Constructing a swept solid Please see the .blend file attached.

I want to 'sweep' a profile along a path to create a solid that can then be exported as an stl file for 3d printing. Unfortunately, I have several issues...

the ends of the resulting 'solid' are uncapped. While it's easy to select and alt-F the end vertices, it seems there must be a simpler way
I construct the 'solid' using the bevel modifier. But, regardless of what method I use, I always end up with overlapping meshes - as highlighted in the following image. The resulting stl file has 'bad edges' and I think this may be a reason:

Finally, the resulting mesh seems to have far too many faces, but I can't see an automatic way to reduce this. Again, this results in a large blend file and a huge stl file.

I know it's bad form to post multiple questions, but these are in a way all aspects of the same problem: How to construct a valid stl file.

Anyway, as always, any thoughts on resolving any of the above hugely appreciated.

Let me unpack this one by one :)

1. Fill caps
You need to check Fill Caps in Geometry > Bevel > Fill Caps

2. Overlapping geometry
This is a result of beveling multiple curves into one point.
You'll have to manually clean it up, or use the Boolean modifier, etc.

3. Too many faces
To adjust the amount of faces change the values in Shape > Preview/render resolution.
You can do this for both of your curve shapes.

Here is the edited .blendfile


How do I set a vertex color material in Blender 2.8? I have a model with vertex colors in it. I would like to display it in rendered shading. There is no more an input called vertex color.

I'm using Blender -2.80-387c1f2e0d5d-linux-glibc224-x86_64

How should I proceed?

Here is Attribute node with Color output and Col parameter according your Vertex Color name.

Updated:

List of all what can you call from the attribute node


Why do the objects imported to libGDX look white? I have made a simple tree in Blender, which includes materials; However, when I import the objects libGDX, they don't have their materials. In Blender it seems fine.

Is there a way to get the materials transferred over?

Had you checked in blender's cycles render? If not, you probably not handle the material correctly.

In my case, this defection comes from the material arrangement as a result of my unfamiliar with blender. I think it's the material should loaded by gdx until i compared the results from the same java code with the obj file used by xoppa's tutorial. see the tutorial:

https://xoppa.github.io/blog/loading-models-using-libgdx/

The ship's material is showing.

You'd better check it.

Another way to check the material is exported correctly is open and search your obj or g3dj files.

In obj file's 'f' section, the vertex's format is position/uv/norm, see

https://people.cs.clemson.edu/~dhouse/courses/405/docs/brief-obj-file-format.html
My case is "3//0.3, ...", so there the problem is picture not mapped to vertex.

If you open the g3dj file, the lack of UV mapping will makes fbx-conv converting empty UV mapping, like:
    {
        "version": [  0,   1],
        "id": "",
        "meshes": [
            {
                "attributes": ["POSITION", "NORMAL"],
                "vertices": [ some-6-dimesional-vectors ...
This vertices lacking UV data. The "attributes" should actually 3 attribures:

    ["POSITION", "NORMAL", "TEXCOORD0"]

And the vertices should be 8 elements.
To unwrap and uv mapping, see blender manual:

https://docs.blender.org/manual/en/latest/editors/uv_image/uv/editing/unwrapping/mapping_types.html#unwrap

Hope this will be helpful although years latter.


How to make objects independent? In Cycles, I imported a car, which a bunch of parts (in .obj format) I assembled together.

For some reason, when I apply a shader to one part, it does the same to  a bunch of other objects, like the ones with the same color or property.

Could be because in this editor where I put the vehicle together, all the object's names are the same or something?

To add multiple materials to an object which I believe will help, do the following:

Select different faces.

After preparing your various materials, select a material and press "apply."

Tadaa!

I really hope that helps. :)


Smooth shading with nodes? I'm currently trying to build an Anime style shader in blender and edit the normals to get better shading. But i also want a fresnel effect thats not effected by the edited normals. i know there is this true normal output on the geometry-node, but it gives me just the flat shaded normals. So, does anyone know a way to smooth the normals with vector nodes or something else that gives me smooth shaded normals for the fresnel effect?

I hope there is a better way to do this, but here is a workaround I used:
I copied 'normal' normals to a uv layer via script. Two layers to be exact. While I could have compacted them into a single layer, it would have increased shader complexity
import bpy

ob = bpy.context.object

for loop in ob.data.loops :
    normal = ob.data.vertices[loop.vertex_index].normal
    ob.data.uv_layers["XY"].data[loop.index].uv = (normal.x, normal.y)
    ob.data.uv_layers["ZW"].data[loop.index].uv = (normal.z, 0)

Then in shaders I plug the combined value into fresnel normals input.
Here are sample results form left to right:

Default monkey with default fresnel
With normals edit and custom normals plugged to fresnel
With normals edit and default fresnel

The artefacts (sharp white areas) are due to lousy normal edit, which I bet you will not have in your model. Otherwise the normals carried over from UVs appear to be near identical to original smoothed normals
EDIT: As noted by Heinrich Tester, the normal from UV must also be transformed from object to world space before use


Render an object with a freestyle outline, ignoring objects made invisible by holdout I have a view layer. A few collections have holdout enabled, as I wish to mask out the area they occupy. However, freestyle outlines sections that shouldn't be visible
Essentially, if I have the setup with the two cubes, with one with holdout enabled,

How do I prevent the masked segments from having lines?

This is a known limitation: freestyle not influenced by holdout collections.
If you set Holdout as shader material to an object, it works:

Except, one line is missing. This is because majority of the line is hidden. If majority was in front, the entire line would be visible (well, unless the line is cut by another line):

This is also a limitation of Freestyle: Freestyle with occluded objects - freestyle lines bleed into hidden regions. The solution is increasing the geometry (effectively dividing the line into many segments).

If there's too many objects to go for that, you can create a new View Layer, in old View layer disable the holdout collection by clicking on the check-mark icon , while in new layer make the base collection (the one that should be visible), as the holdout layer. This way on the 2nd view layer what's visible is what you want to cut from the first view layer, which you set in a compositor like this:


How to force multithread on video rendering? I use Blender as a video montage software and the issue happens during rendering.

Blender doesn't use all the cores of the machine. In fact it uses only one. However, I set the threads value to fixed 8.

And I still have a single thread rendering.

I thought I could find the answer here but obviously it's not the same problem.

The GPU is unemployed too.

Who knows how to use the whole machine?

Edit: I precise that I use Linux and other softwares work fine with multithreading.

You can use Pulverize to do multi-process rendering from Blender's Video Sequence Editor:

https://github.com/sciactive/pulverize

Pulverize will render multiple parts of your video in separate processes, then concatenate them into one video file using FFMPEG. It uses the Blender command line to select frame ranges for each render.


How to create a gradient backround in the compositor? I want to add a gradient background to my render, but within the compositor (not with the actual background world setting of the scene). I would also like to don't have to use an image (neither external nor internal) to achieve that.

I rendered my image with transparent enabled in film section of render panel. Then I tried to add a ColorRamp node with an Alpha over node, but now I'm stick on how to give a Factor to this color ramp.

My thought is to give it some coordinates corresponding to Y axis of the image, but I can't find a way to.

Is there a node that give some image coordinates ? (like mapping node in materials)

Add a Texture Node with a blend texture and color ramp. You can adjust the gradient using the Color Ramp in the Textures panel. (See image)


Jet propulsion underwater - How to create bubbles I am working on a project right now again in which I am having a pretty futuristic looking submarine underwater, working with jet propulsion. I want the blast pipes to spit out blue light, which is no problem, but I will also need many many different sized crowded bubbles behind them.

Just to give you guys an idea what kind of look I am after:

https://st4.depositphotos.com/1813545/21750/i/1600/depositphotos_217500626-stock-photo-underwater-swimmer-sea-air-jet.jpg

https://previews.123rf.com/images/zefart/zefart1806/zefart180600754/102834854-air-bubbles-from-jacuzzi-jet-in-bubbly-blue-water-in-a-thermal-spa-pool-abstract-background.jpg

The end result is going to be a still image, so I have not  planned to animate anything.

And for all questions and further insight, the image I am working on. Still far from finished, but I want to collect some ideas on this:

Thanks for reading and for any ideas! :)

First, create a single bubble by making a sphere and making it a glass material, or however you want the bubble to look.

Add a particle system to the engine and under render, change the default halo to object, and under object, select your bubble

To make each of the bubbles a different size, change the scale randomness to something higher like 1.

To change the velocity of the bubbles, change the direction you want them to flow under the velocity tab.

There are many more settings you can change like turning gravity on and off. Good Luck!


How can I fill the texture of a leaf like this? So, I want to make my own leaf textures for trees, but if I just make a PNG with transparent background it gets a weird white edge. So I found that usually they use this effect with an alpha mask to get rid of that issue.
I remember watching a tutorial on how could I do it time ago, but i don't remember the technique, the name of it neither the tutorial name.

Any ideas?

(Actually, I found other ways to fix the issue, but I want to be able to use this)

Edit: First of all, thanks for your answers, very useful, but doing some more investigation I found the name of the technique and many ways to do it. Actually, the technique is called "Edge Padding" or even "Edge dilate".

