible?

To make a perfectly spherical sphere, that responds well to modifiers, you need to use an Icosphere. This is a spherical mesh made from congruent triangular faces:

When using smooth shading or a subdivision modifier, there are no artifacts as all the faces are exactly the same in size and shape.

In contrast, a UV Sphere is made up in the manner of a globe, with degrees of Longitude and Latitude:


Why am I getting errors with Cycles baking from materials? So I'm fairly familiar with Cycles, but I just ran into some odd issues baking textures - problems that I don't have with Blender Internal.

I want to bake the colours of the materials that I've assigned to faces of my UV-mapped model to a diffuse .png.

In Blender internal (this model is on layer 3 of my file), the baked diffuse looks as I intended:

In Cycles (this model is on layer 1 of my file), the baked diffuse (using the same UV layout) is oddly laid out:

My .blend file can be found here.

Can anybody explain to me why this is happening? Much obliged!

--Rev

EDITED

All you have to do is put the same image into every texture you're baking:

It seems to work:


Use PIL Library in Blender I installed the PIL library using the .exe installer of the version 4.0.0 taken from this site (The Python Software Foundation website). Then I checked using the python shell if the PIL library was installed and it didn't give me error, so I assumed that's installed. Then I tried to copy from the installation folder of the library the folder named PIL into the folder C:\Program Files\Blender Foundation\Blender\2.78\python\lib. Then I tried to put in a text "import PIL", and it worked. (Before doing the copy of the folder PIL told me that no PIL modules were installed). Then I tried: "from PIL import Image" and it gave me errors. Any way to make blender use properly the PIL library?

EDIT:
The error it gave me it's the following:

Traceback (most recent call last):
File "\Text", line 1, in <module>
File "C:\Program Files\BlenderFoundation\Blender\2.78\python\lib\PIL\Image.py", line 67, in <module>
from PIL import _imaging as core
ImportError: cannot import name '_imaging'

I solved, I had to check the version of the Python used by Blender. To do this, you need to go in the bin folder (located in the same folder as the lib one), and check the version of python in there and then use the appropriate version of PIL library.


Running Blender off of network drive I need to run a BGE executable off of a network drive. I can not install or run any problems off of the computer. The network drive is also quite slow.

My Questions:

Does the blender executable depend on any DLLs or any thing that isn't already included in the folder below?

Can anyone confirm that the files in the folder below are all that the simulator.exe should need to run? (These files were created when I exported as a BGE executable)

Is there any reason that a Blender executable wouldn't like being run off of a network drive? The program runs well off of a USB.

This is the error I get when I try to run the above simulator.exe file

In my case, the following worked on my own shared drive, both PCs running Windows 7 Ultimate 64bit:

1. in the sharing settings for that particular folder, make sure that Read AND write are enabled:

2. Make sure your antivirus and firewall allow the exe to run (In my case, Avast was blocking it)

3. make sure that "Run as Administrator" is enabled in the exe properties:


How can I stretch a bone's tail to another bone or empty with a constraint? A want the second bone's tail to stretch to the third's head.

I have tried to use the Stretch To constraint but then I would need the target to be at the tail at start.

Is there a way to force the tail position to the thirds head?

It's a bit confusing... The bone has only one position in pose mode, but in edit mode it has two positions (head and tail). So when using the stretch to constraint all it can do is to scale the bone. What I really want is to adjust the length of the bone but that attribute doesn't makes sens in pose mode.

The end goal of this is to create joins aligned to other objects and then Apply Pose As Rest Pose.

I'm starting to think it wasn't a good idea.

[Edit]
There is apparently no way of doing this using bone constraints only.
It could be done with an intermediate object constraint but it would be a complicated and not a useful solution.

It seems to me that there is some confusion between pose mode and edit mode: if your end goal is to apply pose as rest pose, it means that you want to have your rig modified in edit mode: this is the same result as editing in edit mode: so go to edit mode, select the head of the third bone, press Shift S "cursor to selected", then select the tail of the second bone, press Shift S "Selection to cursor". Then you'll have to choose if the third bone is connected and parented to the second or not (by now they only share the same location in one joint): if you want that select the third, shift select the second, press Ctrl P and choose "connected".


