Control what properties displayed in F-Curve Editor Using Python, I would like to control what is displayed in the F-Curve Editor (in the Graph Editor window).

For example, say I want to display bpy.context.scene.gravity.

How to display this property if it's already been keyframed?
How to display it if it hasn't been keyframed?
How can I undisplay any other F-curves? (e.g., say a keyframed object also happens to be selected)

From the wiki manual:

  Header Tools

  Show Selected Only

  By default, the Graph Editor shows the channels for the active object only. Toggle this button off to show channels for all objects.

  Show Hidden

  Enable this to show channels from objects/bones that are hidden.

  Show only matching F-Curves

  Use this to only include F-Curves that contain the specified text.

  Filters

  Show options for whether channels related to certain types of data are included.

If you want to change these settings you should have a look at

bpy.types.SpaceGraphEditor
bpy.types.DopeSheet
bpy.types.FCurve

If you are using an operator which will be called from the graph editor, the space data is available from

space = context.space_data
dopesheet = space.dopesheet

I.e.:

dopesheet.show_only_selected = True
#select the objects you want to show
obj.select = True

Another example:

#show only objects from the group named 'Group'
dopesheet.filter_group = bpy.data.groups['Group']
dopesheet.show_only_group_objects = True

#don't show object transformations and scene properties
dopesheet.show_transforms = False
dopesheet.show_scenes = False

Hide a fcurve:

#only accessible by index
fcurve = obj.animation_data.action.fcurves[0].hide = True
#fcurve's attributes data_path, array_index provide more information about it

or select it:

fcurve = obj.animation_data.action.fcurves[0].select = True

If the object has not been animated:

The minimum requirement to show up in the graph curve is existent animation data with an action assigned to it which possesses at least one fcurve.

So if the object has not been animated yet:

if not obj.animation_data:
    obj.animation_data_create()
    obj.animation_data.action = bpy.data.actions.new('myAction')
    #create an fcurve for the x coordinate
    obj.animation_data.action.fcurves.new("location, 0)


How bump node reads images in Cycles When I plug an image to the "bump node" ( or "Displacement" ) Does it consider the black value as 0.0 height or the gray ones (0.5,0.5,0.5)

Short Answer:

It doesn't matter at all.

Long Answer:

Bump mapping doesn't really care whether the colour of a particular pixel is black or grey or white or even negative. What it does care about, is the relation between that pixel and the pixels surrounding it.

The only thing that matter is the difference between the values. The two sets of pixels in the image above will give identical results, because the difference between black (0.0) and grey (0.5) is 0.5, and the difference between grey and white (1.0) is also 0.5.

As proof, here are two identical renders:

Why is it like this?

Under the hood, Blender is simply calculating the surface normal for each pixel. A normal is simply the direction that point on the surface is facing, irregardless of its position.

Note: None of this is true for actual displacement, only bump mapping.


How to ensure accurate rigid body simulation with many small objects I am attempting to fill a cup with small capsules to create the effect of sprinkles sitting in a bowl. To do this, I have been using rigid body simulations to pour the sprinkles into the cup and then joining all the objects to create a single mesh.

Although the result (below) looks similar to reference photos, the sprinkles around the edges seem to avoid touching the cup. Is there any way I can fix this so that the sprinkles fill the entire container as they do in the real world?

Below is a sample render and screenshots which contain the rigid body simulation settings for the sprinkles and the cup (I don't think the funnel should matter).

Render:

Cup:

Sprinkle (same settings for all of them):

Thanks for the help!

I believe your problem is due to the Collision Sensitivity Margin - although you shoul dalso ensure you always Ctrl+A, 'Apply Scale' on your objects (if you have rescaled them) prior to running any simulations.

I've replicated a similar situation to drop a multitude of small cylinders into a box :

In the above image you can clearly see that the cylinders are separated from the surface. This is due to the default collision Margin of 0.04 on the Cube. The collision margin generally helps with generating a more stable simulation by providing a 'buffer' with the surface to prevent objects from intersecting. However, the default may be too large for some simulations - especially with objects at a small scale.

Here's the same simulation with the margin set to 0.001 :

As you can see there is now no noticeable gap between the container and the cylinders.

Note that the smaller the 'margin' the closer objects are allowed to get before they are considered to have collided. However, the tooltip on the margin does suggest that better results are obtained when set to non-zero. Therefore, you should generally set it to a value for your scene that is just small enough to not notice a gap between colliding surfaces.


When I move one bone everething of objects moves. | Blender I recently created a character from among us according this turtorial on youtube: turtorial, I tried to move with legs (bones of leg) as well, but when I move one bone everything from character moves including the other leg. Please help me.
Pictures:

Select your mesh and in the Viewport Overlays panel, enable the Face Orientation option, you'll see that the normals are flipped (they are red). In Edit mode, select all and press AltN > Recalculate Outside, then parent again:


delete overlapped part of faces I have more than a thousand places where this happens in a single mesh object. As you can see in the image, part of the faces are overlapping. I want to delete the overlapped part of the faces.
Boolean modifier won't work because it's a single mesh that has many places where this happens.
Remesh modifier won't work because it creates big blobs of new mesh were there doesn't exist anything.
Blender doesn't recognize that as an "interior face" too so the seletect "interior faces" and delete method won't work either. How do I delete the overlapped part of the faces?

AFAIK there is no one-klick method for this and every possible way to pull this off requires a decent amount of work. Let's break down what we actually can do with the limited information about your model/scene you provide.

Let's assume (by the look of the screenshots) that your model is a minecraft-like structure where the original blocks (before joining) only touch each other's faces and never intersect and they also don't have merged vertices. What we then can do with this, is separating the model into individual primitives quite easily.

Tab into edit mode, hit A to select everything, then P to start separating and select "by loose parts" in the menu.

Now, that we have separate blocks we could try combining the meshes step by step using the boolean modifier with the union operator.

The bad news is that the boolean modifier might not work as expected on many occasions (if you have mesh intersections or the meshes simply have no connecting faces...) and with "more than a thousand" partly hidden faces this method will be so much work that you easily could reconstruct your model from scratch as well.


How to get the data path of object dimensions for using in drivers? Is there a way to get the data path of object dimensions for using in drivers?
How to get the variable for a specific object y-dimensions for example?
Thank you
Chris

You can use the object viewport color to transfer information to the material. Here it's convenient because the dimensions are always positive and the RGB channels can only hold positive values so we can just use the raw value.
You can either add a driver to each of the R, G, B channel of the viewport color property by hand or by using a script.
Use dimensions[0] for the $X$ dimension, dimensions[1] for $Y$ and dimensions[2] for $Z$.
Alternatively (and perhaps more intuitively) you can use dimensions.x, dimensions.y, dimensions.z.

Here is a script to automate it :
import bpy

def main():
    ao = bpy.context.active_object
    if not ao or ao.type not in  ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'VOLUME', 'GPENCIL'):
        print("Select a mesh, curve, surface, metaball, text, volume or grease pencil object")
        return
    for i in range(0, 3):
        add_driver_to(ao, "color", "dimensions", "dim", i)

def add_driver_to(obj, prop_to, prop_from, var_name, dim):
    """
    Add a driver to obj's prop_to property
    Using obj's prop_from property

    Both properties must be at least of dimension dim
    """
    if not obj:
        return
    if not hasattr(obj, prop_to):
        print(f"Object '{obj.name}' doesn't have a property named '{prop_to}'")
        return
    driver = obj.driver_add(prop_to, dim).driver
    # Make sure we don't add variables indefinitely :
    var = driver.variables.get(var_name)
    if not var:
        var = driver.variables.new()
    var.name = "dim"
    var.type = 'SINGLE_PROP'

    target = var.targets[0]
    target.id_type = 'OBJECT'
    target.id = obj
    target.data_path = f"{prop_from}[{dim}]"

    driver.expression = var_name

if __name__ == "__main__":
    main()

To visualize what we just did, set the viewport object color to "Object".

Execute the script and scale the object.

To access it in a shader access the "Color" output of the "Object Info" node and separate each channel.

Scale along X for example (Values > 1 are pure white):


Missing object in blender 2.80 I'm following the donut tutorial. When I see the viewport the icing is there

However, after rendering it is missing

I already check all the cameras on ray visiblity

You've likely disabled Show Emitter in the particle settings. The checkbox needs to be selected otherwise the particle emitter will not be visible in your render.


Why can't I use a loop-cut on this simple mesh? I just tried making a person in blender from a tutorial (first time I use blender) and somehow I can't make a loop-cut in the last 'box' thing.
It is nor a triangle nor an N-gon, I checked for double sides/vertices but nothing seems to work.
How can I get a loop cut here?
The yellow is what blender does, and the red is what I want added
Here's the blend model: http://pasteall.org/blend/index.php?id=50184

You have 2 problems that make Blender unable to know how it could build the edge loop, as it needs quads to create edge loops automatically with ctrl R, and it can't deal with ambiguity:

A face inside your mesh that is not visible in Object mode. You need to select it and delete it with X > Faces
An edge loop coming from the bottom which makes a ngon at its end. You need to select it and delete it with X > Edge Loops

Now you can create a new edge loop.


Rigify and Root Motion in Unity. Latest Version not working? I'm trying to get root motion to work with my Blender character. The issue is that the character keeps lunging backwards, since for some reason whichever bone I pick to be the root node is delayed as you see in the transform. (https://media.giphy.com/media/MczFKgE17JI7LZPQqj/giphy.gif)

I believe the problem is Rigify. I followed this great tutorial based on an older version of Blender (https://youtu.be/SsHCkK4iou0). But I still hit this issue, with and noticed some differences. The nodes that show up are different and mostly missing. Changing to humanoid does not work since the 'head' is missing which is not the case. And the biggest difference is the lunging backwards.

I created a simple 4 bone rig with the cube as seen in the gif and that moved with the root motion, so I am not sure why I am getting issues with the character. I've tried different methods of FBX export and no results yet. If anyone was able to use Rigify with Unity/Root Motion, I would really appreciate the help! Thanks.