There is a compositing node called Inpaint that does exactly that:

It can be found iin the compositing nodes add menu shift+a in the Filter section:


selecting sequences in VSE via python This script adds an effect color strip in the VSE then adds an image above it.  I want to add a gamma cross strip so I can do a fade in.  The trouble is there doesn't seem to be a way to select sequence strips by name.  It seems odd that there isn't the ability to so something so simple.  Is there a way to do it or some work around?

    import bpy
    import os
    import operator

    class CustomPanel(bpy.types.Panel):
        bl_label = "OpenSource::Classicism XL"
        bl_space_type = "SEQUENCE_EDITOR"
        bl_region_type = "UI"
        bl_options = {'DEFAULT_CLOSED'}

        def draw(self, context):
            def add_label():
                row = self.layout.row()
                row.label("Intro Directory")

            def add_import_button():
                col = self.layout.split().column(align = True)
                col.operator("sequencer.add_intro" , text= "Import")

            add_label()

            add_import_button()

    class Add_Intro(bpy.types.Operator):
        bl_idname = "sequencer.add_intro"
        bl_label = "Add Intro"

        def execute(self, context):

            selection = []

            def add_sequence_to_list():
                selection.append(bpy.context.selected_sequences[0].name)

            def select_strip(x):
                bpy.context.scene.sequence_editor.sequences_all[image_file_list[0]].use_translation = True

            def add_splash_screen():
                start = 1
                end = 90
                channel = 2
                directory = "C:\\Users\\...\\"
                files = [{"name":"your_image.png"}]
                bpy.ops.sequencer.image_strip_add(directory=directory, files=files, frame_start=start, frame_end=end, channel=channel)
                add_sequence_to_list()

            def add_background_color():
                start = 1
                end = 91
                channel = 1

                bpy.ops.sequencer.effect_strip_add(frame_start=start, frame_end=end, channel=channel, type='COLOR')
                add_sequence_to_list()

            def add_fade_in():
                start = 1
                end = 90
                bpy.ops.sequencer.effect_strip_add(frame_start=1, frame_end=90, type='GAMMA_CROSS')

            add_splash_screen()
            add_background_color()
            add_fade_in()

            return {'FINISHED'}

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

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

    if __name__ == "__main__":
        register()

Sequences API methods.

Can use API methods of class bpy.types.Sequences, from the instance scene.sequence_editor.sequences to add new strips to the VSE.  As a "rule of thumb" I avoid using operators whenever possible.  Using the API methods can reference the returned strip on creation, eg a new image strip: image_strip = sequences.new_image(...) removing the need to reference the strip by name at all.

Test script, adds an image strip on channel 1, a color strip on channel 2 and a gamma cross effect strip on channel 3.  The color strips color is set to red.  The gamma cross script uses the other two as input.

import bpy

context = bpy.context
scene = context.scene
sed = scene.sequence_editor
sequences = sed.sequences
# add an image strip
filepath = "/home/batfinger/Pictures/BGLTest.png"
frame_start = 1
frame_end = 90
# add an image strip.
image_strip = sequences.new_image("Image", filepath, 1, frame_start)
# give it a duration
image_strip.frame_final_end = frame_end

color_strip = sequences.new_effect("Color", 'COLOR', 2,
       frame_start=frame_start,
       frame_end=frame_end)

color_strip.color = (1, 0, 0)

gamma_strip = sequences.new_effect("GammaX", 'GAMMA_CROSS', 3,
       frame_start=frame_start,
       frame_end=frame_end,
       seq1=color_strip,
       seq2=image_strip)

Can reference a strip by name via sequences[name] I like to use sequences.get(name) as it will return None if a strip of that name does not exist.

If an image strip with same name is added twice, eg image_strip = sequences.new_image("Image", ...) again,  the new strip will get the suffix "Image.001" naming.  (Using the operator will do same thing, but with filename.) Can be sure of the name of new strip with image_strip.name.

An issue with your q script is what is image_file_list.


Object appears Black while rendering ? while other objects look normal When I try to render, one of objects on scene remains almost black like it doesnt recive any light, while other objects are normal. Why would the object (on photo its giraffe)not react to light, and what would be the solution ?
Will be thankful for any tips :)

Edit: actually my first answer was not accurate, you have an Auto Smooth enabled, in order to make your Auto Smooth work you need to go in the Properties panel > Data > Geometry Data and press the Clear Custom Split Normals Data button.

As explained here: "Your model has a custom split normal data (probably due to a normal edit modifier that has been applied or because the mesh was made with another software...) that keep some face shading in that way."


Control Cycles material based on the distance to an empty using Animation Nodes Target: Emissive Intensity increases as an empty comes closer, the object is a mesh that is being instanced on a grid ( following Zach Hixson's tutorial). I also have a Rotation transformation based on vector distance of the empty and vector list of the vertices of the grid(also following the same tutorial series).

My Animation Node Experience: beginner

What I Did: I Used The rotation value ( 0-180 ) and mapped that to like 0-5 and plugged it to the cycles material output to the emissive strength.

Problem: Does not work as intended, instead of it increasing the emissive by rotation, the material is universally changed and seems to follow a single "instance".

Solution: Probably need to create a material list?Preferably instead of just showing what it is , try to explain how and why it is. It will help me and others who browse this domain.

Thank You ( also what ritual do I need to complete to summon Omar Ahmed )

The problem is that all objects share the same material, consequently, editing the material affects all objects equally. Your solution of creating a number of independent materials could work, whoever, it would be very inefficient and hard to control. Instead, we could use one of numerous methods that vary in efficiency and difficulty.

The easiest method but the least efficient is to use vertex colors. You just use the Set Vertex Color node to set a color to an object, this color could carry your emission strength. The color can then be retrieved using the Attribute node in Cycles. It should be noted, however, that your objects have to be Deep Copies. My answer here explains this in more details. Also see my answer here.

The most efficient method is to do the computations in Cycles itself. Since your emission strength depend on the distance to an empty, we can simply pass the location of the empty and compute the distance in the shader as follows:

Finally there is the method of using an image sampler based on the object indices, which you can use when your relation is more complicated that a mere distance. I explained this in details in my answer here.


How to twist a mesh for cloth-like effect? I would like to create geometry and model it (not sculpt it), as to have a cloth-like effect, wrapped around a blade's handle (reference image shows this).

How would I go about doing this? When I attempt to do so, twisting a plane, or a cube, provides certain "artefacts" due to the fact that the rotation is alongside the Z axis for 180 degrees (out of logical reasons, having to align everything perfectly).

To summarise: How do I twist a mesh as to create the overlapping cloth effect?

Issue seen here:

I was able to emulate a ribbon (/twisted cloth-like effect) through these steps:

Create a plane, rotate it on the X axis by 90 degrees. (Front Ortho View)
Add a multitude of loop cuts to the plane from left to right (10-20) (Edit Mode)
Choose the top edge, then selected Snap Cursor to Active. (Spacebar, search for it.)
"O" key enables Proportional Editing, with the falloff type "Linear".
Rotate the mesh from active, using the mouse scroll wheel to change the intensity, alongside whichever axis you desire. (Z axis in this instance)

Answer courtesy of: How can I create twisted geometry? (@Paul Gonet)

(Feel free to edit this to include images if necessary.)


Remove/Add Collections per render layer with Eevee I was able to choose which layer was rendered when using 2.79
Now that things are called collections, and layers are... layers.
I can't exclude collections from certain renders while at the same time allowing the excluded collection to render in other layers.

For example. I have a freestyle layer and a basic render layer. I want some collections to have the freestyle outline, while other collections will remain basic(without freestyle). I'm using Eevee and have not figured out how to do this in blender 2.8

You can assign Freestyle line sets to collections, this would allow you to apply the effect selectively.

For the other part of your question I believe this post should answer your question for the transition between 2.79 and 2.8. The general idea behind the scene and view layer concept is explained in this post on the Blender Developers Blog.

Let's say you have a scene with a collection called "Only once" that you would like to include in one view layer, but exclude in another. The view layer where "Only once" is visible is called "View Layer" and the one where it isn't is called "View Layer.001". You can have the collection "Only once" it both view layers and have it activated in one and deactivated in the other.

In order to exclude specific view layers from rendering in the scene, you'll have to switch to the scenes in the outliner.

If you activate the restriction toggle for rendering you can then exclude specific view layers by clicking on the camera icon behind the collections name.


how to Unstretch Material on Object on 2.8? I am trying to make a city with lights on windows. Here is what I have done so far:

I have my city and my material for the window lights, but as you can see the tower in the back has the texture strech all the way up, I would like to know if there is a way to "unstrech" it.
I have tried to check on the UV map but I found nothing.

Does Anyone have an idea how ot make this ?

Thx in advance

If you like to control the texture using the UV's you should change the 'Texture Coordinate' node to UV instead of GENERATED.


Rotating multiple objects in animation I am trying to animate a drone with 6 spinning propellers in version 2.79b. I can make the props spin in object mode by selecting them and choosing individual origins for pivot center, however when I try to animate the spinning props only 1 prop spins. How do I animate all 6 props spinning at the same time? I have tried grouping, parenting and joining and still only 1 prop spins.

See that pretty record button by the keys at the bottom of the screen? Click that button. That's the Automatic Keyframe Button.

You also want to open up the action editor to actually see the keyframes.

So open up that editor, select all of the blades. Press, I, which iirc is insert keyframe. It should insert a keyframe for all of the blades, if not, you will just need to do it individually. This will make blender store the pose for those different blades at that frame in time. Now all you need to do to animate is go to a different point in time, and just rotate all of the blades. You can do them all at the same time if you've shift selected them before rotating, and you have 'individual center' selected for the transform origin, which is what you seem to have set, judging by the two circles between your shading and widget option.

You can extrapolate on the animation, which will make Blender continue the animation that you already started, further down the timeline. You can also just duplicate the keyframes of the final position of the blade, drag it to say, +60 frames, then at +30 frames, insert another keyframe where it's 50% of the animation to cause it to loop. You can also edit the curve of the animation in the IPO editor.

If you have any more questions, feel free to comment on this answer.


Distortion Coefficients and Camera intrinsic of blender's cameras? I'm looking to run a SLAM algorithm over images generated from blender but I need to know the intrinsic properties of the camera. I've taken a brief look at the python api and there doesn't seem to be a way to find out the distortion coefficients of the camera, I specifically need k1 k2 p1 p2 k3 (The radial and tangential distortion). Can anyone point me in the right direction?

Cheers,
Sam

In the direct process of rendering a scene, a Blender camera itself has no distortion coefficients. Distortion is inserted a posteriori as a compositing node, see How to tweak K1, K2 and K3 undistortion values in motion tracking?.