How Do I Rig This Model Using Rigify? What Rigify says: bone heat weighting failed to find solution
Link to Blender File: https://drive.google.com/file/d/1AD9et6EeyW-XUqjdeScG14I_zQGboqWl/view?usp=sharing
Can't connect the rig to the mesh I've tried everything I know

This character is quite complex, and requires a lot of work to get rigged, because it's maden of lots of spare parts and intersecting geometry. Some geometry requires to be organically deformed, while some others parts are supposed to be rigid, so it's impossible to obtain a good result with automatic weights, even if you get it to work without bone heat failings.
My suggestion is to enter edit mode, use the L and Ctrl L functions to select all blocks of vertices that are part of a piece and separate them (pressing P). Then some of theese new spare parts can be weighted automatically, some others will need to be manually weighted. You will find all Rigify Deforming bones in the 30th bone layer.
After the procedure is done you can rejoin them (Ctrl J), the weights will be carried intact.
In the picture an example on the Left leg, which still needs some more refinements.


locking button press in blender game engine I am trying to figure out how to lock a button press until the player interacts with a object which then unlocks the button.

add property to the door which tells when the door is locked or unlocked .  then add trigger which sends message "unlockdoor" (and unlocks the door(sets locked to 0)) . then add animation


Bad Topology problem Hope you and your families are ok in that moments, and i hope de will pass that soon.

I have a topology problem, the result is a problem on subdision.

I have that object, when i apply the subsdivision surface, the circle goes to a "non circle".
I don't know where i have to cut the mesh to break the loop that distorts that circle.

Thank you.

Thank you very much batFINGER and Robin Betts,

in fact tihs is the vest topology lesseon i have never recieved, that let me understand better the workflow for a good topology.

I have one more question, dou you know why the external part is not beieng correctly subdivided?

Moltes gràcies!

I would do something like this. But depends what you want to do next


Where is the Touch Sensor in 2.7x? In the Logic editor in Blender 2.7x I can't find the Touch sensor. Where is it? Or how duplicate it's function to detect anything.

The Touch sensor has been removed, but in its place there is a updated Collision sensor.

The M/P button will toggle the Collision sensor only targeting a property or material.
To target anything, just leave the property field blank.


Shadow not showing in Renderer I have a problem where the shadow is not showing up during the rendering scene, even though the shadow shows up on the viewport.
On viewport
On Rendering
I don't know why this happens, any help would be appreciated.
Edit: Here is the blender file as well https://github.com/NindyBun/Concentrated_Solar_Power_0.1.0/blob/master/csp_heater.blend

I have taken a look at your file. The transparent plane on which your shadow is casted has a setting for it to show or no to show shadows, and in which scenario.
Select that plane, go to the object settings on the right side and find this section:

In your case, only 'show in viewports' was ticked. You also need to tick the box that says 'show in renders' and your render will look the way you imagined it.
Good luck!


Clothes moving weirdly after rigging I'm trying to rig this character but the clothes are having this weird 'behavior'
PS: the clothes is joined to the body
This is what keeps happening to the clothes:
https://gyazo.com/e2de07ff431b7653148a7360ce5e2d0e
Thank you in advance

One possible solution to your problem is to manually assign and remove vertices from the weight groups. having very little geometry as you do, it should be fairly simple to tweak the weights based on the geometry.
This can be accessed through the vertex group panel (upside-down triangle)
Based on your description I cannot tell if you have tried this yet or not.


Blender 2.78 video editor crash I am using Blender 2.78, default startup file.  Repeatable crash on the following steps:

Open Blender
Switch to Video Editor window via dropdown box
Add a movie (with audio and video)
Select the audio track of the movie on the editing track
Blender crashes/quits

Anyone else ever use the video editor successfully?