The problem is that ORG-Spine and DEF-Spine should be together. Click on ORG-Spine and under its bone settings - Relations- Set the parent to DEF-Spine. Now you can import it into Unity without any problems.


Blender RGB masking with segmentation. How to? If possible I have a 3d small garden with 15 plants. Each plant have leaf objects. Formally they are just a leaf objects with different XYZ location/rotation/scale.
Take a look

I want to get something similar to this image:

I need to make an RGB mask of my garden? How do I make it?

I'm thinking of creating a new materials and give them random coloring and then apply materials on my leaf objects, that would work too I suppose, but I believe there should be an easier and better way.

Here's my script:

for obj in [o for o in source_collection.objects if o.type == 'MESH']:
       for i in range(1):
           for obj in [o for o in source_collection.objects if o.type == 'MESH']:
               # get a copy of the object
               new_obj = duplicate( obj, destination_collection, False )
               # ** Make your random transforms here **
               RGBMask = bpy.data.materials.new("RGBMask")
               bpy.context.active_object.data.materials.append(RGBMask)
               bpy.data.materials["RGBMask"].diffuse_color = random(), random(), random(), random()
               rotateX = round(uniform(-20,20), 2)
               rotateY = round(uniform(10,50), 2)
               rotateZ = randint(-760,760)
               scaleX = round(uniform(0.3,1), 2)
               scaleY = round(uniform(0.3,1), 2)
               scaleZ = round(uniform(0.3,1), 2)
               new_obj.scale = ( scaleX, scaleY, scaleZ )
               new_obj.rotation_euler = (radians(rotateX),radians(rotateY),radians(rotateZ))

It creates new material called RGBMask, but applies it for all of my objects, but I need to have each leaf have it's own color. I'm new to python and blender, so any help is highly appreciated

You can try with this solution: Create a segmentation picture with each object class rendered in different color ?.
It worked for me.

Moreover, if you want sharp edges you can set render properties -> film -> filter size for eevee to 0.00.


Why does my model turn into a mess when in object mode Why does it do that when being in object mode?

Hidden faces

You have set some faces as not visible in edit mode. The fact that they are hidden is true only for edit mode; in object mode you'll see all the faces (unless you specifically  set up a mask modifier).

You can see the whole object by un-hiding the faces with the Alt+H shortcut while in edit mode.


Best way to make cartoon style hair? I'm not experienced user. I searched bunch of different methods to make hair in blender internal. But I want to know which is the best & most realistic (modeled) method to make (Cartoon-Style) hair in blender internal?

like This! It's shape looks realistic.

There are a number of video tutorials on this subject that will provide a much better answer than we can here. I would suggest this one by Kent Trammel from CG Cookie:

https://www.youtube.com/watch?v=Nn7mISvVzJk

The result isn't exactly like the image you posted, but is similar enough that you should be able to adapt the techniques to your situation.

The other way to make hair like you want is to sculpt it. There are a couple of good tutorials online about how to do that. Even tutorials for other programs like ZBrush can be a good way to find out how to do it. CG Cookie has a great tutorial on how to sculpt hair, but it appears that a subscription of sorts is required for this one (might be free, not sure). Here is the trailer for the video.

https://www.youtube.com/watch?v=gXKYN5qJX1c


How do I extrude in the direction the vertices are facing? It seems that Blender randomly selects when to extrude on a locked axis or projected from the viewport. How do I extrude so that it locks on the axis the vertices are facing?

It's a real pity, but Blender is indeed broken like that. It does not do what it says. If you choose to Extrude and move on normals it works only if you have faces selected and with edges and vertices it does not work. This could be considered to be a bug, since the functionality does not work as intended or as it's label suggests at least. Luckily, it is not a huge inconvenience since it can be fixed very easily - you can just hit Enter without moving the vertices when extruded and then use Shrink/Flatten(alt+s) to move them in the direction of their normals:

You can also use the functionality of the transform operators to move them as you wish after they are extruded:

Edit: who could have thought?.. - it is broken here as well - you can see in my example gif that the vertex normals change when they are extruded with regular e. Well, if you use Extrude Only Vertices from the Space menu, it seems to work. This is a complete mess when you think about it... I am surprised they managed to leave it like that.


How to set screen transform_orientation I have not been able to find how to set this property in any forum.

I am trying to set the transform orientation from 'GLOBAL' to 'GIMBAL' through python.

blender api has the transform_orientation property:
https://docs.blender.org/api/blender_python_api_2_78c_release/bpy.types.SpaceView3D.html

I have not been able to set this property.
When i hover over the property in blender i get this

bpy.data.screens["Default"]...transform_orientation

**I know of gimbal lock.  Lets just assume i already know this and have accounted for it already in my rotations.

I have already manually set up all of this using the UI and it is working perfectly.  I just need to know how to set this property using python script.

Thank you.

If you're using the script editor, you can do it like this:

import bpy

v3d = [x for x in bpy.context.screen.areas if x.type == 'VIEW_3D']

if v3d:
    # you need to decide what to do if there are more than one 3D Views present
    # you could either set the orientation on the first one, or on a specific one

    # to set it on all views:
    for v in v3d:
        v.spaces[0].transform_orientation = 'GIMBAL'

    # to set it only on the first one found
    v3d[0].spaces[0].transform_orientation = 'GIMBAL'

From an add-on, it should be:

# from within an Add-on, it's a lot easier, as you have a proper context
def execute(self, context):
    v = context.space_data
    v.transform_orientation = 'GIMBAL'


Reversing and resetting rigidbodies? I want it so that I can make rigidbodies fall then make them go in reverse back to their original places without doing any video editing. So I'll be able to see them fall back into place from different angles. Is there also a way of just animating a rigidbody reset. What I mean by that is so something falls and then X frames later they'll teleport back to where they were so I can do something different with them. Is reversing and resetting during the animation possible?

Thanks!

One option is to press ShiftAltA to play the animation in reverse, but I think you mean the following (this works for relatively short and simple simulations, else it would take to much time):

Bake the simulation to keyframes

Open graph editor and make sure every keyframe is selected

ShiftD to duplicate keyframes and then X to shift the keyframes horizontally

Click Left Mousebutton to confirm and then S, X then -1, to invert the keyframes

Change the simulation end frames


How do I stop my chain distorting along a curve? I am sure this is fairly simple. I followed a simple chain tutorial and as you can see the pieces elongate around the bends for some reason

The origin of both objects (chain and curve) matters for the curve modifier.

To correct the issue:

Place the 3D cursor on the first vertex of the curve, then come back in object mode and transform the curve origin to the 3D cursor.
And move the chain to that origin (considering the chain origin is ok, relatively to the chain itself)

Some information or tips:

Here we start with a simple position where all objects are oriented along the X axis and the curve modifier is set along X too (the modifier's result is not shown below).

Now we activate the modifier and grab the chain's origin near the curve origin:

We notice that:

The more the chain is near the curve, the less it is stretched
When both origins are at the same location, the chain begins at the first curve's control point

If we rotate, move, or change the chain in edit mode:

If we rotate, move, or change the chain in edit mode:

And if we change the chain's control points:

So aligning the chain and the curve:

Set both origins at the same location
Set the modifier's axis along the chain axis
The chain will be curved starting at the first control point of the curve and starting from its own origin (and the result depends on the position of its inner geometry relative to its origin)


Lock an Axis - Curve Modifier So I have a curve and an object moving along the curve using the curve modifier. My question is can I lock an axis so the object will, for example, only move back and forth on the x axis, or y axis, or the z axis?

Okay so with some help from Mr Zak, I found the solution to this problem.

So for anyone wondering, I was needing this for a 3D printing type animation.
Anyway, start with your curve and some objects.

Add the "Follow Path" constraint and in select your curve for the target.
To animate, go to your first frame and keyframe the "Offset:" to -100 (this may be different for some curves but this works for most). Then go to the last frame and keyframe the "Offset:" to 0 (if these values don't work, just drag the offset value until it looks right).

The cubish object in the picture just follows around the curve (for you 3D printers, it's the extruder).

The two cylinders just move forward and back with the cube (this just achieves the look of the cube moving left and right and the bars moving forward and back).

For the object you want moving only on one axis, do the same as before but add a "Limit Location" constraint after the "Follow Path" constraint.

If you want it on one axis, check the "Minimum" and "Maximum" boxes for the desired axis. If you follow the instructions up to this point, then it won't change it's position on that axis while it moves. Here's a gif showing what mine looks like


Viewport of render gone, I joined Areas to area with folders My mistake was joined the area of folders to right side, when I wanted take of them.


Can bones in IK chains be also moved independently? I have the following IK chain:

Bone 3 is the IK bone and 4 is the IK target. Clearly, when 4 is moved the entire chain follows it. Which leads to the problem that it is impossible to move the bones that are subordinate to 4 independently with 4 following them.

I would like to rotate Bone 3 with 4 following the rotation. Is it possible to have an IK bone in control of a chain and still be able to transform the subordinate bones independently with the control bone following the transformation?

If I get you correctly, sure.  You just add another bone:

In your particular case, you would:

Duplicate bone 3 and delete any constraints from this duplicate.
Parent this duplicate to bone 3.
Disable deform on bone 3, and rename any vertex groups on the mesh to follow the duplicate instead ("3.001" likely.)

That way, bone 3 still takes place in the IK chain, and you have a deforming bone that defaults to the orientation of 3, but is still independently manipulable.
Should be said, even though you can do that, it doesn't mean you should do that.  How most people would approach the situation in your picture is to make 2 the IK bone, move the rest pose of 4 to the rest pose tail of 2, decrement the chain length by 1, and then give 3 a world->world copy rotation constraint targeting 4.  (An alternative here is to enable rotation on the IK constraint, but that's less reliable-- the IK solver doesn't do well with rotation enabled.)