In the inverse process of calibrating cameras from a given video clip, Blender's motion tracking interface estimates distortion parameters K1, K2 and K3, to be used in rendering through compositing in the aforementioned way. To access these distortion coefficients, you have to be in the Movie Clip Editor, load a clip, and press n to toggle on/off region containing the Lens panel:

Notice the option to select the desired type of distortion model ("Polynomial" in this case).

You can access these parameters in Python:

bpy.data.movieclips["movieclip-file-name-here.mp4"].tracking.camera.k1
bpy.data.movieclips["movieclip-file-name-here.mp4"].tracking.camera.k2
bpy.data.movieclips["movieclip-file-name-here.mp4"].tracking.camera.k3

In case you want to render with custom lens distortion parameters, not obtained from Blender's motion tracking, see Custom nonlinear distortion lens


How to obtain a simple and effective rendering without having to create a complex material? Here is my problem, I would like to be able to render a scene without having to tamper with the material nodes each time. These days, as I decided to focus only on learning modeling, when I create an object I don't necessarily think about the material in which it would be made. Suddenly, when the time comes to texture and adjust the parameters of the materials, I am completely lost. And in the end, I end up using a single solid material which does not necessarily highlight my model.
Maybe it is me who is wrong to neglect the stage of choosing the materials before I start modeling, but I have seen in many places that it is possible to do otherwise. You see, when a professional artist, or an experienced amateur artist just wants to share with his friends, his family, his viewers or other people are the latest project but this one is not finished, he publishes a WIP (Work in progress) .
What is interesting with some WIP renderings is that they may not be completely textured, for example because the model material (s) have not yet been created, but still look cool.
This is what I want to get, a WIP style rendering. Not only that, it keeps me from having to create a complex material without having a clear idea from the start. But also, I can enjoy the benefits of rendering, such as the effects created by normal or displacement maps, and the effects of all the maps that modify or deform the mesh. Not the one that affects the color of the object.
Basically, I wish I could do like when we learn the basics of drawing. First, the learning of perspective and the decomposition of complex forms into simple forms. Then learn to represent the values of a drawing. Finally learn how to use colors.
I would say that modeling would be comparable to learning perspective and all that is related, and by extension, to learning line drawing. And that learning values would be what I want to do, just rendering with grayscale shading. A black and white drawing.
I also wonder, if it would not be possible to do that with the workbench renderer and the light studio options? Now, is it possible to save on a support a rendering made with the rendering engine of the viewport 3D, that I don't know ?
Ah too, here are some 3D renderings from another artist that illustrates what I want to do, I only post the link as a credit, instead of downloading it to my computer and posting it :
https://skfb.ly/6TtNX
https://skfb.ly/6TCZD (It is the same model as the sketchfav viewer on above I put it here in case it would not work)

        Tim Curry WIP 9
        by mathewdc
        on Sketchfab

Edit : my problem does not only apply to a collection of objects but also to a single object. A clay style rendering would correspond a little better to what I am looking to do. As in traditional modeling, a model / object has not yet been painted. The matcap could also be interesting, provided you find a way to make it.

I found a solution which consists in using the rendering engine of the viewport 3D to render the scene with the light parameters of it. There is no need to change the way of modeling the 3D model.

It's even possible to apply ambient occlusion effects to this one, so maybe use textures, but I haven't checked yet. The only thing that changes is that when rendering the model, you will have to go to the properties window, render section, and choose the "Workbench" rendering engine. From there, you can configure, according to your needs, the different options available, ranging from the choice of lighting to color management.

Then once done, you can press F12 or go to the menu bar, render menu, to render the scene as you would have done with the other renderers.

After the rendering is finished, you simply save the previously created rendering image on your computer.
<img src="https://i.stack.imgur.com/MMAEi.jpg" alt="
Save the rendering to the computer for use on the web or otherwise" />
And also, it is preferable to use this technique rather than that of materials override, because, as its name suggests, this one aims to replace all the materials present in the 3D scene. So exit your materials with custom normal map textures or ambient occlusion. For those who do not have what is the materials override, please read this post: 2.8 - Is it possible to assign (override) a material to a whole collection ?


Rigid Body and Invisible Object Collision Let us assume I have a brick wall (rigid body) that I want to get smashed with an object (in a rigid body simulation). I want this object to be invisible in the render. Is that possible? How do I do that?

As of now, I see no reason why you couldn't add a Transparent BSDF shader to the smashy object.

View:

Render:

Animation with transparent smashy thing:

My .blend file:

Also, as lemon points out, in the Properties panel > Object tab > Cycles Settings dropdown, you could uncheck the Camera checkbox. If you follow this course, though, you will have a disembodied shadow.

As Nathan Craddock adds, you can also turn off Render Visibility in the Outliner.


Material Menu in 2.79 with old model I have a model from a previous version of Blender, and the more advanced material options are not available from the menu.  If I do a "Load Factory Settings" then the new material options show, but not with the old model loaded.  Can I get an old model to work with the new material options?

BTW: I'm looking to control the alpha channel.

This is how it looks after "Load Factory Setting"

cegaton is correct.  Thanks.

Now I have to figure out how to get access to the alpha channel in Cycles.  Looks much harder.

-doby


Strange white faces only visible in weight paint? Invisible when ported into UE4 As you can see below, these white faces only show in weight paint mode.

I had been getting random invisible faces whenever I imported the mesh into Unreal Engine 4, which had me stumped.

The white faces are all the faces that are invisible in UE4, I'm not sure what to do about it, short of redoing the mesh, and making a new uvmap..

Is this a bug? or am I just missing something simple? any help is appreciated, thanks.

I've figured it out?!

For whatever reason choosing to open image, and bringing in the same texture I was using and reassigning my uv's to that fixed the problem.

The white faces have dissapeared.

Note:
I did delete faces previously and make new ones, which were where the polygons had turned white. I don't understand why this whole thing happened because of that though..


How to animate a soft object while it is squashed on the floor? without squash rigid meshes attached on? I need to animate a rotating soft object while it is squashed on the floor following the wavy shape of the floor.
Thanks to a contributor on this site I partially solved my problem.
Now I don't know how to avoid squashing of a rigid object attached under my soft mesh (which is affected by the lattice distortion).
These rigid objects should remain solid, the lattice modifier should not affect this rigid objects.
Rigid objects should only be rotated following the movement of the soft object.
Like in this video https://youtu.be/cUsXyimUw6o?t=69 from 1:09 to 1:17
How I can do this?
Thanks

You can do it this way: Select your small cylinder, shift select the big one, go in Edit mode, select 3 vertices of the big one, press CtrlP > Make Vertex Parent:

The small should follow:


Wood texture shows in material but not in rendered mode I have a wood texture that's showing up fine in materials view but not in the rendered view. Can someone please tell me what I might be overlooking?

The image texture need to be connected to a diffuse shader node before going into the material surface output.


Extrude edge and slide Is there a way to slide along edge after extrude an edge, similar to slide when loop cutting.
Currently one need to slide selected edges and after that use loop cut to recreate previous geometry.

I am not quite sure I understand, but you can recreate the edge slide from a loop cut by selecting the edge, keying G, and then G again, and moving the cursor. This gif shows the difference between G and G, G:


How to create a wireframe / outline The user in the screenshot below has used blender to make the wireframe and effect. Can you tell me which tools and plugins he used?

That's probably done using Freestyle, which was made to create line drawings.


Pull clip info from crossfades/fades via python How do I pull information on what clips affected by crossfades/transitions and fades via python?

I know I can pull the type of clip with this script, but not the affected clips of crossfades and fades: How to get a clip's source media starting and ending frame numbers?

(I'm trying to piece together an EDL export script: https://blenderartists.org/forum/showthread.php?418606-EDL-export-script-help-needed!
)

You can hover over an Effect strips Input boxes and get the Python variable:

So you just need to call .input_1 on the effect strip to access the first effected strip. Then you can access its attributes like normal (e.g. .filepath) as it's just a reference to the original strip.

The best help is your autocompletion (Ctrl+Space) in an interactive Python console view. So just write the complete bpy.data.scenes['Scene'].sequence_editor.sequences_all['Cross'].input_1 into one and hit the . (dot), then call the autocompletion and it will print you any possible accessible attributes of this strip.


How to create a mesh with two shapekeys using extrude and bevel modifier? I tried all sorts of ways to make this work in the weekend but I didn't succeed. The problem is shapekeys and modifiers don't play together nicely. If I apply the bevel modifier after the shapekeys are created, then only one of the shapekeys are modified. If I apply the modifier before the two shapekeys are created, then I face the hard 3D problem of transforming the beveled shape to the other desired beveled shape.
So basically I would like to have a smooth animation of a mesh object that transforms from this shape:

to this shape:

while the shape is being extruded and beveled.

Animate the modifier props.
To elaborate on @Gorgeous' comment.
Make your mesh, for example sake added a default circle, then grid filled. Note to self,  rotate after grid fill to match axes before adding shape keys in future,
Create your shape key from this. Super fast hacked together example, showing my lack of modelling with bevel modifier, however shows proof of concept.

Now add your modifiers to this object. Solidify and bevel.

any of the modifier properties can also be keyframed or driven.

Ugly example, but you get the concept,  with solidify thickness being driven directly by shapekey value, and some bevel modifier properties too.


Which modifier do I use to twist this object horizontally in this way (video)? I want to slightly twist (or bend, displace, screw or curve?) an object in blender.
It’s an imported SVG object with an applied solidify modifier (and with lots of weird vertices).
Here’s my file:
And here is a video of what I want to to animate (the actual object): https://youtu.be/H0QXHbf7TVo
I want it to displace horizontally.
I tried to use a simple deform and a curve but I don’t get the desired result.
How do I make the object twist this way?