A few things to consider are:
 Are you using an official release?
 Are you in the latest version or in an old verion? There is both Blender 2.78a and 2.78b now. I have been working in the video editor with 2.78b and have had no trouble. Try download and re-installing the latest verion. If it continues, try with a different video file. If the problem is fixed, then it means that your video file was damaged. It could also be your audio file... Hope this helps! :)

-Tovin


Error trying to set only active object's origin with others selected I am new to scripting in blender/python, and I am unsure what I did wrong here. The script works fine until I try to make it work just with the active object. Then it throws the following error
Python: Traceback (most recent call last):   File "C:\Users\Juantxopanza\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\snap_origin_addon.py", line 39, in execute
    curObject.origin_set(type='ORIGIN_CURSOR', center='MEDIAN') AttributeError: '_BPyOpsSubModOp' object has no attribute 'origin_set'

location: <unknown location>:-1

Here's the code:
bl_info = {
    "name": "Snap Origin to selected",
    "author": "",
    "version": (0, 0),
    "blender": (2, 90, 0),
    #"location": "View3D > Mesh > Snap > Snap Origin to selected",
    "description": "snaps the origin of the object to a selection",
    "category": "Mesh",
}

import bpy
from bpy.props import (BoolProperty)
class MESH_OT_snapOrigin(bpy.types.Operator):
    """It has to begin with a selected element in edit mode"""
    bl_idname = "mesh.snap_origin_to_selected"
    bl_label = "Snap Origin to selected"
    bl_options = {'REGISTER', 'UNDO'}

    only_active: bpy.props.BoolProperty(
        name="set only active",
        description="set only the origin of the active object",
        default=False,
    )

    @classmethod
    def poll(cls, context):
        return context.area.type == 'VIEW_3D'

    def execute(self, context):
        curObject = bpy.context.active_object
        get_3dCursor = (bpy.context.scene.cursor.location[0],bpy.context.scene.cursor.location[1],bpy.context.scene.cursor.location[2])
        print(bpy.context.active_object.name)
        #print(curObject.location[0])
        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
        if self.only_active == True:
           curObject.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        else:
           bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        # bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        bpy.context.scene.cursor.location[0] = get_3dCursor[0]
        bpy.context.scene.cursor.location[1] = get_3dCursor[1]
        bpy.context.scene.cursor.location[2] = get_3dCursor[2]
        return {'FINISHED'}

# Registration

def set_origin_button(self, context):
    self.layout.operator(
        MESH_OT_snapOrigin.bl_idname,
        text="snap origin to selected",
        icon='PIVOT_CURSOR')

def register():
    bpy.utils.register_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.append(set_origin_button)

def unregister():
    bpy.utils.unregister_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.remove(set_origin_button)

Override the context.
There is no origin_set belonging to an Object.
There are a couple of ways to do this, either deselect all other objects before calling the origin set operator, or override the context to make the selection only the single (or chosen) object(s)
Am using the python console, which is a great place to nut things out.
With  "Cube" active, and the "Cone" and "IcoSphere" selected...
>>> C.object
bpy.data.objects['Cube']

>>> C.selected_objects
[bpy.data.objects['Cube'], bpy.data.objects['Icosphere'], bpy.data.objects['Cone']]

Make an override dictionary, telling blender the only object to re-origin-ate is the "Cube" by making it the only member of context.selected_editable_objects <- The selected objects that the operator uses.  Why cannot I override the context for bpy.ops.object.origin_set()
>>> c = {}
>>> c['active_object'] = None
>>> c['selected_editable_objects'] = [C.object]
>>> c
{'active_object': None, 'selected_editable_objects': [bpy.data.objects['Cube']]}

Run the operator with that context dictionary c as the first argument.
>>> bpy.ops.object.origin_set(c, type='ORIGIN_CURSOR')
{'FINISHED'}

and only the origin of the active object is set.
The error in your question relates to the Object
not having an origin_set property.
>>> C.object.origin_set
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Object' object has no attribute 'origin_set'


moving mesh with rigged bones I want to make different versions of a rigged character with longer and shorter limbs and other body proportions. is there a way to scale parts of a mesh with its parent bones so i dont have to re adjust the mesh to match again? it gets really tough resizing and repositioning every finger bone.

Scale the bones as desired, select the mesh, in the modifier stack apply the armature modifier, then select the armature in pose mode, select all the bones and choose Ctrl+A "Apply pose as rest pose".

Then select the mesh and add an armature modifier to the mesh and select your armature in the "object" field.

Done.