Camera View Limited Range I have attached a video screenshot of the issue. I can't seem to get my camera to display objects in the distance. Some Focal setting adjustments are required I guess but I'm new to all this. Thanks in advance for any suggestions.
Video link:  https://www.mediafire.com/file/umpnb3mqnwe0jus/Camera_Issue.mp4/file

You have to increase the "Clip End" of your camera to include everything you want to see in the view.


How to make a cell shaded scene using the compositor Please someone show me how to achieve cell shading by using the compositor and without using ramped color materials. Since nodes are new to me it would be helpful to have a screen cap of the schematic of the node connections required and any additional information on how to set lamps and lighting if it is needed, also what should and should not be checked to allow anyone who wants to reproduce it obtain the same results. Do not refer to this link:

How to render cartoon style with completely flat colors?

This page does not make it obvious what has to be done relevant to my request, it is a dead end to a noob who wants to understand as there are so many answers but none of them seem to be about affecting an entire scene, only materials.

I happily thought how fun would it be to make some cartoons with Blender. Connecting nodes... more like like pulling hair, no tutorial I follow exactly produces the same results described even when I copy an exact demonstration there is something probably not node related that keeps it from working.

The example below shows exactly what I want, cell shading in blue, highlights in yellow that is not gradual or granular. Textures get the same treatment and if I add an entire city to this scene it will also get the same cell shading. Nothing in this scene has any ramped or toon materials.

You can create both cell shadows and highlights using the "Normal" render pass. This is how such pass looks like, when enabled you can view it inside UV/Image Editor selecting the Normal pass:

Render the scene without shading (or with minimal shading - ambient occlusion, etc.) and add cell effects in compositor like this:

Quick intro into compositor can be found here. Add nodes through the menu or with Shift+A.

You change the direction of shadow and highligh with those Normal nodes.

For nice edges Full Sample Anti-Aliasing should be on (Blender Internal setting):

Result:

It is worth noting that the Normal render pass is in global space (= coordinates relative to the world) and not camera space (= coordinates relative to the camera), so camera movement will not change the shading (it will not change how the normal pass looks like).

If you need cell shading working like a MatCap material is working, you will need a custom normal pass transformed into camera space. Since compositor has no Vector Transform node it cannot do this.

The solution is to create another render layer and override all materials in it with this material:

Use this layer instead of the Normal pass to make the shadow and highlight relative to camera and to follow it's movement.


Mixing colours to create a gold shader I am looking at how to create a realistic looking gold material (for instance for ingots). I found this gold material at blend swap.

The shader uses a mix of colours (mixing forecolor and middle color and then mixing again with a back color). Can someone explain this? Why this mixing of colors? How does this work ?

When I create a Cycles material I make this process:

1) I take real references. When I make a material I pretend it to be realistic, since Cycles is a physically based render engine. In this case I took these references:

Tutankhamun mask (Egypt Gold?)
Yotoco pectoral (Colombia Gold?)
Some gold ingots
An ancient coin

You can notice that there are many types of gold materials.

2) I try to find the correct mix of diffuse-glossy-SSS-transparent-etc shaders, making several tests. This was the second material I published in Blend Swap, so I had little experience in Cycles. So I made more than 100 tests. It is very important that you use a good test scene (Tuqueque's Blender Ball or others)

3) Finally I tune or adjust some details, for example colors or textures. In my first attempt I use a color picker. A color picker is a tool which catches the RGB components of a pixel in my reference image. You can use any photo edition software. I use Firefox and its Rainbow addon. Then I make more tests. Depending on my results I pick other pixels or use the blender color wheel to adjust the colors.

Here I show you the Rainbow addon catching a RGB color pointed by the mouse cursor:

TIP: A real material,like gold, has many hues. You can not make it mixing only a diffuse color and a glossy color. I recommend you use several colors and use Fresnel or Facing factors to mix them properly in a physically correct way.

NOTE: I am very proud of this set of gold materials. I used the same nodes to create the copper material. I only changed the colors. It is available in Blend Swap.


How do I fix these mesh deformations I get when exporting from Blender to 3DS Max? I have to export from Blender to 3DS Max in .obj format. I cut faces with Knife Tool (K), but when I imported to 3DS Max, I was presented with this problem on the edges.

Is there a solution for this problem?

It is probably because you haven't defined the deformation in the node editor. I have a problem also getting the deformations in logicTrees/node-editor, but I am quite sure this is it. hf


How to monitor render process in a thread-safe manner? I'm currently writing an addon, the purpose of which requires it to render several parts of active scene sequentially, preferably with UI-responsiveness intact. The problem is the UI freezes if I just directly call bpy.ops.render.render(animation=True). I get UI-responsiveness by changing the execution context to "INVOKE_DEFAULT", but then the code won't wait until a render process finished before executing the next one.

Using threading Module

Looking for an alternative, I then use Python's threading.Thread object to encapsulate render function, like this:

def _init_render_thread(self):
    self._render_thread = threading.Thread(
        target=bpy.ops.render.render, kwargs={'animation':True})

... and check the thread object's is_alive method at interval set by a Timer object. Unfortunately it's prone to occasional random crashing, as any thread-related bugs are, so I'm still stuck with this method.

Chaining Handlers

Based on jesterKing's answer, I then chain the render execution using a scene-global property and render handlers with the following code. By chaining, the operator no longer needs to be modal. It's finishing early, then leaving completion to these handlers:

@persistent
def render_pre_handler(dummy):
    props = bpy.context.scene.oha_layout_tools

    if props.render_marker_infos:
        rmi = props.render_marker_infos.pop(0)
        marker_scene_settings(bpy.context, rmi)

@persistent
def render_complete_handler(dummy):
    props = bpy.context.scene.oha_layout_tools

    if props.render_marker_infos:
        rmi = props.render_marker_infos.pop(0)
        marker_scene_settings(bpy.context, rmi)

        bpy.ops.render.render('INVOKE_DEFAULT', animation=True)
    else:
        bpy.app.handlers.render_pre.remove(render_pre_handler)
        bpy.app.handlers.render_complete.remove(render_complete_handler)
        props.marker_infos.clear()
        props.render_marker_infos.clear()

It still doesn't work. The render_complete handler promptly executes even while the render thread itself is still in progress.

Is there any thread-safe way to monitor render process, other than spawning new Blender process?

You can add handlers for render complete process: http://www.blender.org/documentation/blender_python_api_2_67b_release/bpy.app.handlers.html#bpy.app.handlers.render_complete

Use that to flip a flag that you can check in your main code that can check when the current render is ready before starting a new one.

Check also render_post (and render_pre) for usage in your add-on.


how to use dynamic paint weight for texturing object? I have a dynamic paint with surface type set to weight, which I use to displace my object. What I want to do is to apply the texture (in cycles) to my object based on the dynamic paint weight. Just using attribute node with dp_weight going into colorRamp doesn't work.

Any answers highly appreciated.

-laurin

i did it! just add a second canvas with vertex format and paint surface type, disable dry and add dissolve if to the same time fade has on weight paint (if needed) then you have to use the attribute node with dp_wetmap and use the output as fac for anything you want. with that you could recreate the colors weight paint has in obj mode.

works like a charm
ill edit some pics in later


Weight paint front and back faces at the same time I want to know how to weight paint the back and front and sides of the selected region at once instead of keep changing the view then doing the same thing. So for example if we have a cube in front view and I pressed the B to select the bounding box, and I selected the area where the cube is located, what I want to be done is to select everything in this bounding box in all views, so in this case will be the whole cube.
I have tried enabling and disabling the limit to selection option but still only the front faces are selected.

It sounds like you need to uncheck limit selection to visible at the bottom of the 3D view.  When this is selected you can only paint or select geometry that is visible.

What limit to selection does is only let you weight paint geometry which is selected in edit mode.  So be sure that if this is enabled you have gone into edit mode and selected what you want to weight paint.


Imported video mp4 not render A video in MP4 imported in Blender  doesn't  work. I can  see the video in the preview, but when I render it, it is transformed in a single image.
UPDATE
I create new project, select camera and then drag&drop .MP4 video on scene.
I create new 3d object that rotate in front of MP4 video layer.
3d object render correctly but video not play.
Only in preview mode, video play correctly.

I'm guessing your output information is set to an image output.  You need to change it to a video output in the properties panel (see image below).  Then hit Render > Render Animation.

You also may need to change some audio settings, which I would need to research to remember how.


Cloth object not rendering Just as some background - it was an animated cloth object with physics, collision, and some hooks.  I "applied" all the modifiers when I liked its look, but now I'm searching for some setting that is keeping it from rendering.

Originally I was using cycles engine to apply materials, but I switched to the blender renderer and applied a new material.  Could this have been the problem?

In the oultiner window the object has been disabled for rendering.

The Eye icon is to toggle object visibility on the 3D viewport.

The Arrow Icon toggles selectability.

The Camera Icon toggles rendering.
TO make the object renderable by enable the camera icon.


Can't join areas. I only see "Swap Areas" Using 2.82a.
I made some accidental area subdivisions and I wanted to join them.
But now, right-clicking on the area line, I just see "Swap Areas".

What's wrong?

I opened a ticket on the blender's support and the problem is that to join the areas, the areas have to be the same height (vertically) or width (horizontally).
So there was a 4th small area on the top of the middle area which was avoiding to join the vertical areas:

This way I need first to join the top area as described in the blender support ticket:


Lighting issue when looking at render I am trying to follow along with a tutorial on youtube, however i seem to have an issue with the lighting on the rendered view. does anyone know whats happening here?