I'm not sure you can achieve this with a Simple Deform modifier as your two tips are actually moving forward and backward, maybe you should try a Lattice modifier (or Surface Deform modifier), give it 2 shape keys and switch from shape key 1 to shape key 2:


Export single strip in VSE I have one long audio strip in the V.S.E. and I split it into multiple pieces using hard cut, SHIFT+K. Now I could delete the other strips and export one, and then make a new file, cut out the one I want, and so on and so forth and what have you. But as my run-on sentence describes, it would take to long. So how do I export a selected (audio) strip in the V.S.E.?

mark the start frame and the frame track end as is rendering in the Properties window


Animating a Nurbs Path's Influence Say you have a spiralling object with an armature rig, which in turn has a Spline IK bone constraint to a nurbs path, as per a tutorial for a bending phone cord.

Now you want to animate the various poses you've made by warping the nurbs path, such that you can import it into Unity.

I've tried adding LocRot keyframes of all the armature's bones in each pose, as well as "Object (or Pose)->Animation->Bake Action"; none of the armature's changes from the Nurbs path's influence come through in any Action clip. Ideally one would just animate the positions of the Nurbs path; alas, Blender doesn't let you add keyframes of individual vertices of anything in Edit Mode.

Some light to shed?

Shape key animation did it. For posterity, you hover over the value slider under the shape key list and hit "I" to insert a frame with that value.

Thanks Jerryno and user2511.


Different objects, same material, animating alpha independently In eevee, I would like a number of text labels to fade in and out of the scene at different times during the animation.
I know that after setting the material's blend mode to "Alpha Blend", I can keyframe the alpha level in the "principled" BSDF shader, but unless I am missing something, each object would need its own material for this solution to work.
Is there a clever way to have all objects share the same material while still being able to fade them in and out at arbitrary, independent time points?

You can animate the object color (from its properties panel).
I've pluged it in the color in the example below, but of course, you can use it for alpha too.

That provides three channels (RGB) useable in the shader node tree that can be keyframed in RGB color mode (as indicated by @Gorgious).


Why is my object lying on the surface when I export file as OBJ? I've made a 3D model (a snowman). I've saved it as a BLEND file and it was standing. After that I wanted to export it as an OBJ file. I viewed it in Microsoft Print 3D and it was lying. How can I fix that so my snowman will stand?

On the left side of the exporter window, there is an option for it.


Shading artifacts after baking normal map I tried baking a normal map from high poly to low poly mesh. The high poly is basically just the low poly with beveled edges and proper smoothing. I'm absolute beginner when it comes UV unwraping and baking, yet I still think I've done an okay job with unwrapping. There is no stretching, I thought it will come up nicely. I even tried to increase the margin to something like 0.003 to give each island a "room to breathe".

I triangulated the low poly model, set the following settings for baking and baked each part of the mesh by one, after the first bake I deselected the Clear Image option.

I baked into 4096x4096 32bit image without alpha, set to non-color. This is how the normal map looks like after the bake downsized to 1024x1024 (in Blender I used the size of 4096x4096, I just had to downsize it so I can post it here).

I can see a few green areas, which apparently is the reason behind my problem. I have no idea how to fix it, though. I tried to use the cage, but either I didn't understand it or it doesn't work too.

This is what my high-poly mesh look like. I know it's hard to see the details from the image, but see for yourself by looking at the file I provided at the end of this post if you're interested in helping me.

And this is my low-poly mesh with the normal map and the shading artifacts I'm referring to. I also used a red diffuse color so the artifacts are visible a bit more.

Some of the edges look okay, some have these shading issues. My goal, though, is to bake this inside substance painter, however it gives me the same errors so I assume there's a problem with my mesh, and not with the settings or my lack of skills when it comes to baking/unwrapping.

I've spent too much time trying to come up with a solution, but I was unable to. So I'd be more than grateful if any nice (.. or bored) soul decides to help me, thanks a lot!

Here is the file with the unwrapped low-poly and rough high-poly meshes, nothing is triangulated nor baked, so that you can start fresh. Thanks in advance

The green areas are where the baking rays have shot off the surface and penetrated an adjacent surface—which makes sense considering the divets in the lid. Try lowering your ray distance in your bake settings so they won’t shoot out so far and hit something else by mistake.


Delta Keyframes, how to use If I want to keyframe a simple location change then I just set a key frame by moving the object to its initial location, press I, select location keyframe, move the timeline cursor to when the change ends, move object to next position, make another keyframe as before. The animation runs as expected.

If I do the same using delta keyframes FROM THE I DROP DOWN, I was expecting the object to move the same as above relative to whatever starting position I put the object in. But the object doesn't move. In the Properties, Object tab the delta transform numbers remain at zero. The object stays at the end of the cycle.

I know how to duplicate the object and type in numbers into the Object tab Delta transforms to produce the same movement but offset. I also know how to convert [all of the] keyframes to delta keyframes. I just do not understand what the purpose of delta keyframes in the I menu are for and how they work.

Delta transforms are used when you have some incorrect location in your animation, like if your animated object is at wrong place you can just adjust the location in Delta Transform.
If you don't use Delta transform for such repairing, you have to edit a particular keyframe by overwriting them.
For example, if you have a plane on which a cube is floating from one place to another, you will obviously make a Location keyframe by pressing I. But the problem arises when you want the same animation for another. Dupicate the animated cube at another place, and play the animation, you can't see the another cube in animation, you can see only one cube. Did it disappear?
No, it is just on the location where the original cube is lying during the animation.It has the same Location path which the original cube has, as it is been duplicated!
To fix this, you should use Delta Transform, assume that you duplicated the cube on X axis, now the path should move parallel to the original cube i.e on Y axis, but not on same X axis, so change the location of X axis in Delta Transform, and you'll get the parallel movement of both cubes i.e without affecting your animation movement.
What you will do in absence of Delta Transform?
As I mentioned above, you have to overwrite each keyframe by changing its location again and again by pressing I and selecting Location keyframe, depending upon the number of keyframes you have created. But this makes it easy if you want to change the initial location of any axis and make it permanent till the last keyframe. It will have the same animation but on different axis, which you have changed in Delta Transform.

Also Refer this.


Should I use Triangles to Model a Triangle? I was just wondering if I was modeling a triangle, let's say, should I use a quad or a tri? I often find myself in this situation where I'm not sure if I should leave the unnecessary edge or remove it and save some geometry.

You should definitely not put an edge where you do not need one. We model in quads not just for the sake of it but for many reasons like, for example, loops that form while modelling this way and the ease to select and work with them. If there is no reason to have a quad, there is just no reason to have a quad. There is no need to be afraid of triangles or even n-gons. N-gons for example may even produce nicer bevels in some situations then a mesh with loads of unnecessary edges with sharp corners. They can also be a huge pain and a source of rendering errors in other situations same as triangles can be a nightmare if you need to adjust a complex model but in other situations there is just no point to be avoiding them. If you know which situation is which it's perfectly fine to act accordingly.


Perform same action on all selected objects I am trying to write a simple code that should perform the same action on all selected objects in Blender. For example, let's assume that I have two MESH objects in my scene and I want to print the scale along the x-axis of these two "MESH" objects. Here the code:
import bpy
objects = bpy.context.scene.objects
for obj in objects:
   obj.select_set(obj.type == "MESH")
selected_objects = bpy.context.selected_objects
for cube in selected_objects:
   print(bpy.context.object.scale[0])

The problem is that the code prints twice the same value, which refers to the last selected object (the one with the light yellow border). I can't understand why.

As you noticed, bpy.context.object points to the active object, regardless of the variable in your for loop.
In your last line you are iterating over all selected objects, but you are not actually using the iteration variable afterwards, cube.
Replace the last line with print(cube.scale[0])


How do I look for objects with a particular property with a particular value using Python in the BGE? I have a number of objects with the boolean property, and I need to write a script which specifies any object which has this property and whose value is set to True. I don't know how to phrase a definition for such an object though.

import bge

def findObjectByPropertyValue(propertyName, propertyValue):
    return [object for object in bge.logic.getCurrentScene()
            if propertyName in object and object[property] == propertyValue]

Alternative (This does not allow to search for value None as it can't distinguish between value None and not-present):

import bge

def findObjectByPropertyValue(propertyName, propertyValue):
    return [object for object in bge.logic.getCurrentScene()
            if propertyName.get(property) == propertyValue]


Spawn planes around a circle? I am trying to create skirt out of leafes but it is actually a pain to position them. Is it possible to create this procedurally?

So that I just create a circle and say spawn 20 textured rectangles around it, would this be possible?

It would look like this, where the red lines are the planes from the top view

Since you want to create this procedurally you can use modifiers. For this method you will need a curve.

Add a curve, I will use a circle, Shift A -> Curve -> Circle
Modify the curve to your liking

Select the leaf object and add an array modifier

Fit Type: Curve
Curve: the curve we just created

Add Curve modifier to the same leaf object

Object: the curve we just created
Deformation Axis: sometime based on the orientation of the curve and leaf object you need to chose another one

Note that if for some reason steps 3 or 4 do not work you might have to apply the scale for the leaf and curve object. Ctrl L

example file


Animation not playing I set the key points for my animation and it still doesn't play. I have tried changing the animation player and it still doesn't work. the fps becomes red when I hit play and nothing happens. Help asap.

I had the same problem, what you need to do, is set the end value at the bottom to the end keyframe that you have.


How to get rid of the shape inside a shape Hello guys, when i enter into Edit mode, i always get this shape inside the mesh.
(I'm talking about the rectangle inside the cube) does anybody knows how to remove it? or what its for? (if its suppose to be there)

Thanks in advance

Do you still see the shape if you go to wireframe mode ("Z" on keyboard...)

If it is still there but you do not see the vertex points it is another object which is placed inside your object... Leave the edit mode and move away the outer shape to see (and delete) the inner object...


How to scale dimensions proportionally to a specific size? I modeled a man and would like to scale him down to be exactly 6' tall (Z dimension), however I cannot find a way to do that. I know I can go to front ortho view and and use the normal scale S  key to scale it, however that requires some pretty specific fine tuning in order to get it to the right dimensions.

I'd like to be able to essentially type "6" into the Z dimension (don't worry I have it setup in imperial) and have it scale the X and Y dimensions proportionally.

As far as I know it can't easily be done on a single atomic operation unfortunately, but I generally use the following workflow.

