Keyframing problem. Adds keyframes on all objects instead of the one that I selected So I have some text that I have made into a mesh and split up by loose parts.
And the problem is that whenever I try to add a location Keyframe Blender adds a keyframe to every letter instead of just the one that I have selected.
Here Is the .blend file

As has been mentioned in the other answer, the animations of the separate objects are still linked.

You can see this if you go to the 'Dopesheet' and change the view mode to 'Action Editor'. The action datablock, which stores the animation, has '13' next to it showing that all 13 characters of text are using this shared animation:

To make all the objects animations separate you can select all the objects in the 3D view and do U> Object Animation. Now you can edit all the animations separately.

You could also do this individually by clicking on the '13' next to the action name, which creates a copy of the animation data, but you would have to do this on each object.


V2.79 - What are the new numpad keyboard shortcuts for changing camera view? In the last version blender I used (2.69 maybe?) the numpad allowed me to switch between user, ortho / perspective, top, bottom, back, front, left, and right views.

At the moment the only ones that seem to do close to what I expect are:

numpad 3 = right ortho
ctrl + (numpad 1) = back ortho

the rest just seem to (mostly) flip into arbitrary views or rotate the camera in small increments.

Incidentally I chose the "3DS Max" input settings in user preferences if that's likely to have made it go odd...

Anyone got any ideas?

Press CTRLAltU to open User Preferences
Navigate to Input tab and change the keyboard preset back to Blender.

Also, you can select the preset directly from splash screen:


Very dark materials Cycles Render So I finally gave this model textures and materials and it looks fine in material view but in render view the whole model is just pitch black. Strangely enough, the render looks fine in Blender Render mode. Here is my nodes setup/material view:

Here is download link for mesh with materials and image textures with UV's :
https://www.dropbox.com/sh/mfyoougy6qflmdz/AABd0cniihD1OHWT77W00HN3a?dl=0

You have to disable the alpha channel for the normal maps by unchecking the "Use Alpha" boxes.


hair dynamics doesn't work I set up a simple hair dynamics system in Blender 2.8 to replicate the problem I have in my original model. No matter what settings I use the top part of the hair is always stuck in place and stretches to the mesh.

Here is a link to the file:

hair dynamics test blender 2.8

There must be something fundamentally wrong either in my setup or in Blender.

Any ideas?

Try turning off smooth shading. Select object, Rt click and set to Shade flat. If this works (it worked for me) you have to copy the scalp parent it to the object and turn off show emitter in the particle settings.


Fluid gets Stuck in the Middle of Pipe I am trying to simulate fluid running through an array of pipes into a destination tank. The fluid runs fine through my system until it reaches a bend in the pipe and then it just stops.

The pipes and joints are set as obstacles and the domain is more than large enough to encompass the whole system.

I tried scaling everything, deleting the inflows and re-inserting them, deleting the domain and re-inserting it, redrawing the place where the fluid is being stuck, changing fluid velocities, and nothing has helped.

Any help is appreciated. Also I am happy to send the file out for someone else to play with to see if I am missing something.

I'd try increasing the fluid domain resolution or switching from "preview" to "final" in both Viewport and Render Display (in the Fluid Domain options).

It looks like the dimension of each fluid grid element is comparable to the section of the pipe, therefore a slight change to the pipe geometry can result in an obstruction for the fluid. Alternatively, you can make the pipe section larger.

If you're going to increase the resolution, do it little by little (around +20) or be aware that the simulation time and required memory can dramatically increase.


LoopTools : Wierd shape instead of being a simple circle Anyone can help me a bit with a LoopTool issue? I am trying to turn some square circles I did on a model into rounded one but each time I press the circle option in LoopTools instead of making it look like in the third picture I attached (the expectation one) it just deforms my model as in picture two I am not sure what I am doing wrong and how can I fix it? How can I solve the problem of achieving the rounded circles without having all the areas affected?
(I am new to blender so I am lacking some basic knowledge regarding how the program functions .. please explain the solution as you would do to a newbie)
Thank you very much for your support!

This is how my work looks before applying anything [ I want to turn that square into a round shape)

This is how it looks after applying the circle effect from LoopTools ( far from what i want and all the edges are affected.. not sure what I did wrong)

This is exactly how i would like it to look but i can't seem to be able to get the square to a circle shape

I had this. For whatever reason it unticks merge in your mirror modifier.


Blur effect throught glass What I'm trying to do in Blender is a blur effect in a way that, whenever something is not behind the crystal of the glasses, it should be blurred. That means, the sentence "Saw you there" should be clearly defined meanwhile "And I thought" should be blurred. Any ideas?

Thank you!