Is your light hided because this looks exactly an issue like that if not try restarting blender and maybe its because you have no light at all
EDIT:I am seeing that there is a sun so my bad :( is this the donut tutorial lol


Reduce sine wave f-curve modifier frequency? I've got an animation of an object with an f-curve with a sine wave (Built-in function), and a Noise modifier in the graph editor.
When I exported my animation it was too fast.
I know I can increase the number of frames to reduce the speed but I don't want to do that.
Instead, I want to reduce the frequency of the sine wave from the graph editor. Is this possible?
If not, is it possible to slow down the frequency of the graph editor as a whole (for all animations?)
(The second option would be way more preferable actually)

Sorry about that, I found the answer (not for decreasing the speed of the graph editor animations as a whole (meaning f curve modifiers which can't be edited through keyframes since I've got only 1 key frame), but for sine wave functions.
The answer is reducing the Phase Multiplier below 1:


Render is Blank (Empty) I'm working on this donut for my first time on Blender, and I opened a vertical split. But I can't see the original object or image. Also when I try to render the image, it says "Launch failed". Here is a screenshot:

As you can see on the left, it's not showing the rendered image. Why is this happening? Any help is appreciated. :)

Under Render Properties > Device switch from GPU to CPU. Your graphics card can't handle this task.


Poly Reducer issues in Blender 2.71 I am facing difficulties to use Poly Reducer script in current Blender version (v2.71). When I selecting my mesh Edit Mode, I do not see any "Script Window" options inside Mesh menu. I also found in Blender Wiki that this script is included only in versions 2.42a - 2.46. Unfortunately v2.46 is not supported on my Mac (I tried that).

So I was interested if there is a way to use Poly Reducer script with current Blender version? If yes, how? If no - are there alternative options in Blender to reduce polygons?

The decimate modifier is the closet alternative. I find Un-subdivide to be the best(using even numbers of iterations generally creates better results), the other methods are good to, just try all of them for the best results.

Note, in Blender 2.4x the decimator didn't support UV's, vertex groups and it triangulated everything, however the decimator now supports these - so there is no need for the script.


Custom exporter and problems with matrix and rotation order I'm trying to write a custom exporter for cameras from/to Blender, but I'm having some problems with rotations and rotation order. In my mind I should be able to extract euler values from the world matrix in whatever rotation order I want, and as long as I make sure my camera in my other app use the same rotation order it should all work. But no.

Here's some example code:

import bpy
import mathutils
import math

item = bpy.data.objects["Camera"]

rot_mat = mathutils.Matrix.Rotation(math.radians(-90.0), 4, "X")

wm_src = item.matrix_world.copy()

wm = wm_src @ rot_mat

wm.transpose()

# Only works if rotation order is set to this.
rot = wm.to_euler("ZXY")

rotx = -math.degrees(rot.x)
roty = math.degrees(rot.y)
rotz = -math.degrees(rot.z)

rot_fix = (rotx, rotz, roty)

print(rot_fix)

This code works and the values match with the Alembic exporter.

However, it only works when I set the rotation order to ZXY. If I don't use ZXY, the camera is not rotated correctly. Am I missing something to be able to use whatever rotation order I want?

I'm not great with C++ code but is the Alembic exporter hardcoded to this order as well? It seems so.

Also, why do I need to transpose the matrix?

With ther help of batFINGER and the other post, here's the working code:

import bpy
import mathutils
import math
from bpy_extras.io_utils import axis_conversion

item = bpy.data.objects["Camera"]

wm_src = item.matrix_world.copy()

m = axis_conversion(from_forward='-Y',
        from_up='Z',
        to_forward='Z',
        to_up='Y').to_4x4()

wm = m @ wm_src

rot = wm.to_euler("XYZ")

rotx = math.degrees(rot.x)
roty = math.degrees(rot.y)
rotz = math.degrees(rot.z)

rot_fix = (rotx, roty, rotz)

print(rot_fix)


How to rename uvmaps in multiple objects I have hundreds of objects. Some have uvmap named "UVMap" while others have some other names. How do I change the uvmap name in all objects to UVMap?

I did find this but the script adds a new uvmap (UVMap.001) if the existing one is already named as UVMap: How to rename UVs of all the objects?. Because blender search does not sort by uvmap name I can't limit my selection to objects that have other name.

I figured out a very simple answer. First rename all uvmaps to something random like "bnoterp" that is not anywhere. That changes all (primary?) uvmaps to that name. Then after that rename all of them to "UVMap". That way the script does not create new uvmaps called UVMap.001 when it finds uvmaps with the same name as the script.


Baking normals from high to low poly mesh for game object I modeled a high poly gun and uv unwrapped it. I then duplicated the object and removed a whole lot of edge loops to make it lower poly (3500 tris for the high poly gun to 350 tris for the low poly).

The question is how do I bake the normal map? I am in the blender render and have "selected to active" checked and the baked normals come out all strange with holes in some faces.

I think it might be because the uv unwrap for the low poly is different than for the high poly maybe? Any tips on how to correct this? The UVs and normals is the last thing I need to figure out...

EDIT

Folloed the guidelines and BAM these are my results: Normal Map and the loweres object with the normal texture node attached to the displacement output rendered.

Thank you so much!!

It's not actually required that you unwrap the high poly mesh for this operation to work, only that the two meshes be in the same location when you do the baking. Development of aberrations around corners is a common problem with normal maps. Cycles allows baking now and has a cage function that may help.

Take your low poly model and make a duplicate of it. This is going to be the cage object. Using Atl+S increase the size of the cage object to be slightly larger than the target object. You may have to do a little tweaking to the cage to ensure that it has an even surface around your target object

Switch to Cycles Render and create a new material for the target object.

Create a new image to act as the normal image

In the node editor go to the material for the target object and create an image texture node and load the normal image you just created into the node. The node does not have to be connected to anything it just has to be there.

Go to the Render tab in the properties window, go down to Bake, select Normal in Bake Type, set Space to Tangent, check Selected to Active and Cage, and select the cage object in the object selection window

Select the hi-res source object followed by the lo-res target object and click on the Bake button.

If all goes well you should get a much different result than the one you're getting now.


OSX Unrecognized Arguments Terminal Render I am trying to a run a slave blend to connect to a server. I made the slave and it runs on windows and will run fine on when I run in blender and start the service manually with a GUI. How when I try to run with a slightly modified command I run into errors.

open /Applications/Blender/blender "/Users/schultz/Desktop/Blender/slave.blend" --addons netrender -a -noaudio -nojoystick

When I try to run
terminal I get this error:

  open: unrecognized option '--addons'

I also tried to do an applescipt version

do shell script "open -a /Applications/Blender/blender "/Users/schultz/Desktop/Blender/slave.blend" --addons netrender -a -noaudio -nojoystick"

And that yielded

  The operation couldn't be completed. ( com.apple.Automator error -212)

If anyone could inform me how to either send arguments to open or how to fix what I have to do that would be greatly appreciated.

I also tried to run it with exec and supply the arguments after

exec "/Applications/Blender/blender.app/Contents/MacOS/blender" [-b "/Users/schultz/Desktop/Blender/slave.blen" netrender -a -noaudio -nojoystick]

and that got me this error:

unknown option 'n': skipping
unknown option 'n': skipping
wm_main_playanim_intern: '/Users/schultz/' not an image file

[Process completed]

The issue isn't with Blender. It's with the command you're running. Using the open command is fine for opening applications, but it doesn't allow you to pass arguments to the application (as far as I know).

You want to call the executable directly with:
/Applications/Blender/blender.app/Contents/MacOS/blender "/Users/schultz/Desktop/Blender/slave.blend" --addons netrender -a -noaudio -nojoystick

Calling the executable itself will allow you to pass arguments to Blender.


How to setup cloth animation to make ribbons? I want to make long confetti ribbons, lying on the surface (floor).
I wanted to achieve the volume of scrambled ribbons on the floor if possible. If not I wish it just save the form (width).

But by some reasons the simulation gives me the slim terrible threads.
The ribbons looks good in small amount, but not the wall.

The result of simulation. The little wind and turbulence used.

The mesh is one object with lose parts. I tried with and without randomized mesh. Also I tried to subdivide mesh one time, but the endings still loose the width.

The cloth settings

The surface settings

How to save the ribbons form but scramble it on the floor like in example?

@LukeD, @Patdog thanks guys!

This combination are works:

Avoid close gaps between mesh if "self collision" enabled. I placed my ribbons in checker order.
Use one subdivision for simple meshes. By placing subdiv modifier first or subdivision manually.
Use Harmonic force


Varying Intensity of Texture Map Over Single Mesh I am trying to make the texturing more consistent on a lightsaber.

What I have -- I've highlighted important areas of contrast:

My issue is that the map (used to generate bump as well as coloration) produces far more bumps/dirt on the front half of the lightsaber (before the center switch/grip) as opposed to the back half. I have tried matching up the two parts' UV projections but to no avail.

My node setup:

On the .blend, I have two RenderLayers -- one for the lightsaber and one for the wood floor (this is because I use Microdisplacements and Adaptive Subdivision Surface on the wooden floor, both of which are tough on my GPU's memory). I have four UV maps for the lightsaber (for organizational purposes -- three are added together in my UVTexCoords node). I have an HDRI background and several textures (all packed save the HDRI, but you can download it from Textures.com, if you wish). Here it is:

You can use vertex paint and input the result with an attribute node:

here is a detailed mesh

Here is the vertex paint

Here is the node setup

and here is the result


Nothing happens when using 3DPrint I have selected my mesh (repetier says it is not manifold) and try to active the 3Dprint analysis.

I tap space and type 3DPrint. I have tried using Check all, Check solid and Info area. Nothing happens. I'm not sure what should happen.

When you use the Check All button (or any other test) in the Print3D panel of the toolbar (visible by pressing T) you will see a list at the bottom of the panel listing the number of affected parts for each test.

While in edit mode this list becomes buttons for any items that exist. Clicking a button will select the particular areas.

The coloured areas you see in the above image are from another related feature called Mesh Analysis, this feature highlights the affected areas and can be activated in edit mode from the properties panel (visible by pressing N).


How to select faces/edges/vertices on one side of an object? I would like to select one side of an object, like shown in the image below (this is a very simple object that I created for the purpose of demonstration).

I did it in this image by going around the edges of that face with Alt+Right-click and then Ctrl+E and select Loop Inner Region. This works fine when the object in question can easily have the border regions selected.

My problem is the objects I will be looking to do this for are fairly complex.