To scale uniformly with precise absolute dimensions, in the Properties Area of the 3D View just type in the exact absolute dimension you require on the single desired axis.

Now check the resulting scaling on that axis, Blender will have calculated the appropriate factor for that vector. You can now copy-paste the value with Ctrl+C, Ctrl+V to the other axis so they all remain uniform.

Apply the scale afterwards if you desire with Ctrl+A > Scale while in Object Mode.


Cannot draw texture image I am trying to draw color to a duplicated face. If someone could help me, it would be very appreciated. I am actually working on eye painting but tried if easy sample also have same problem or not then it happened.
What I did was below.

Create a new general which have a cube.
Select face (3) below in picture right pane and duplicate it(shift + D) and move to (2).
Put a loop cut which is (4).
Select (4) and duplicate it(shift + D).
Move the duplicated edge and move to (1) place.
Grid fill the edge.
Select all and made a texture paint slot.
Paint on unwrapped 2D in left pane.

I can see the blue paint was applied to cube and duplicated face which is (2). However, never be able to paint on (1). I even tried to paint on right pane but also that did not work.
I went to Edit mode on right pane then select each face. Other than (1), I can see the face was selected on left pane but nothing I could see for (1) selected.
I guess, it does not recognized as a face in blender. Can anyone help me to do fix this situation? I would like to paint on (1). Thank you for your support, in advance.

The new plane (1) has no UV coordinates. You have to select all faces and unwrap them. Then you should be able to paint on all.


How to mix 2 shaders depending on distance from camera I want to mix 2 shaders in a way, that part of a mesh that is more far away from camera are using one of my shaders, and part of the mesh that is closer to my shaders is using another shader, with soft transition between them.

Thank you.

Set up the nodes as pictured below. Add Camera Data node (Add [Shift+A]-->Input-->Camera Data), then Math Node (Add-->Converter-->Math). Optionaly you may add the Color Ramp node (Add-->Converter-->Color Ramp).

With the Math Node set to Substract try to experiment with its value (the closer to the object camera is the lower value should be).

Use Color Ramp node to make the transition between colours/ textures soft or sharp.

Edit:
For smoother transitions you can use other math nodes in combination. For instance put a logarithm node between the Camera Data Node and Subtract node. Change the color ramp to Cardinal and also change the direction of the ramp. Set the bottom value of the Logarithm to 15.0 and the bottom value of the Subtract to .250. Subtract becomes an offset of sorts.


Is it wrong to use Metal-Roughness-Specular etc. maps in sRGB mode? I think this "Non-Color" procedure to be set in the "Normal Map" image node is necessary in most cases (Except for any maps in different color space)
I understand 100% regarding the use of "Normal Map" and have done my tests to really check what happens.
But I am wondering if it is really necessary to set "Non-Color" space on the Black / White maps for the texture nodes "Metal", "Roughness", "Specular" etc.
I usually use jpg and png textures.
This question has been on my mind for a long time, even though I see that pretty much Everywhere I look, on any tutorial, "Non-Color" is set.

It is technically incorrect not to use the “non-color” color space you’re using is non-color, but the result will not be horribly incorrect. as another user said, values will be shifted a bit, and normal Maps the most because they use all three channels. But anyway, why do you not want to set this? There is thankfully a way to do it with the python API, as I’ve discovered when needing it for such a purpose.


How can I preserve both materials from two meshes that undergo boolean union? I want to Boolean union a cube (“A”) and a sphere (“B”) to created unified object (“U”). “U” should be a single mesh object with the faces of the new object inheriting the material properties of the corresponding faces from both "A" and "B" as explained in the documentation:

When I try to recreate this my unified object "U" ends up with either just the material from "A" or "B" but not both. I.e I want it to end up still yellow and red rather than totally red or totally yellow.

My process is simply create new mesh objects, assign separate materials, change the Diffuse property of each material, then go to add modifier > boolean > union > apply. Am I doing it wrong?

I've posted this question elsewhere and got this answer "The object with the boolean modifier needs to have both materials in its material list"

I tried exactly that, first when I make my two objects with separate materials, I make sure the second mesh also lists the material of the other object, even though it is not in use:

then when I request that second mesh to be boolean unified to the other mesh, the result is multicolor:

That object in the screenshot is definitely a single mesh with two materials. So that seems the way to do it.


Particle System ignores vertex group I have my fair experience with particle systems.

But currently i dont know whats going on.

Even the simplest plane, without any modifiers, that i subdive once wont work.
I added the loopcuts to try to fix it.

The vertex group itself is correct.
Is has a weight of 1.
Random or jittered dont work.

particle system

vertex group

Here is the blendfile

http://pasteall.org/blend/index.php?id=49975

Please know Blender may include a face if even one vertex of a face is selected.  The whole face need not be selected.  This may be inconvenient for a brief moment.  The other hair placement tools are more precise.
If you use a mesh with more vertices and a group, then you may see this pattern above.
Precise hair placement can be done with UV Maps and Particle Edit mode tools for hair.  See image below.

In the image above you see Particle Edit Mode offered. Weight Painting is also offered.  The yellow arrow points to

Textures Panel associated with a Particle System while the Cycles Render is offered. Blender has

Particle Edit offers the most precise placement on a 3D model
Textures can control density and length as an abbreviated explanation
Textures can have higher control Density than a low poly mesh
Vertex Groups can control density and length as an abbreviated explanation
Weight Painting a Vertex Group. Reasonable but least precise.

Consider

In the example below a placement of particles was desired on a single quad strip.  One solution was to duplicated the quad strip, place particles and move keep the meshes coincident.

Perhaps your vertex group is empty or has a weight close to 0.0 zero.
Perhaps you need to assign a weight of 1.0 to the group.


What's the best way to do an IK rig for a stick figure? This is the tutorial I used for learning IK rigging. https://youtu.be/Q9f-WVs3ghI It's difficult to do this kind of rigging with stick figure legs, since they don't have feet and their legs are really close together in a t-pose. Is there a recommended way of rigging stick figure legs with inverse kinematics?

If you struggled with that tutorial, you might have a hard time with Rigify too, idk (Rigify is worth learning though, imo).  But Blender has a built in Auto IK Feature; so you just add some bones, parent your mesh to the armature, then turn on the check box for "auto IK".  You need to be in Pose Mode to see the option in the tools area, where ever the heck that is now, lol.  GL OP  (tools is the screwdriver/wrench icon in the properties panel, I think)


How to animate a plane along a spherical area I've been using blender for a few months now and am looking to create a character similiar to the one in this video https://www.youtube.com/watch?v=El2lXEz36oQ. So basically, I want a sphereshaped character that can be squashed and stretched and still be able to give me proper control of the eyes. I was thinking a shape key might work, but that it would likely mess with the squash and stretch. And i would believe the topology would be compromised with shapekeys if I want to control the eyes freely. If I could, I'd like to be able to place the eyes on the back of the character.

I also thought about animating the eyes separately with "snap to face" enabled, although i realized there would be a lot of tweaking rotations of the eyes in that case.

My question is therefore: What would be the best way to animate eyes onto a sphere without losing the ability to squash and stretch the sphere and move the eyes freely.

Here is a screenshot of the problem I ran into with the "snap to face" method:

This is my first post, please let me know if I failed to inform any important information on the problem and if I haven't followed proper format of the post. Thank you!

i think this blend file that i did testing this idea could be the answer, just drag with G key and you will see. to do this you have to turn on snap, set it to face and active, and select the icon that saids align rotation with snapping target and its done i think.


Boolean Modifier results in artifacts I am decided to design a simple car wheel today. It is not meant to be realistic or anything like that; I am just making it for fun. At the center of the wheel, there are supposed to be 5 indentations for lug nuts. I am attempting to cut these in using the Boolean modifier. However, several artifacts appear when doing so. I uploaded a video to YouTube which shows these artifacts, and also provides more information about the whole situation. Please watch to the end.

https://youtu.be/lSZPen6HFE8

Thank you for any help you can provide.

EDIT: Here is a link to my .blend file: https://drive.google.com/file/d/1cocemui28Ql0XiKsitS77Nfk72j1CTLb/view?usp=sharing

It can be several issues with Booleons, sometimes can be the underlying geometry you are cutting into, can you provide screen of the wireframe of the wheel, also can be worth turning on auto smooth. Will await screenshot of wire.

its fine for me with auto smooth ticked under object properties.


Mesh "sticking" to vertices When I add a subsurf modifier the mesh "sticks" to some of my vertices as if there was a double or mean crease add to it, but I'm very confident there isnt either. This has been happening alot recently and is very annoying. If anyone has any ideas I would appreicate it.
P.S-  sometimes deleting the vertices then recreating it fixes the problem and sometimes it doesn't either way it time consuming and not ideal


A way to animate video brightness I’ve placed a video of lava onto part of a mesh and wanted it to start out dim and brighten over time. Is there a way to keyframe this in Blender?
Thanks,
Rusty

you can animated the value of Exposure if you want to brighten all the scene


Boolean Modifier cutting the wrong part So, I have been trying to make a Jett's knife model in Blender. Everything was fine until I tried to cut a hole in the knife. Since I have only been using Blender for like 5-6 days only, I searched for some ways to do that. I found that I needed to use a Boolean Modifier, so I did. I selected the knife, and the cube that I edited into the shape of the blade. But, when I selected the cube in the "Object" part of the modifier, it removed the blade instead. I don't know why this happens, maybe I did something wrong. I tried to follow other things on the Internet but it still failed. How can I fix this?
I was expecting the circled part to be cut out. But it cut the outside instead.
https://youtu.be/qV_g0ASsFHo
Here is what I did

I've had a chance to look at the actual blend file, and I found geometry problems.  Let me show you how I found and fixed one.
I took your Cube cutter into edit mode in a local window.  (If you have a number pad on your keyboard the / character on the pad toggles that mode.)
Then I used the select menu to select interior faces

Turns out you've got one:

That's going to confuse the boolean operator, so delete it.  Use the X key and select "Faces".
It still doesn't work because you have two objects you need to apply the Boolean to, "Blade" and "Middle Knifu"; so I added the boolean to each.

and it worked.
ASIDE: You have a lot of bad geometry in both the blade and Middle Knifu.  In addition to interior faces you have duplicated vertices and you have interior edges.
ORIGINAL ANSWER STARTS HERE:
Be sure that you apply the Boolean modifier to the cube that represents the blade and not the object you are using to 'cut' the hole.  Here's a crude example:

What you don't see in the example is the cylinder I used as the 'cutter' object.  If you look at my scene collection you'll see why:

When you select the blade and go to the modifiers panel, the Boolean modifier should look like this:

Notice that the modifier is applied to the blade and that the "Object" in the modifier is the cylinder.
Below the Object there's a 'Solver' box.  I have it set to Fast.
A common rookie mistake is to apply the modifer but leave the cylinder visible.  If you do this it looks like nothing happened:

There are a couple of ways to solve this.  For the example I simply made the Cylinder invisible:

If you do it this way, the cylinder will still show up in renders.  You have to also make it invisible to the camera:

Alternatively, if you are going to use a lot of Booleans a better technique is to move the cylinder to a new collection, usually called 'cutters':
Select the cylinder and type M.  this will bring up a menu:

Since you don't already have a collection, select "new collection" and give the collection a name.