Set the lenses object pass index to a value of 1

Then under the layers panel use the passes dropdown and enable Object Index

Render that out and then head over to the compositor. Create a node setup as illustrated by the image below:

As you can see by this render, I believe it resolves your problem.

Hope this helps.


Inset boundary hot key in blender 2.8? I am working on anvil by blender guru tutorial but inset boundary is not working in Blender 2.8. what is the shortcut in 2.8?

After hitting I key, continue with the B key to turn off/on boundary feature.


How to unwrap a model in 3d viewport (not UV unwrap) I have a model that looks like this

I want to unwrap it along the seam to be used for further modelling in the viewport. I want to unwrap it and re-wrap onto another cylinder of bigger radius. I think its a simple step but all my searches are leading to UV unwrapping.

Thanks in advance! :)

EDIT:
The above shape is obtained by intersection of two cylinders and then using a boolean modifier as shown below. So I can't use proportional editing on a plane to get that exact shape.

and finally I want to unwrap the shape and rewrap it along the bigger circle as shown below

I may be mistaken but I think you've gone a complicated way. It is less trivial to make a plane follow a curve than the opposite.

I propose you start with a plane instead.

Create a plane Scale it on X axis by 10
Enter edit mode (tab) and select the top and bottom edges
Subdivide by 40 (spacebar then search for Subdivide)
Enable proportional edit mode (see screenshot) and select two vertices
Move the upwards and while moving, use your mouse wheel to increase the proportional editing falloff
Exit edit mode and rotate the plane by 90° on X axis
Create a circle (shift+a, curves > circle) and scale it by 400% (that's just an example)
Make sure the circle is at coordinates 0, 0, 0
Select the plane and add a modifier called Curve
In the modifier, select the circle You should now see the plane wrapping around the circle
Adjust the scale of the plane to do a full revolution (here scale at 12.56)

And with this you're done. You can then apply the Skin modifier to the plane to give some depth. You can duplicate the plane the circle and make a smaller inner tube. There are many possibilities this way.

UV texturing is pretty easy too.


how important is it to keep faces to 4 vertices for rendering? i was watching a video by blender guru and i saw that he was trying fairly hard on keeping all the faces on the mesh he was working on to 4 vertices. think he mentioned that its so that each edge will have a direction or something similar. other than that will it really affect the image quality or show any artefacts in the final render?

It makes a number of things easier and some modifiers only work on quads. One such modifier is subsurf. Also when you need to make a loop cut, it only works on quads. When you hit a triangle or ngon the cut you are making will break there.


How to make a edge of an object curved (I don't think I'm saying that right but please help!) I am very new to blender and am trying to make a model for a game called gmod. I am wondering how do I make an edge curved (I don't think I'm saying that right) as seen below.

Oh and if I add a subdivision surface modifier it does this:

You could need both subsurf and/or bevel, depending on what you need.

Here's an example, starting from a box extruded and shaped to a similar starting object:

the edge trick is shown on the right wireframe: adding edges near subsurfed rounded corners, you get somewhat sharp edges if you need them, but leaving subsurf for the rest of the mesh...

Hth


Counter rotate Animation using Driver I followed this tutorial:

I created a sphere and parented it to the empty axes
Empty_axes is parented to the empty_cube
I added a drive to the empty_axes to counter the rotation of the empty_cube(such that sphere will be at the same rotation angle in global space).

But it is not working as It should be. Empty axes are moving along with the cube.
Here are the screenshots of what I have done.
Can anyone tell me what am I doing wrong here?
Thanks.

At the end of the thread posted in your comment  Campbell Barton clearly states that you need to enable auto-execution.
You find the option in the User Preferences Dialog


Preserving the size of an object If I import a Stanford ply mesh, scale it using S, export it, and import it again, the mesh data hasn't actually changed.

How can I use blender to scale the vertices contained in mesh data, and export them correctly or preserve the scale of the model?

I was unable to reproduce the case you mentioned above as all exporters bundled with Blender will always apply the scale on export and in some cases, you can choose to apply the modifiers and other things as well.

You more than likely missed or changed something or it is a bug, try updating the version of Blender you are using.


Has appending lights and cameras been deprecated? I find in recent versions (2.69a, 2.7, 2.71) of Blender that I cannot append lights or cameras from one ~.Blend file to another. The documentation suggests that this used to be possible in versions prior to 2.5, but there is no documentation related to appending or liking for newer versions. Is it no longer possible to append lights and cameras from one file to another?

Just like how you cannot append an actual object from Mesh, you can't append scene objects from Lamp or Camera either. To append an object from another scene, you need to go into the Objects folder.


while rendering animation the mirrored part by mirror modifier is not showing in the output(to MPEG)...help? title says it all.i made a simple mesh using mirror and animated it but while animating using defaults only the original half is showing up not the one which is mirrored by blender.help will be appreciated,thanks!