In the end, I want to use Python to select these edges, and then create new edges based on the positions of these faces/edges/vertices. I just don't really know where to start. I am not the greatest with blender, which right now is my biggest downfall. I think the best method would be to have the complex mesh become a simple like binary mesh, with as little faces as possible. Or something along those lines. I would be interested to know what you guys have to say. Let me know if you need more information.

EDIT:

I am trying to place cylinders a certain distance behind a certain "side" of an object. I plan on doing this (using python) by getting a coordinate of a point on that "side" and then generating a circle, extruding the edges of that circle upward a certain distance, then checking that the new circle is still the same distance away from the "side" that was chosen. So even if the side chosen is very complex and bendy, the cylinder that I create will be a set distance away from and follow that side. In the simple example, it would be something like:
. Note here, I have just manually placed a cylinder behind the "side" I show in the first image.

The best way to think of it, is I want to create tubes that go through the object, but just at a set distance from a side. Example of an end result, but done manually (would be nice to automate with python).

i think first of all you should use the decimate modifier, depending on how many details the mesh has to provide.
i guess the tubes shall have the same spacing, right?
i don't know if my approach is overly complicated, but you could try (referring to the last image) to get a center point from wich you can measure the distances. i don't really know how you would do that, but maybe someone can help you with that. form that point/vertical line you could define a segment of the mesh going left and right from the desired degree of the tubes location. now you let your script select all vertices within this segment and measure the distance from the line (0,0,Z from the selected vertex) for each of them. then you get the location of the tube as you add the farthest vertex distance from the center and your set distance from it.
i hope this helps as an approach to a workflow.


Simple Python script - Adding a primitive object to the active layer I use great "Pie Menu Editor" addon and in the "command" section I would like to add command that adds a primitive object to the scene, but only to the active layer.

Default code that can be copied from the "Info" window allows to specify to which layers a new object can be assigned, but does not allow to specify the currently active one.

Thank you for Your advice

right click on the add cube icon and then click Pie Menu Editor.

then it will ask you in which menu you want to put it.

by default the the arguments for layers are all False

so unless you specify one it will always create the cube in the activate layer


Custom Pie Menu B3D 2.72b I have the following code which is a modified version of the template for new pie menus however it doesn't function properly.

pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'

should change the orientation to Local. However it doesn't, it opens a menu instead. Why is this?

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_PIE_template(Menu):
    #label is displayed at the center of the pie menu.
    bl_label = "Select Mode"

    def draw(self, context):
        layout = self.layout

        pie = layout.menu_pie()
        pie.operator("transform.select_orientation", text="Global").orientation='GLOBAL'
        pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'
addon_keymaps = []
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)
    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')
        kmi = km.keymap_items.new('wm.call_menu_pie', 'D', 'PRESS', ctrl=True,)
        addon_keymaps.append(km)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        for km in addon_keymaps:
            for kmi in km.keymap_items:
                km.keymap_items.remove(kmi)

        wm.keyconfigs.addon.keymaps.remove(km)

    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()
    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

The invoke method of the operator is called which shows the menu.

You might set the operator's context using UILayout.operator_context to EXEC_DEFAULT to directly call the operators execute method with the argument given:

pie.operator_context = 'EXEC_DEFAULT'
pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'

You can also use the generic wm.context_set_enum operator to change the transform orientation:

op_props = pie.operator("wm.context_set_enum")
op_props.data_path = "space_data.transform_orientation"
op_props.value = 'LOCAL'


Water animation in final render completely different from preview I have this water animation that in preview render works just fine but when I put it in final rendering all that it shows is just a watercube. It's not really important to fix this, It just bugs me a lot that I can't figure out what's wrong. I'm really new to blender so I don't even know were to look, help would be really appreciated!

Here's the file:

You had disabled Use modifier during render in Modifier Tab or in Outliner.


Does Blender has input Degrees, Minutes and Seconds? How can I enter angles in Degrees, Minutes and Seconds in Blender?
for example : 30º 23' 45 "

Surprisingly simple -- type the string 30d23'45'' into any valid rotation field. Note that Blender will take this input and convert it to the decimal form (30.3958d) if you click on the field again.


Tube with variable section I would like to create a tube which has a square input section, a circular output section and a smooth transition between the two.
I would like the tube to follow a curve, so I figured I could create a Bezier Curve and then use the Bevel object feature. However this is gives me a uniform cross section.
How can I achieve what I want?

Here is a (destructive) way to do it:

Create a 8 vertex square, array it (Constant Offset mode) and make it follow a curve:

Apply the modifiers, select each square and round it more and more with AltShiftS (To Sphere) and playing with the Operator box factor:

Switch to Edge Select mode, select all and right click > Bridge Edge Loops:

In the Operator box, play with the Number of Cuts value:


How to edit a glass shader to make it look like bumpy frosted glass I was wondering if any of you had any ideas on how I might setup a shader to look something like this (in Cycles):

It's a little bit frosted, but the main thing that I'm trying to acheive is the "bumpy" appearence.  Thanks!

You can also use a bump node, which offers more control and tends to have fewer artifacts than the displacement output (see What is the difference between the displace socket and a bump map?):

The fake glass node group lets light pass through the glass more easily, see this answer.


Bad image error Blender 2.9 (Asking again because the previous info was wrong) Yesterday I asked a question about a dll file error, but the error description I pasted was wrong. Hence asking again with correct error code
Today Blender 2.9 crashed on a normal scene and it never booting up again. It shows "Bad image "error with DL2.dll I have tried everything from changing the Dll file to re installing the software, Even USB bootable version is not working.
Any thoughts ?
Here is the error

C:\Program Files\Blender Foundation\blender2.9\SD2.dll is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support. Error status 0xc000022”

Apparently the problem was that Simple Direct media Layer (SDL) is considered as a game engine and blocked my employers firewall.
This may not be an issue in personal computers, but something to watch out for in work and school systems.
Thanks for the help


How to make a grid properly and render it faster? Should I use grid fill tool and then use wireframe modifier, or subdivide the mesh? I want to make a grid and then use wireframe modifier.

Make a plane, and add the subsurf modifier. Change the subdivision algorithm from Catmull-Clark to Simple. Now add a wireframe modifier. You can increase or decrease the density of your wireframe grid by changing the number of subdivisions in the subsurf modifier.


How can I create an orthographic render similar to the Portal 2 promotional videos? Some of the Portal and Portal 2 promotional videos have a 2D/3Dish world in an orthographic/isometric view.

I know how to set the camera to orthographic in Blender, but how would I go about creating the 2D-style characters? Also, which render engine should I use? Any tips on how to create something similar would be appreciated.

Reference #1
Reference #2

It's not clear on what aspects your question is focussed. For this orthographic render I used BI since freestyle isn't available when using cycles. The caracters were made from a plane with a few extrusions and a circle.

Enable freestyle in the render tab :

To control which objects get outline,  create a group (here desk and sitting guy) after that go to the Render Layers Tab select the group in the highlighted box (red).

If you want to use cycles you might be interested in blender-cycles-toon-material-node-setup


What is the recommended object format for exporting to substance painter 2? Which object format would people recommend as the best/most effective format for exporting models to Substance Painter. I have tried .fbx and .obj and they both work slightly differently on the same model so I am seeking clarity as to the most reliable option. I am using Cycles as the renderer and the pbr-spec-gloss workflow.

Many thanks
Steve

From experience it's highly recommended to use .Fbx formats due to it being the standard for Autodesk software. It's also natively supported in a majority of game engines as well as third party software such as those developed by algorithmic.


Dark gray section in the viewport that can't be changed? What is this long dark section? I'm not sure what I did to make it appear but it prevents me from seeing other objects in my scene. I tried adjusting the clipping already but it did not seem to help.

It's called the clipping Border and gets created or disabled with ALTB.


Is it possible to delete backfaces as opposed to hiding them? So I’m just starting out in Blender - I have 50+ textured and animated models (md3 format) which I didn’t make but need to fix up to render properly in a game engine.  I’ve managed to find md3 import/export scripts so have gotten over that first hurdle.

The issue I have is that my models don’t render correctly in a 3D game but in Blender look “correct” when I enable back face culling mode. Can my models be permanently fixed in Blender to in effect replicate this culling of back faces? If so I am sincerely hoping a more expert user can provide procedures on the step(s) involved?

I’m a complete newbie with Blender - I’ve tried to fix my models both in MilkShape 3D (was promising but removed all animations from my md3s) and Misfit Model 3D (no joy).  I’ve tried flipping normals and other tweaks without success.

It is impossible to delete backfaces, since they are only a concept in rendering algorithms - there is nothing to delete

Backface culling is a shading feature of the render engine that you are using. Back faces are not in any way stored with 3d data so there is nothing to delete. Backface is the back of a regular face that is determined by which direction the surface is facing or in other words - surface normals, that are definitely already included in your models when you export them from Blender or pretty much any other 3d app. No other information about back faces than surface normals is saved with the models so there is nothing more that can be done inside Blender. This features should be turned on or off in the game engine you are using. Backfaces might not be displayed by default in some rendering scenarios so it may also not be considered a feature at all, but actually the lack of another feature - backface shading, or double sided shading. It depends on how you look at it and how the shading works in a specific render engine.


How to Offset\Distribute EVENLY with PBR in Blender 2.8x? this my first question here and yes i'm a beginner in Blender especially in PBR.

So i'm trying to create a conveyor belt close to what you see in factories lines or airports, and I started with a simple cube (Default cube) and shaped it into a belt like you see in the pictures below.

Then I wanted to create vertical lines using the shader editor which then I can create an image from by baking it and then use it as diffuse map in Unity where then all I have to do is to just offset it (through time) the Y axis of the material in unity creating the effect of a working conveyor belt.

What I said above almost worked but I keep facing this issue, where the lines are not evenly distributed, they are sometimes close to each other and sometimes are far from each other only on curved faces. They are evenly distributed on the straight faces but the not of the curved faces.

From the pictures below you can see where that happen and also you can see that the belt is perfectly Unwrapped. The cube is just made of 64 faces and I didn't use any modifier on the cube.