Now all you have to do is uncheck the box for the cutters and the cylinder won't show up in the 3D view or on a render:


Mesh Changes Shape when Parenting Armature My low poly character's chest and arms changes shape when parenting armature with automatic weights.
I don't know what is going on and here is the file. Just simply parent armature to cube(modified into low poly character). Link

But when I parent the armature,

This happens. Please help.

First thing, bend a bit the elbow in Edit mode so that Blender knows in what direction the arm is supposed to bend:

Now correct the IK Pole Angle value, for example the correct value for left arm is -90°:


How do I edit an image node in blender using python In my scene I have an object that's using 4 different materials. Each material has it's own image node that looks like this:

How would I go about selecting a material by name and changing MyImage.png to a string I can input in python? I'm currently using this code to load the scene and render it.

def renderImage():
   bpy.ops.wm.open_mainfile(filepath="../scenes/bodyshot.blend")
   scene = bpy.context.scene
   obj_camera = bpy.context.scene.camera
   scene.render.image_settings.file_format = 'PNG'
   scene.render.filepath = "renderOutput.png"
   bpy.ops.render.render(write_still = 1)

renderImage()

Edit: Solved thanks to lemon.
The code I used to render the image:

mat = bpy.data.materials.get("shirt")
node = mat.node_tree.nodes["shirtImageNode"]
image = bpy.data.images.load("myShirtImage.png")
node.image = image

To get a material by its name:

mat = bpy.data.materials[ mat_name ]

To get a node in it by its name:

node = mat.node_tree.nodes[ node_name ]

To get all the image texture nodes in a material:

nodes = [n for n in mat.node_tree.nodes if n.type == 'TEX_IMAGE']

For the image part, I presume it is loaded and exist in Blender.

If yes, to get it from its name:

image = bpy.data.images[ image_name ]

If no, you can load it:

bpy.data.images.load( filepath )

Setting an image in a image texture node:

image_node.image = image

where 'image_node' is one of the nodes obtained as 'TEX_IMAGE' above.

and where 'image' is the object obtained from bpy.data.images


I can't find displacement method I just recently got into blender and I'm transferring from Cinema 4D. I wanted to play around with the basic material components in the shader editor, but i got stuck at the displacement node. I noticed in the tutorial i followed that you have to enable in the displacement method "Displacement and bump" but I can't find that option in the material settings.

You need Cycles rendering engine for the displacement setting.

From your properties panel: Select Scene > Render Engine >> Cycles

After you select the right engine, the displacement properties will be visible and changeable.


Emission on steel from laser cut I’m animating a plate of steel cut by laser rays. My animation is complete for the most part of it but I want to make the overheating of the steel where the laser passes visible. As it passes it assigns another material with emission on the cut border of the meshes of the plate and the borders of the cut pieces.
The appearance of the material has to be animated according to the movement of the laser or even in key frames.

You can achieve this effect by using the dynamic paint system. Select your steel plate and give it a dynamic paint physics modifier, set it to be a canvas. Then set your laser object to be a dynamic paint brush. Add a wetmap output at the bottom of the canvas settings.
Now in your shader settings you can get a vertex info node and set import the wetmap data. Plug this into a principled BSDF in the emission strength settings and make sure to add a blackbody node into emission colour for the correct colour. Then just mess around with the spreading dissolving and shrinking paint effects until you get the look you want.

You can download an example of the effect I think you are going for with this blend exchange link.


Mirroring object on Z axis not correct I am making a thor's hammer design following this tutorial:https://www.youtube.com/watch?v=6Yxrke72isQ .
at about 1:17:20, they mirror the rune like curves on the z axis. when i try this, it mirrors correctly on
X, but when i mirror it on Z, it is a little offset,and is not touching the hammer:

what am i doing wrong? this tutorial is pretty old so if there's something in lender please tell how to solve this.
The .Blend file:

EDIT
when i set the origin to geometry in the cube, this happens:

So what you're doing here is using your hammer object (called Cube) as Mirror Object. The problem is that the origin of Cube is not place at the center of its geometry, so the mirrored mesh will be a bit shifted. To fix that, in Edit mode select the top and bottom vertices of Cube and press ShiftS > Cursor to Selected, then back into Object mode, right click > Set Origin > Origin to 3D Cursor. Now the ornment will stick to the surface.


Hard Edges On Corners I have a model with a smooth curve, and on the front of the model, I extruded the faces inwards, I trying to make the edges less curved, so they look like a rectangle. So I added support loops, which minimise the smoothness on the edges, but it alters the smoothness of the curved mesh. Is there a method to get the edges more harder?

Thank you.

Select the edges that should be sharp and use Shift+E to adjust the Edge Crease. This controls the weight used for the edge by the subdivision surface modifier. Alternatively you can also control the value in the sidebar. Open the sidebar with N > Item > Transform and change the value for Crease.


How to randomly pick an object from a collection? I am working on a modal that paints objects & then drops them using rigid body.
I'd like to include support for collections, where the user can store a group of objects as a collection & then randomly choose one of those objects to paint.

how can I access objects in a collection & duplicate the chosen object?

Thanks

Use this code:

import bpy
from random import random

#select your collection by name (in this case the collection named "Collection")
col = bpy.data.collections["Collection"]

objNum = len(col.objects)

#Generate random number
randomIndex = round(random()*(objNum-1))
#use the random number to call a random object in the collection
obj = col.objects[randomIndex]

#creat a copy of the object and link it to the collection
newObj = obj.copy()
col.objects.link(newObj)


BGE: "Record Animation" for just one object I'd like to use the "Record Animation" feature in the Game Engine where movements by an object at runtime are recorded to the object's animation, but for just one object and not for the entire scene. Is it possible?

Thanks.

EDIT: Sorry for writing "render animation" instead of "record animation". The problem has been fixed now.

Animations are recorded only for objects with Physics Type: Rigid Body & Soft Body. If you don't want to record animations, you can use Physics Type: Character.


hair particles emit from faces outside vertex group trying some basic hair particles for my model but whenver i render hair emits from the entire face rather than the vertex grp assigned  even tho it is correct in the viewport.

You'll have to also assign the vertex group for some hair particle system parameters;

In Particle Settings / Hair settings, open tab "Vertex Groups" and assign your vertex group for example for Density and Length.


from photo to 3d image my question is, can you take a single photo en convert it to grayscale relief or 3d? for example i have a photo off my kids and i want to create a file so i can get a sort of 3d effect that i can route on my cnc. hope you can help me. i tryed different thing on blender loke working with nodes to manipulate my photo and a coupple of other things, nothing seems to work.

with friendly regards

I'm not sure exactly what you mean (what's a CNC?) but the short answer is, the 3D information needs to be available somehow. Blender cannot invent or deduce it.

My suggestions:

you can take 2D to 3D if you have enough visual elements. That means a few pictures. Meshroom can help you.
You can remodel a scene. For sceneries, rooms and the like, fSpy can help for camera angles and measurements
This tutorial about projection mapping can help: https://www.youtube.com/watch?v=p9IfDeNU8K0, but there will be no miracles. It works well with planes, mostly.
You may be after parallax effect, which can be achieved as explained here: https://www.youtube.com/watch?v=gvaiHqBuTz8

For grey scale relief, there is a Gimp filter that does it (something like emboss). If you want to do it on a sequence of images, I suggest you try Natron rather than Blender.


Can you make a custom mouse cursor for the game engine? I would like the mouse to have a custom look like most games and not just the default white.  Is there a way I can make an object as the mouse?

You can use python to do this, for example using essentially the script from this answer by Mike Pan:

from bge import logic, render
render.showMouse(False) # hide default cursor

def mouse2world():
    z = 1 # distance for cursor

    cam = logic.getCurrentScene().active_camera
    vec = cam.getScreenVect(*logic.mouse.position)
    camPos = cam.worldPosition
    projectedPos = [0,0,0]

    projectedPos[0] = camPos[0] - vec[0] * z
    projectedPos[1] = camPos[1] - vec[1] * z
    projectedPos[2] = camPos[2] - vec[2] * z

    return projectedPos

def main():

    cursorObj = logic.getCurrentScene().objects['cursor'] # where 'cursor' is the name of object to use as a cursor
    cam = logic.getCurrentScene().active_camera
    pos = mouse2world()

    cursorObj.worldPosition = pos
    cursorObj.worldOrientation = cam.worldOrientation

To use this, add an always sensor to the camera and enable true pulsing (you can add the sensor to any object, but I think it's more intuitive to put the logic bricks on the camera..). Then connect it to a python controller with the script:

Example file


How do I bend a scanned .stl object with several complex features I'm trying to make a cylinder out of this textured slab. One side is flat while the other side is textured with an intricate pattern.There are several triangles and vertices. I would like to temporarily simplify it while i curve the object into a cylinder and then return it to its full detail.
I have tried doing a loop cut, but i can't select a whole face, and it all keeps failing/crashing. Please advise.

Ok, not having your exact object, and having not well understood your question I should probably avoid inserting an answer here, but I wish to show an easy way you could "roll up" that plane to a "cylindrical" shape, since it could give you some ideas on how to proceed. Then maybe you can suggest if some variant could be better.
Note, I simulated a flat rectangular object with irregular vertices (I randomized them): I know it's not as your object, which seem far less easy to be deformed than mine, but if you could arrange your object, subdividing it a lot perhaps, the following could fit your case too. Maybe.
Here it goes:

Here is my "simulation" of your flat rectangular object, with its red twin I leave there for comparison

in the same "object center" I add a "curve circle", from top view

obtaining this

Then I select the grey rectangular object and insert a curve modifier, targeting the bezier circle just inserted before

...and I get this horrible shape! But don't worry, it's just the circle, too little. We're going to fix it.

Now, I zoomed a bit to show you better, but I selected (see the upper right outliner area) the bezier circle

Then I enter the edit mode with TAB and select all control points

Then I scale it outwards, perhaps too much in the picture below, but at least now I can see where my curved surface ends are, which should probably stick together

...and I can make then stick together just by scaling a bit less (some snapping to grid could help while scaling)

Exiting edit mode, this is what I get.

As said above your object could not follow the curve so easily, and it could need to be subdivided, maybe with subsurf modifier applied in advance. Or, you could give us hints on how exactly you need it to be.
You could share your object, also, preferably using this dedicated hosting service and then pasting in your question the provided link:
http://blend-exchange.giantcowfilms.com/


Forgot to unparent armature while editing mesh, how to fix deformation? This problem is a bit tricky to put into a search engine...
Anyways, hello!

I've been working on a relatively low-poly human model for a while now, teaching myself how to rig and model and such... Well, I got a little carried away and forgot to unparent the mesh while I edited it. The result is... confusing!

When going from edit mode with the proper shape to object mode, the mesh deforms in some bizarre ways. The left foot merges with the right foot and they both try to revert to how they looked before changes but with many new vertices. My question here is how to get the armature to register the changes!

Here are the actual bones they should be fitting to (I also edited these while the mesh was parented. Big oopsie.)

I tried to fish around for a solution but the mesh remains deformed in Object mode even if I unparent the armature or disable it and the bones do not want to re-auto weight themselves. The deforms stay in place even if they have an empty vertex group! Also, I can't weight paint because the deformations appear in weight paint as well.

I also have an animation in the Dope sheet, I read somewhere that that might be important.

I would love some help from someone who knows what they're doing

I downloaded your file, the issue is indeed from Shapekeys.
The reason why you can't see them is that you did a word research of your shape keys, and none of them correspond to, so they are hidden. Sympy remove the research and you will get your shape keys displayed :

Then, if you want your modifications to be definitive instead of shape keys, you simply have to select and delete every shape key, keeping the shape you want to keep as the last to delete. Here I did the manipulations to make the Key 2 as definitive shape:


Zoom to selection in Python gives RuntimeError I'm new to Blender Python and writing a start-up script that imports mesh from another application to Blender for rendering.

I have a small problem however - imported mesh objects are too large for default Blender view-port, so I wanted to somehow make the script correct this issue.

I tried something with bpy.ops.view3d.view_all() but I can't get it work. I read the execution-context docs, but I always get this error:

RuntimeError: Operator bpy.ops.view3d.view_all.poll() expected a view3d region

Any suggestions?

Operators need a certain context to run from, so you can override this so it can be run from the text editor or wherever depending on the area you need it executed from:

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                override = {'area': area, 'region': region, 'edit_object': bpy.context.edit_object}
                bpy.ops.view3d.view_all(override)

Read more in the docs and see this related question for more info.


Cell shading, Can EEVEE do well with NPR like BI? Hello.

I am interested in making NPR styles with Blender.

The nodes in BI are really intuitive to create cell shading.

I can use the shader's light and dark borders as a masking factor, and I can specify each color directly like the gif above.

But I know BI will disappear from Blender when EEVEE is complete.

Can EEVEE do well with NPR like BI?

Yeah, I've tried a bit and it really doesn't support the basic cel shading I do. You might contact SageLightBWK on BlenderNPR. He's been in contact with Ton about an NPR engine and is looking for coders.


Mesh visible on object mode, invisible in edit mode I'm rendering a staff with a transparent diamond prism, and everything was working fine until I noticed, while animating, that the crystal was suddenly displaying its texture as though it were opaque.

When I examined the object in edit mode, I noticed that it was invisible. Attempting to select all vertices with "a" and using "alt+h" to see if they were hidden in edit mode did not solve the problem

I checked the texture the crystal is bound to just to make sure that it was transparent.

What would cause the object to be invisible in edit mode? And why wouldn't it display with its proper opacity?

Here's the blend file: http://www.pasteall.org/blend/30844
imgur album: http://imgur.com/VaxJolX,Lyhvp5k,bRMMApR#2

The crystal mesh is there, but because it's position depends on the armature modifier and the object controlling it, the crystal shows in it's original place when viewed in edit mode.

If you enable the modifier in edit mode you should be able to see and edit your object normally.

EDIT

As for transparency, you have not enabled any transparency on the texture or the material:


Weird view of the objects everyone! I started learning 3D with Blender about a week ago and now I have a problem. I don't know how to describe it, you can see it on the screenshot that I've attached. Everything started look so sharp and something like artifacts. How can I fix it?
Also, suddenly the rotating of the view started rotate relatively to the 3D cursor (I think that it started suddenly). And another one problem - suddenly (who could guess it's suddenly) I wasn't able to scale the view as I wanted and I was attached to the focal view basically.

I do not know really why all of that happens and I kindly ask you to help me, please.

It sounds like you accidentally turned on orthographic view.  To turn it off, just click on that little grid icon under the camera icon on the right of the 3D view.  That button toggles the view between perspective where things further away from the camera seem smaller and orthographic mode where everything is the same size no matter how far from the camera it is.
Orthographic mode can be useful in front, side, and top views because it helps everything line up more nicely (in fact, blender automatically switches to orthographic mode when you click on top, bottom, front, back, left, or right views, but then switches out of it when you start rotating the view).  But to turn it back to perspective mode, just click on that grid icon.
As for the rotating around the 3D cursor, you could try going into Edit -> Preferences -> Navigation -> Orbit & Pan and then check the Orbit Around Selection option.  That will make it rotate around the selected object.


How to render a water simulation with camera tracking keyframes? I have created a water simulation comming out of a modelled water fountain sprout. I want to create a rendered scene shot from the viewpoint of a camera revolving around the fountain, by using key frames in blender 2.8. However only the water sim ends up getting rendered, and the key frame animations are ignored in both preview and baked and rendered outputs.
Does anyone know if it is possible to do what I am trying to achive, and how to go about it please?

Sounds like the common beginners error of forgetting to activate the object you want to key frame first before actually key framing.


How to animate perpendicular strips moving along a cable? (visualizing DC electric current) I'm a newbie to Blender.  I've been doing mediocre solid modeling (using Alibre) for years, so creating models to import isn't a big problem for me.  But I'm wanting to learn to do a very specific simulation of electrical current flowing using Blender.  This animator did a wonderful job of current flow simulation tracking an electrical path (wire) at the 0.48 to 1:10 point:

https://youtu.be/CWulQ1ZSE3c?t=48s
The white cylindrical current objects track the path (wire) even when the wires move as the switch is put in place.
I've watched some tutorials on:

having objects follow a path: https://www.youtube.com/watch?v=G6NdQGySZhU
using keyframes as well as the dope sheet:  https://www.youtube.com/watch?v=LHdh8p37yM8

I'm guessing there may be multiple ways to perform this current flow simulation.  I'm finding Blender so powerful but also feature rich - feature rich enough to be confusing and difficult to learn.  Anyone have ideas on tutorials i should watch to help me get to this electrical current flow faster?  I really appreciate any help! Lane

If you don't mind some stretching and compression - that happens when the segments of the curve don't have all the same length - then you can just bevel a curve and add a procedural bi-color shader that is driven by the frame rate for the animation.

If you don't like the stretching and compression then you can do what moonboot suggested: create a cylinder, apply an Array and Curve modifier. Last but not least, use a procedural shader for the animation. The drawback of this method is that you need one cylinder for each cable. But it can be a linked duplicate, so no biggy.
Shader for animation

Enter #frame + 12 in the purple value field to create the driver. 6 is the speed, and the +12 (=2x6) is needed for a continuous loop over all frames. 2 because it's bi-color. Switch the Add math node to Substract to reverse the direction.


How to fix wrong bone axes to edit the animation in the graph editor? Downloaded a simple character from http://www.blendswap.com/blends/view/54875 to play with animations, moved it a little bit, but when opened the graph editor to tweak the animation I've got something scary. Axes are completely wrong and do not correspond to the world directions. Tried to recalculate the roll and everything else but it just stays all wrong. Actually I've already made a question about it but I think there was some misunderstanding because the answer that I've got (or rather understood it like this) was something like "the graph editor edits values in the local space so cope with it", but then I've found this http://www.cgmasters.net/free-tutorials/animator-tutorial-series-01-landing/ tutorial with samples and it works perfectly well, no matter how much I'm rotating the bones.

So what is the problem in the first model and how to fix it?

The bones to wich nothing is connected (free or keep offset only) can be freely rotate in edit mode: if you select your armature and in the properties tab check the "axes", you can freely rotate those bones to align their axes with the world axes; in the photo i've changed the alignement of the hips of your model to match world's alignement.
This procedure, of course, changes the pivot point of the rotations, so you should move the head of the bone to the previous location.