The lines i'm talking about are made like this:

Coordinate Texture Node > Mapping Node > Wave Texture Node > ColorRamp Node
Where i'm using the UV output of the Coordinate texture and in
the Mapping node I set the rotation to 90 on X and 45 on Y to make
the the lines vertical and in the ColorRamp I set the factor to a very small
value to make the lines thin.

Please download the blender file if you don't know what i'm talking, it's a very simple model. You can download it from github Here. I created it in Blender 2.81a.

You need to map the UVs of your mesh so that they are spaced evenly according to their dimensions. Since your mesh will map nicely onto a 2D plane. Blender can do this for you very easily.

What you had was close, but not mathematically perfect.

The best way to do it would first be to mark a seam on your mesh that will tell blender where it can start mapping, then a normal U unwrap will work (keeping the dimensions of the faces consistent). See GIF


emulate bool Custom Property I'm using Custom Properties (/ID properties) to store a dynamic list of properties I expose in a panel (cf dynamic PropertyGroup / Panel).

I can easily handle all of the property types I'm interested in. All except boolean properties. For some reason, Blender does not support ID properties of type bool.

I would like to emulate bool properties using an integer (for example).

My question is: how can I render a panel with a checkbox that will somehow change the value of that integer?

Thank you,

ID properties can't be displayed as checkboxes:

import bpy

def draw_func(self, context):
    layout = self.layout
    ob = context.object

    try:
        ob["myBool"]
    except (AttributeError, KeyError):
        layout.label('No ["myBool"] property.')
    else:
        layout.prop(ob, '["myBool"]', toggle=True, slider=False)

def register():
    bpy.types.OBJECT_PT_custom_props.prepend(draw_func)

def unregister():
    bpy.types.OBJECT_PT_custom_props.remove(draw_func)

if __name__ == "__main__":
    register()

They will always display as integer or floating point numbers, and also stored this way.

You need to use bpy.props.BoolProperty() for checkboxes.


Can I change multiple material colors at the same time I have a model I exported from 3dsmax using the .fbx format but all the materials are black so the textures don't show unless I change each material to white. So is there an easier method to doing this as there are hundreds of materials I have to change.

Note: I exported from 3dsmax and imported into blender.

I tried to figure it out on my own and I found a few traces but I was stuck so I asked for some directions to get it done using python.

So here's the solution to changing multiple materials using python.
https://blender.stackexchange.com/a/80737/39857


What's The Best Way To Create These Objects And Match Them To Another Object (References Inside) Primary

I have created some beams that are next to each other.  I have not been able line them up exactly to my standards.

How can I match the shape to the size of the vertical post and have it rest against the post without it clipping? How can I match the shape to the size of the vertical post and have it rest against the post without it clipping?

Secondary

I'm currently following a Stylized Well Tutorial and the homework before part 2 is to create the wooden structure that goes around the well, not including the rope, roof tile, or the ground below.

It looks like I can get it all done with just using cubes, but I started with the roof supports and I'm having a bit of trouble.

I will post photos below to supplement my explanation. So I started by stretching my cube (G) and adding a slight bevel. I then inserted a loop cut in the middle and pulled it down to bend the shape. I then lined it up with the vertical posts and grabbed the corners of the face up against the post to match the width. I then rotated the shape downward and moved it back against the post, rotating the face to sit flat with the vertical post. However, I can't seem to line them up perfectly as they look crooked and keep clipping into the vertical posts.

Am I creating these shapes in the most efficient way? How can I match the shape to the size of the vertical post and have it rest against the post without it clipping?

Photos

There probably  isn't a best way, but sometimes it's easier to start this kind of thing in the flat, to keep things simple early on.

Using that approach, with Pivot set to 'Active Element', Vertex Mode, starting with a plane. and the right vertex active. Numpad7 Looking orthographically down Z

ShiftDRZ rotate a copy of the plane out to the desired angle.
K with C and Z cut through with a constraint to the vertical
Face Mode, X delete the unwanted triangle
E extrude all the remaining faces
Edge Mode, all selected, CtrlB bevel the edges


Soft body sticking to collision object I have been trying to make a soft body animation but they keep sticking to the box they fall into.
I've tried as much as I could think of and haven't seen much about this topic online. I feel like it's something really small that I just missed.

you can change the outer setting in the physics tab. this changes the size of the collision box and will stop the object from sticking


How to add keyframes to a rig? I have modeled and rigged this dragon with riggify. All seems to be working fine with the rig parented to the dragon with automatic weights and when I try it in pose mode the mesh reacts according to it.
However, I found it first very difficult to insert the first keyframe only succeeding when I pressed the buttons to the right of the object properties menu. However when I then posed the dragon and keyframe the next action noting is happening when I playback, except for the location movement of the dragon.
I really find it hard to insert the first keyframe but what I would like to know is what I am doing wrong in respect of the animation.

If you go in the Properties panel > Object > Transform panel, whether you've selected the object or the whole armature in Object mode, you'll keyframe the object or the whole armature, not the bones.
If you want to keyframe the bones you need to select the armature, switch to Pose mode, move the bones, let your cursor in the 3D View, and press i to save.
Don't forget to remove all the animations you've created for the whole armature and object.


How I can emit Hair particles In arranged ( Grid ) Way? I want my hair particles Not To Be Placed in a randomly places as default In Blender but, To be placed in arranged Way (Form) .

Here Is My Problem  :

If know how To Solve this Problem
So Please tell me.THANKS

Select  the vertices of your subdivided mesh and make them a vertex group
Set a particle system and select Vertex as the emitter.
Add the group in the system's Vertex Groups section (Density field, at the top)

Maybe it works.


What is the proper way to make this robot arm? this is really my first time making something in Blender without a tutorial. I am trying to make this robot arm, but I am unsure about the proper method to do so. I have outlined the object I am trying to create in red and my current attempt is also attached. I have used a boolean modifier to create the circular shape for the shoulder of the arm but it has far too many vertices which lead to too many edge loops lower on the arm. The arm becomes smaller lower down and the topology gets messy because of the extreme number of edge loops. I want to ensure that I am practicing proper technique and creating good topology. Should my circle have less vertices? Or is there a good way to reduce the number of edge loops as the arm goes down further? If I am using any terms incorrectly you can also feel free to correct me. Thank you so much!

Less is more ...
Add Circle 8 sides
(Rotate R 22.5, Extrude E, Scale S, Copy Shift+D, move and scale down, select 4 vertices press F ...

Add Subdivision Surface Modifier
Select edges you want keep as Sharp Edges Shift+E press 1

... here topology version for Quad Evangelists :)

Add thickness - you can simply select all and Extrude or use Solidify Mofifier. For more natural look of edges try Bevel Modifier

Note:
in some cases you can also use Bezier Curve with very similar workflow of creation - start from circle, duplicate, scale, extrude or connect points. You dont even have to manipulate with handles, you just select few of them and switch handle type V to Vector that automatically switch direction to point of a next control point.

For extrusion and bevelling edge use Properties Editor > Object Data > Geometry > Extrude and Bevel > Depth.
But keep in mind model can't be unwrapped, but it doen't has to be a deal in some cases with pointiness and other procedural material nodes.


I want to increase the number of vertices in a cylinder I want to increase the number of vertices in a cylinder I have a version of 2.90 in blender.
Does anyone know how to do this?

When doing most actions in 2.8+, and in the case of adding an object Shift+A there will be a menu popup, by default in the lower left portion of the screen, edit the top box, labelled vertices, to your preference.

Alternatively, in edit mode, select the top and bottom loops with alt, then use the vertex context menu by right clicking, and select subdivide on the loops.
Or with cursor in middle of cylinder press Ctrl+R move a bit with cursor until first yellow ring appears, then you can add more loops by scroll wheel or pressing number.  Enter.

Or if you just need to make cylinder look smooth, you dont have to add vertices - change shading to Smooth and in Properties Editor, Mesh Data, Normals, Auto Smooth.


How to set a value for FloatVectorProperty from a function? I have two properties set in my Class:

o_color: FloatVectorProperty(name="Obj Color",subtype='COLOR',default=[0.0,0.0,0.0],set=set_o,update=set_o_color)
mode_o: EnumProperty(name="Mode", items=[("O1", "Randomize", ""),("O2", "Set", "")], default="O1",update=change_mode_o)

I want to set the color of o_color to a specific value when mode_o is switched to O2. In my head it was simple: when mode_o updates, I run the set function of o_color:

# update of EnumProperty
def change_mode_o(self, context):
    if self['mode_o'] == 1: # if switched to O2
        set_o(self, tuple(1, 0.5, 0)) # set o_color to (1, 0.5, 0)

# set of FloatVectorProperty
def set_o(self, value):
    self["o_color"] = value

in reality:

my color doesn't update. No errors, just nothing happens.
when I try to select color it only allows me to change Saturation. This seems to happen if FloatVectorProperty has set or get function passed:

What am I doing wrong?

Elaborate From brockmann comment and Blender API:

bpy.props.FloatVectorProperty(
min=sys.float_info.min,
max=sys.float_info.max,
soft_min=sys.float_info.min,
soft_max=sys.float_info.max)

  min (float) – Hard minimum, trying to assign a value below will silently assign this minimum instead.
  max (float) – Hard maximum, trying to assign a value above will silently assign this maximum instead.
  soft_min (float) – Soft minimum (>= min), user won’t be able to drag the widget below this value in the UI.
  soft_max (float) – Soft maximum (<= max), user won’t be able to drag the widget above this value in the UI.

You need to set min = 0.0 and max=1.0 (or soft min/max) for the color subtype property.
So it will look like this:

a_color : bpy.props.FloatVectorProperty(name='Color',subtype='COLOR_GAMMA',size=4,default=(0.5,0.5,0.9,1.0),min = 0.0, max = 1.0)

b_color : bpy.props.FloatVectorProperty(name='Color',subtype='COLOR',min = 0.0, max = 1.0)

It seems like color also support by light system. So the min max wasn't set by default, causing the silder getting a ridiculous range and break the panel

Operator based on this answer:

import bpy

class SimplePropConfirmOperator(bpy.types.Operator):
    """Really?"""
    bl_idname = "my_category.custom_confirm_dialog"
    bl_label = "Do you really want to do that?"
    bl_options = {'REGISTER', 'INTERNAL'}

    def update_func(self, context):
        #print("my test function", self)
        self.my_color = (0.5,0.5,0.9, 1.0) # Alpha

    my_enum : bpy.props.EnumProperty(
        items = (("RND", "Randomize", ""),("SET", "Set", "")),
        update = update_func)

    my_color : bpy.props.FloatVectorProperty(
        subtype='COLOR',
        min=0.0,
        max=1.0,
        size=4) # Alpha

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        self.report({'INFO'}, "YES!")
        return {'FINISHED'}

    '''
    def check(self, context):
        return True
    '''

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def draw(self, context):
        row = self.layout
        row.prop(self, "my_enum", text="Property A")
        if self.my_enum == "SET":
            row.prop(self, "my_color", text="Property B")

class OBJECT_PT_CustomPanel(bpy.types.Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        layout.operator(SimplePropConfirmOperator.bl_idname)

def register():
    bpy.utils.register_class(OBJECT_PT_CustomPanel)
    bpy.utils.register_class(SimplePropConfirmOperator)

def unregister():
    bpy.utils.unregister_class(SimplePropConfirmOperator)
    bpy.utils.unregister_class(OBJECT_PT_CustomPanel)

if __name__ == "__main__":
    register()


How to box model toony tufts of fur? I've been scouting the whole Internet in search of a tutorial or some guide, but either I'm the only artist on the Earth that doesn't know how to model tufts, or nobody models them anymore (which is unlikely), so as a desperate last resort, I'm asking here: how can I box model toony fur tufts? Whenever I attempt, they look like spikes!
I'm box modeling my whole character and I'd like to preserve this good topology, so I don't have to retopo later on, before rigging, that's why I wanna learn how to box model tufts of fur (which I'll then rig with dynamic joints, using a little trick I learned some weeks ago).
As you can see, this is how they look like when I extrude them:
they literally look like horns or spikes, rather than soft tufts of fur...
Here’s a good example of the kind of tufts I’m looking for:
How do I get them to blend and look like this???

I think you need to approach this in two ways:
1. Box-model tufts for subdivision:

Make sure to turn on "Adjust edit cage to modifier result" in your Subdivision Surface modifier so you can model the final result directly, instead of having to guess how it's going to look like.

Start with a box, subdivided once. You'll have a single center vertex to define your tip, as well as an edge loop with 3-corner vertices around that vertex to sharpen that tip:

With that single vertex (that you can Shrink/Fatten) and that ending edge loop (that you can Edge Slide), you can create a sharp tip, and then add and manipulate other edge loops along the length of that blob so you can shape the body of the tuft of fur by using all tools available (grab brush, smoothing vertices, scaling & rotating, anything):

2. Make an appealing mesh fur for your character:

Don't model "blind". That is, always have a piece of concept art or design for the character you're trying to model. Always work from these images, otherwise you're just gonna waste your time and fail.
Model the tufts clumping together. Have bigger tufts, with smaller tufts "growing out" of them -- this is done as simply as extruding those blob shapes of step #1 out of the bigger tufts, then working on them so they look good:


Are mining systems suitable for use as a render farm? I recently found a motherboard that accepts up to 8 graphics cards (and therefore GPUs) directly, without the need for riser cards etc.
It is marketed as a Mining computer for mining Bitcoin etc., but it struck me that if you could plug in say 8 GTX1080s (or whatever used Nvidia cards I found on eBay), then it could also be a pretty meaty renderfarm.

Does anyone know whether Blender would access and fully use all those GPUs if it was run on such a system?

The motherboard in question is marketed as "Biostar TB250-BTC D+ LGA1151 SODIMM DDR4 2400 8 GPU Support Mining Motherboard" and is not very expensive.  Other, similar motherboards are available.  The actual board isn't important, it's whether Blender would fully utilise the GPUs.

[Added 3 January 2020]
I have also seen motherboards with about 16 smaller PCie slots, and cables that convert these into the full-size PCie slots.  The idea being that more graphics cards can be connected into a rack using the cables.
Would it work if an NVidia card was connected via one of those?

Judging from Blenchmark, yes. I realize that it has been closed down for a while so its results should be taken with a grain of salt, but I don't think they're completely irrelevant.

The mobo you posted should work fine if you don't intend on using anything too powerful/modern. The PCI-E 2.0 slots may bottleneck the GPUs connected to it if you connect them to GPUs that have been designed with higher bandwidth PCI-e slots in mind.

As far as the smaller PCIe slots and connecting cables go, I don't think you'll get 16 GPUs hooked up to that. What is most likely going on is that multiple slots are connected to a single GPU using those cables. I'd also be wary of potential hardware/driver issues when doing so. However, I'm not familiar with that subject, so keep that in mind.


How to trim a clip affected by speed control? Newbie here.
I've imported a .mp4 video I recorded, but the video and the sound is split into two channels and the video clip is way longer than the sound. After some googling I found that I can use the Speed Control effect strip to modify the length of the video to match the sound channel.
However, when I do this and then attempt to split up the video, everything just goes bananas. The speed control will make the left side of the split play the entire video at a much higher speed, while the right side of the split will be completely desynced from the audio.
It doesn't make sense to me, so I need some help figuring this out.
If possible I'd like to permanently change the speed of the video, or preferably combine the video and the sound channels into one channel so that I can cut and mix and match without risking it going out of sync.

There are some parameters to check for having audio and video in sync, many others softwares set them automatically, Blender doesn't, so you have to configure them manually.
First of all in the timeline set the sync type to AV Sync (this affects the behaviour during live playback only, it doesn't affect the renders).
Then load the movie in the movie clip editor, read its FPS value and set the same amount in the dimensions properties tab.
Lastly be aware that audio also has to match its sample rate: most commons are 44100 and 48000 (but this is automatically set).
When your audio and video will be in sync you can use the speed control effect strip to manipulate the video as you expect.


How can I smooth my meshes? I'm working on smoothing this mesh of a neuron from our lab. I've done Quadratic Edge Collapse Decimation; however, the surface still does not look smooth. Any ideas for how I could fix this? You can download the original mesh here in case it's helpful. It is from research that is not published yet so please don' share it outside this thread. Appreciate any help!

I suggest the Subdivision Surface modifier alongside smooth shading.

Using the subdivision surface modifier creates additional polygons, which is bad for games.


Diffuse node compability for glTF exporter I got a problem using glTF exporter for Blender (To upload 3D content on Facebook). I downloaded the last version of the add-on on this site: https://github.com/KhronosGroup/glTF-Blender-Exporter

The problem is that there is only 2 node groups for Cycle rendering, glTF Metal and glTF Specular, but there's no glTF Diffuse node group for instance, and using the normal shader node provided by Blender don't work while exporting.

So I was wondering how to get this node group, or if I have to create it, maybe I miss something, I don't know.

Thanks for reading !
(PS: I got the last Blender Version and I followed the Khronos Group tutorial, I found nothing)

Just setting metallic to black(0) and Roughness to white(255) should solve the problem of getting a diffuse shader.

I think that your shader is diffuse but you cant see the colors when you export it out. I had the same problem, I solved it by using the Emission node packed with the two nodes you mentioned.

All those texts are using emissive nodes.

Also applying material on text objects doesnt work. You have to break them to mesh, draw out UV map and then apply texture(also using emissive map).


Is it possible to change location based on proximity to another object? I have two pieces of dynamic text, one of which is parented to the other as they go through various transforms in the animation. Is there a way to drive the location of the second text object based on proximity to the first, so that if values change it still is aligned properly?

Adjacency

Consider a driver in the Delta Location X which associates with the X dimension of the adjacent object.  Suit Location index to needs.

Image above.  Cube has smaller X dimension.

The cone is a parent as depicted in the Outliner Window.  The sphere delta location is determined by x dimension of the beveled cube.  The alignment must be taken into consideration.  Here the cube origin is the geometric center, thus the script has the corresponding math.

The blue object represents text.


Can I (easily) add text to a movie? In the movie clip editor, I've been able to easily add movies and sound as well as adding special effects using keyframes.  That's all great, but I'd like to add some text hovering over the heads of the characters in the film.  Up until now, I've been making a .png image containing the text I want and then importing that for manipulation.  It works, but it's a painfully slow process, especially if I want to edit the text later.

Is there an easier way to add text overlays to a movie for manipulation?

As of 2.76, we now have a text tool in the VSE. See 3pointedit's answer.

Pre 2.76 Answer

(Also for more advanced control over the text)

First, make sure you're in the Blender Internal Renderer.

Then add a text object, and change the font settings to your liking.

Then add a new material, set the color to your liking, and set it to shadeless (this can be changed, but a lot of the time, this is basically what is wanted).

In the Properties panel (N), switch the shading from Multitexture, to GLSL.

Then make sure that your camera is aligned properly, and that in the shading settings, alpha is set to transparent.

In the VSE, add a scene clip, and choose your scene.

Then change the Blend mode to Alpha Over.

Then in the N Panel of the viewer, set the render type to textured.

In the viewer, you'll notice that the text isn't aliased properly, but when the text is rendered, it should render correctly, but if it doesn't, rendering at double the resolution and then down grading should fix the issue.


Is there a way I could mirror vertex weight data to the opposite side of the mesh? e.g. from left arm to the right arm? I have all the naming right (forearm.L / forearm.R etc.), now how can I mirror the weight painting to the opposite side so it applies to the opposite bone? I've only seen manual solitions (mirror copying vertex data and pasting it to the other bone and such). Is there a way I could do this automatically? I don't think this would be too hard to implement into blender, so I dont see a reason why this wouldn't be a thing already

Maybe you are talking about this method but I don't know if there's another one. Let say you want to mirror the left arm group to the right.