Sometimes this is not a good solution, even worse if another bone is connected to the one you want aligned. In those cases the solution is to add a new control bone, aligned with the world coordinates, and make it parent with the deform bone, so you can animate an aligned bone controlling a non aligned deform bone.
For a better use of the graph editor you should also avoid the use of quaternion rotation, wich is useful only in the cases where a bone needs to rotate in all the three axes: if you know that a bone will rotate just a little (er even better it can be locked) in one of his axes (let's say the "z"), choose euler rotation putting that axe in the center (I.E. euler XZY): in this way the graph editor should be more usable to edit rotations.

Anyway, in my experience, lots of animators nearly do not use the graph editor, except for choosing wich type of keyframe they want (vector, bezier, etc..) and they do their editings directly in the action editor, dopesheet and directly posing the character, also because a lot of animation is done by rotating bones and quaternion is mainly used.

https://www.youtube.com/watch?v=c-0oBXJZwQE
This is an amazing serie of tutorals to deeply understand some priciples of advanced rigging.


Blender interface is looking different I recently started in unity and for making models, i went for blender. I was watching tutorial, but the guy was having a totally different interface from mine. I wasnt even able to find some stuff. I am using 2.82. The video is from October 2018. Here is the video:

https://www.youtube.com/watch?v=AFN4F9dmpIQ

Here is my photo:

I don't know if i have to arrange my panels in a certain way, or it is from the version.

He has an old version with dark skin. Since 2.8 version interface was redesigned and changed.


OS-X - Fly Mode won't respond to mouse movements I'm using the latest build of Blender (2.75a). When I use the fly mode function (Shift+F) I am unable to control the view of the camera with the mouse. I tried uninstalling and reinstalling, but that didn't work. This function worked fine the other day, but now it won't work. Any help would be appreciated! Working in Blender hasn't been more convenient since I've been using Fly Mode.

I'm running Yosemite, and my mouse works with everything else but controlling the camera's direction of view in Fly Mode.

Fixed! The menu bar above the timeline was placed too high for my mouse's movements to be read.

The mouse's movements can't be read in Fly Mode when the menu is like the example in red.

For this to work I also have to hide the right side of the menu like

so: http://puu.sh/k2Bl3.png


Using dupli-faces changes the orientation of the child object I am trying to make an arrow of windows on a building where the lights are randomly on or off.

I am trying to use the method described in the answer for this question:
Random color on multiple multi-component objects obtained by applying an array modifier

I have made my window object, then made the "duplicator object" using a simple plane, and applying the array modifier. I selected my window object, and parented it to the duplicator plane array, and I turn on the Duplication > Faces option, and set the Scale to the proper size.

Now I have the windows multiplied, and the random effect works with the lights being on and off randomly. The problem is, that now my original window is in the right position, but all the duplicates are rotated 90 degrees.

The rotation for both the duplicator and the original window object are all zero though.

What might cause such a weird behavior? If I rotate the original window, then the duplicates will be in the right position, but then again I will have a strange stray window in the corner floating on its side...

It looks like you can't avoid both problems:

The duplications follow the faces normals. So if you want them 90° you need to rotate the original object 90°.
The original objects is still visible in Solid mode. It won't be visible in Rendered mode though. If you want to make it more discrete you can scale it down, select the faces, and in the Duplication panel enable the Scale option, then adjust the Inherit Scale value.


Flatten mesh from uv's to retopo in blender 2.8 I am trying to flatten by uv's a mesh that I can retopologize then morph back the retopo. The reason is I have a marvelous designer model with lots of folds, I spoke with an artist that uses 3ds max, but I am not going to go use that. I found a the tool he used in max called textool which was ported over to blender 2.79 and then someone make it work for blender 2.8. it does in fact flatten the mesh from uv's which uses a shape blend. I tried using retopoflow alpha I have but that won't work since the mesh is in this weird shape blend state. I could make it work using poly build but then the full problem is how to morph it back into its orignal mesh state.

Let me know what I might be able to do.

I did find this script on this site, but it doesn't seem to help this issue.
Unwrap morph project.

here are some other things I found video on Creating Mesh from uv layout in blender(easy), this gets me there manually if i want to flatten to uv's which is fine, but the I need to morph back so. I found this Video on Blender 2.8 Shapekeys and morphing problem is trying to some how morph back the retopo.

if your puzzled what I am trying to do and don't mind looking at a maya video, this guy, Retopo geometry for animation, marvelous designer

Wow so i got it, a bit weird process but I got it. you first have to use tex tools to flatten it. after that, you duplicate the flatten mesh. then delete shapekeys on flatten mesh of the duplicated version. then export the duplicated mesh. as i think obj might have been fbx. but point is it has to have shading on it. so reimport it. then on the new imported add a shapekey from the flattened uv version. so it blends back onto the mesh. then on the new imported version with shading. retopo on it. i used retopoflow alpha but you can use your choice of retopo workflow. after i applied on the retopoflow modifers. then added shrinkwrap on the retopo. then i just used the shape keys to put it back on mesh. then you can apply the shrinkwrap i believe then export from there.


Camera animate from ortho to perspective I want to animate a camera from a ortho view to a perspective view.  Is this possible and if so, how.  Seems you can only have one or the other but not both.

No.

But.

You can simulate the effect with a pretty old camera effect made popular by Hitchcock called the Dolly Zoom.

https://gph.is/29cUPJK
(can't embed gifs in SE, turns out)

Another example:
https://i.imgur.com/swqHfwS.gifv

Basically you move the camera forward while cranking the focal size (sometimes called "lens size") back simultaneously (or the inverse for the reverse if you want things to "flatten").  You can animate those controls on the blender camera the same way you can animate most arbitrary properties: by right clicking the value and selecting "add keyframe".

I've also seen people put together driver based camera rigs for these kinds of shots.


How to move render to the left for space for text? Currently, I have this:

However, I need space!:!

As you can see above, I need space to write text on the right, while keeping the background gradient.
I had a look here: How can I resize/move the "canvas" of an image in the compositor?
But it doesn't seem to work.

This is an example of my current compositing:

.blend file: http://www.filedropper.com/xtruder22_1

Many Thanks

You can use the Transform node, for example:


How to scale all axes at once using the scale gizmo When modeling, it is sometimes good to be able to use the handles instead of using shortcuts.
In Maya, you can scale the object along the X, Y, or Z axis using handles or you can scale it along all axes using handles (that yellow handle in the middle).
Is there a way to likewise scale the object along all axes in Blender or is this something I need to suggest on Right-Click Select?

It scales in all axis when you click in between the two white rings instead of on a handle


Creating half-cylinder walls in a mesh I am new to blender and am having trouble inserting "inward beveling" the walls of my mesh.  I am using 2.91 of Blender.
I have the walls defined - below:

I am using cylinders as templates to create the arc I want in the primary cube. I want to now "cut out" the cylinders and create new walls aligned to the edge of the cylinders where they intersect and bevel inward on the primary cube.  Then I need to add some thickness to those walls.
Here are images from the top of the primary cube and bottom so you can see the vertex.

I have tried the boolean modifier but it does not create the inner wall - it just removes from the faces that the cylinder intersects with on the primary cube.  And I am having some issue there where it's not delete anything from the top face (the one without the extrusion).  It might be I need to add a grid fill to create more faces.
Any help is appreciated.

Another solution using vertex bevel.

Add an edge top and bottom (for now you can F a temporary face for your object, it will be deleted later)

Select the vertices that define the edges and press Ctrl + Shift +  B followed by P to change the profile.

Hide everything except the bevel you just created with H

Alt + Shift select and use Bridge Edge Loops to complete the shape on each side


Mesh does not move along with bones I'm kind of new to this, I was following this tutorial and everything was going fine until I tried to move the character in pose mode, FK wasn't doing anything and I don't know what's wrong

I'm using blender 2.79

https://drive.google.com/open?id=1-7uITyf-_iHMQ-U5oiSZ8TdnqtNF1msP

This slider decides if IK will move the arms, or FK (and it can be animated).


VSE: How can I cache 3d scenes for faster editing? I'm editing a bunch of 3d scenes in the sequencer right now and naturally they won't play back in real time.
Is there a way to cache the render?

Thank you!

I just setup a simple scene in Blender 2.82.7 and addet it in a new scene to the VSE. After one playback Blender seems to automaticly cache Frames ant the playback is realtime. Blender Docks

Ther is an option to prefetch frames .. but this semse to be brocken as of right now (2.82.7) https://developer.blender.org/T70612

Nevertheless caching seems to work.

Create animation

Create new Scene.001 and add the Scene with animated cube to Sequencer.

Start Playback and wait for all frames to get rendered once. Blender will skip Frames trying to keep realtime playback up as best as possible, but eventualy all frames will be cached. (probably untill no more frames fit into RAM)

Otherwise the goto way to work in the VSE is to render out your animation scenes in image Sequences and compose them in the VSE afterwards to render your final encodet video file. This way you have them on disk no matter wat happens and can rerender frames you need to change.

For indepth information see Video Editing Workflow: Use a separate scene for VSE?
and
Movie editing : VSE or compositor?


How can I make hair that looks like it's flowing in water? I want to make a scene featuring a killer mermaid. I've run into two big issues: the flow of the hair and the effect of her prey's blood in the water, though I've put the blood thing into a separate question.

I want the mermaids hair to float around like it's being affected by the current, as well as move accordingly when she moves in an animation. The best examples for the hair effect that I can think of are Salazar from Pirates of the Caribbean: Dead Men Tell No Tales or the mermaid from Playdead's Inside:

How can I go about this?

First, you need to check Hair Dynamics in the particle system settings.

You can reduce gravity in the Scene settings. If you set it to a positive number, the hairs will be attracted to the top, as if they were floating.

To add a more interesting movement, you can use one (or more) force field (Shift+A / Force Field). A Turbulence should give good results ; increase its Strength, Random and Flow values. Wind and Vortex can also be used to simulate water flow.

To make the setup step easier, you can specify a relative short animation range (like 1-100), and run the simulation (Alt+A). While the simulation is running, you can tweak the values of the force fields and see the result in live.