If the right group already exists (because you've parented With Automatic Weight), delete it.

Select the left group and copy it.

Now mirror that copy.

Give it the correct name, i.e. with the correct suffix. This way the bone that is supposed to control it will automatically do.


Blender Game animation recording: specific recording I am currently working on a simulation where I want a pillar to be destroyed by a sphere, when I click on record animation and run it, the sphere does not move.

How do I prevent this from happening so my sphere's animation is not overwritten?

You could try setting the record_animation property to False for the ball object:

cont = GameLogic.getCurrentController()
cont.owner.record_animation = False


Mesh problem when smoothing intersecting cylinder in object Im very new to blender so sorry if i don't explain very well. I made a hole in my object with a cylinder using the boolean intersect modifier but when i smooth the figure using the sub surf modifier its makes some geometry that i don't want there.

Well here are some screenshots:
Before
After

The faces with 4+ sides are called Ngons.

Ngons are not easy to handle with subdivision surfaces. They don't give predictable results, you cannot easly controle them.

You can:

Change your topology by converting all ngons and tris to quads, as they have user-easily-predictable results with subsurf, but you must do it manually and it will take lot of time.
Convert ngons to tris, by triangulating and splitting your geometry (expecially concaves faces). This can be done automatically with the given commands with good results, but in will not be subsurfaced as percfectly as it would be done with only quads and will be hard to do further modeling onto.
Don't use subsurface to smooth edges but bevel them (manually or with the modifier)


How to fix and reshape messed up shapes in sculpt mode i’m trying to get more into sculpting. While doing so, i’m sculpting a fetus model. During that, i lost my attention to the hands. Now that i am in Dyntopo mode already, i need to fix the hands:

Using the Grab Brush alone makes things even worse. It is also very difficult to mask out all the rest of the sculpture. And mesh editing in Edit mode is almost impossible due to the Dyntopo mesh.

What would be the best strategy to fix the hands?

Any help is appreciated.
Thank you in advance.

What exactly are you trying to fix with the hands? From what I understand after reading your question, I assume you want to fix the right hand of the fetus since there are only four fingers, right?

If the fingers were the problem then I would go ahead and delete them. I would then create new geometry to fill up the holes where there used to be the fingers ( using the boolean operator Union to join the new geometry to the fetus's hand). After that, I would use the "snake hook" brush to pull out new fingers (enable Dyntopo when doing this step so that the brush can pull out enough geometries to form new fingers).


How do I paint (wrap) a texture around a mesh with even texture dimensions? Blender Version 2.8

I try to paint a texture on a surface and want to have the same texture, no matter what zoom, distance or face direction I use.

I played around with the different texture mapping options:

Stencil: disoriented, once the face is not perfect aligned with view, size depends on distance to face

Tiled: disoriented, once the face is not perfect aligned with view, size depends on distance to face and the size of the brush

3D: disoriented once the face is not perfect aligned to x-y axis.

So far it seems 3D is the right otion (as stated in another thread I lost the link). But how do I solve the disorientation?

As one can see, it looks like the texture is projected in z direction only and any face not x-y direction is disoriented.
So far there might be an option to project the texture not in global but in normals direction, but I couldn't find it.

I would suggest with tiled patterns like this that you actually avoid manually painting until you have to deal with seams on your object. If you can use quads on your mesh, reset the UV unwrap for mapping all faces to a single tiled texture and you can then make use of Follow Active Quads to change up the mapping. Scale the UV up and down in the UV editor and you can manipulate the mapping with realtime feedback.


Why can't I scale/rotate/translate properly and what is that orange line? Whenever I try to move/scale or rotate and object (I'm zoomed in) the orange line appears and the object gets reeeaally big and is deformed :/ Whenever I'm zoomed out that line doesn't appear any more.
It didn't happen before, what should I do to fix this?

Snapping mode is turned on, and your scaling operation is snapping to nearby geometry, giving you unexpected results.
Simply turn off snapping mode (hit Shift+Tab) and your issue should be resolved.


Which tool allows bending a mesh? In the feature video of version 2.72 the mesh intersection tool is introduced. Which tool is used to bend the scaled and loop-cut cube here?

It is the Bend Tool, Mesh -> Transform -> Bend

Shortcut Shift-W.

It is documented as operator in the API

  Bend selected items between the 3D cursor and the mouse

The Warp function that used to be on Shift W is from 2.70 replaced by the Bend tool. The Warp Tool is still there, but you have to search for it. In the feature video you can actually hear the commenter telling he is using the Bend Tool.


How delete a pythom list from scene ID properties? I created a list using this method:

# assign a list
>>> C.scene["mylist"] = [1, 1, 1, 1, 1, 1]
>>> C.scene['mylist']
<bpy id property array [6]>
# save file, reopen
>>> C.scene['mylist'].to_list()
[1, 1, 1, 1, 1, 1]

But how can I delete it completely?

del C.scene['mylist'] is a standard way of removing keys from dict-like objects in Python. It seems to work here, but I don't know if there are any pitfalls for doing this in Blender.


Cycles high angle face artefact I have a sun lamp at 90 degrees to a curved mesh. In Eevee, the shadow renders as smooth. However, in Cycles, I get these black artefacts - entire faces on the shadow edge are black.
How do I fix this? I've played around with the mesh normals, material settings, etc. No luck.

Update
I fixed this with Subsurf modifier. Is there a better way?

Shadow Terminator Offset
you can find this setting in
Properties ‣ Object Properties ‣ Shading
increase it to 0.15 which is really enough
Note: this is a new feature came in blender 2.90 so you need to update blender to some newer version

Note
This property artificially alters the scene’s lighting and is not
energy conserving and consequently not physically accurate.

Got from the blender Manual: https://docs.blender.org/manual/en/2.90/render/cycles/object_settings/object_data.html#shading


How to change from wireframe, to solid or rendered shading mode? How to change from the transparent mode to the following rendered/smooth mode?

Click one of the little circles in the top right of the 3D viewport - these are the preview modes (Left to right: Wireframe, Solid, Material, Rendered)

You want solid, I think.
You can also press Z in the 3D viewport and pick "solid" from the pie menu that appears.

For more info read the manual page (yes, there is a manual and has lots of useful information).
https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html


3DsMax's Optimize tool in Blender I've been looking for something similar to 3Dsmax's Optimize too, Maybe an addon. Being able to connect verts by holding and dragging over the topology on the fly or holding another button to weld or target weld would be nice.
Just to be clear I don't mean to use the knife tool, or to have to select verts then connect, or switch tools in general. Looking for an option that helps with the speed of triangulating, welding, and target welding and generally optimizing a game topology.
Thanks :)

So ,You have not given enough detail to work with but you have given the name Optimize tool so i did some search and found this on Autodesk's site

The ProOptimizer feature is an optimization tool that helps you reduce the number of vertices (and so the number of faces) in an object while preserving the object's appearance.

so that can be done using a modifier in blender which is not an addon and is available by default known as a Decimate modifier that reduce geometry and tries to preserve geometry
Some example
This is a 24 thousand vertices cube

This is the same cube after decimating


Rigify Rig moves twice as fast as the Armature Root bone after parenting everything to the Root i'm working with a rig that i will be using in Unreal Engine 4, and to avoid compatibility issues, i have parented to the Root bone everything that was not parented to it, but this makes the Rig move twice as fast in any direction than the Root bone.
I guess it's a problem with the root affecting the Rig twice through the bones i reparented, but i have no idea how to fix it.
Here's a gif showing the problem:

Here's the hierarchy:

The hierarchy is not fully open because it wouldn't fit here, but just know that the groups starting with MCH are the ones i parented to the Root

It looks like you might have two armature nodes where you only want one. Look into this possibility. In my experience, double transformation weirdness can often be traced to having an extra armature node that was created accidentally. This often happens by the old armature node not being deleted before trying to rebind a mesh. An armature node will be created every time you try to bind a mesh, even if that mesh already has an armature node attached to it.


How to import a .raw model into blender? I don't have any experience with Blender. I have a .raw file that contains 3D data. I need to view this as a 3D model, so I decided to import it into Blender then export it as a .off file and view it in Meshlab.

How can I do this? I am importing a .raw file, but it doesn't show anything. Besides, I don't know how to export an .off file.

What am I missing?

Assuming you are using a relatively recent version of Blender, did you try opening the User Preferences editor (CTRL ALT U), selecting the "Add-ons" tab, scrolling down to the selection

  Import-Export: Raw mesh format (.raw)

and clicking on the button at the extreme right, to activate the add-on?

Did you then click the Save User Settings button in the lower left of the editor window to save the activation of the user preferences? If so, then you should be able to open the File menu in the info window, and find the ability to import and export files in ~.raw format in the appropriate sections of the menu.

I don't see where you show the version of Blender you are using in your question, but the add-on has been part of the Blender distribution since at least version 2.63a.


"In-Animation" Property? I have a little game I am working on, and I ran into a small issue. When i do a weapon swap, an animation plays of the gun coming out of the bottom of the screen, but you can still shoot while you are not supposed to. What a player can do is immediately swap between a sniper and a secondary and the sniper will be able to shoot as fast as a rifle. How can I have a property set to 1 when a certain animation is going on and set to 0 when the certain animation is completed?

You can do this somewhat easily by using a logic setup similar to this.

It basically works by having your button that triggers the weapon change (in this case we are using X) assign a Boolean property Playing Animation?  to be true.
When this property is true, it adds to the frame property. This plays the animation. once this is working, it is fairly easy to make it so that it will Not fire when the animation is playing. To do this simply have a property sensor detect when the Boolean Playing Animation? is false. When it is false, you can press Spacebar (or any other key) and it will shoot your projectile.

This can be seen here. When the animation is playing it will not shoot the plasma blasts.
(it is a jump animation here, but it could be anything, that includes a weapon reloading)

If we shorten the delay between pulses for the keyboard sensor, the plasma coil will fire faster.