Could it be you accidentally turned the modifier off for rendering?


How to model concavity, depression on a mattress surface? I am trying to model a mattress.
How can I model irregular depressions on the surface?
I tried creating on photoshop the pattern, create a normal with shadermap and applying it with a bump but I have several problems, I tried pure modeling but it's too hard for my skills.
I tried boolean, maybe I should try with lattice?
thank you

This is really just a starting suggestion; it could be tweaked for ever..
Prepare your mattress for cloth simulation.. I have subdivided this box, triangulated its geometry, and decimated, for this random triangulation. I'm not claiming this is necessarily the best for this. Other topologies may work better.
Create your pattern as flat, reasonably dense, geometry, and Knife Project it down onto the mattress. It will remain selected. Make a Vertex group from the projection...

..and use it as a Pin group in a cloth simulation, including an inflation pressure, which the group will resist.

I'm sure this could be refined further. Whether or not this is better than, say, masked sculpting, is another question. Maybe someone who knows more about that will contribute an answer.


How can I make an animation using importing several x3d files to Blender by scripting? I have some x3d files made by ParaView. I need to write a script to import these objects sequentially to Blender and make an animation. When each object is imported to 3D View Editor, a keyframe should be created. Then this object is deleted and the next object needs to be imported to make the next keyframe.
After doing the same for all objects, the made animation will be played.
There are some scripts to make jpeg files as each frame of animation and save it as mpeg or avi format. But,I need to export the above made animation as an Alembic file and import it to Unity.
I would be grateful if anybody can help.
Thank you so much.

I have the same problem. I somehow managed importing the .x3d files. However I couldn't animate it. Here is my detail information: I have 11 .x3d files representing a simulation at time of 0 second, 10 seconds up to 100 seconds. I want to set frame 0 to the file at 0 seconds, frame 1 for the file at 10 seconds and so on. I hope the importing scripts will help. My importing script is:
    import bpy
    import os
    import sys
    from mathutils import Vector

    importFolder = "./x3d" #the relative path of the folder containing the files
   # Fixed parameters
    geoName = "imported_geometry1"
    blenderVersion = bpy.app.version
    if blenderVersion[1] >= 79:
      x3dImportString = 'Shape_IndexedFaceSet'
   else:
       x3dImportString = 'ShapeIndexedFaceSet'
      #--------------------------------------------------------------------------#

      # Turn relative into absolute paths
      importFolder=os.path.join(os.getcwd(), importFolder)
       # Get a list of all files in this directory - these are going to be the files we
       #import and visualize
      importFiles = os.listdir(importFolder)
      importFiles.sort()
      # Start the rendering loop over all import files
      for frame in range(len(importFiles)):
    importFile = os.path.join(importFolder,importFiles[frame])
    print("Processing frame ",frame+1," importing ",importFile)

    bpy.context.scene.frame_set(frame+1)

    # Import the current object, either supplied as a .ply or a .x3d file
    # The geometry will always be renamed so it can be easily used later on
    bpy.ops.import_scene.x3d(filepath=importFile, filter_glob="*.x3d;*.wrl", axis_forward='Y', axis_up='Z')
     # check for geometries / meshes, lamps and cameras
    imported_geo_exists = [item.name for item in bpy.data.objects if x3dImportString in item.name]
    nImportedGeo = len(imported_geo_exists)
    imported_lights_exists = [item.name for item in bpy.data.objects if ("TODO" in item.name or "DirectLight" in item.name)]
    imported_cameras_exists = [item.name for item in bpy.data.objects if "Viewpoint" in item.name]
    # rename geometry
    if imported_geo_exists:
        for i in range(0,nImportedGeo):
              bpy.data.objects[imported_geo_exists[i]].name=geoName+str(i)
        bpy.ops.object.select_all(action='DESELECT')
        # delete lights and cameras that blender creates after import
        if imported_lights_exists:
            #bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.select_pattern(pattern="TODO*")
            bpy.ops.object.delete(use_global=False)
            bpy.ops.object.select_pattern(pattern="DirectLight*")
            bpy.ops.object.delete(use_global=False)
        if imported_cameras_exists:
            #bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.select_pattern(pattern="Viewpoint*")
            bpy.ops.object.delete(use_global=False)

```


How to pack data into .blend with bpy.data.libraries.write I have noticed that it is a discourse of which one speaks little, the correct way to write a .blend file and save objects etc is for example

data_blocks = set(bpy.context.selected_objects)
bpy.data.libraries.write("my blendfile dir", data_blocks)

But I noticed that for example my models, if I move the file to another computer, the materials are not displayed (purple object)
I was wondering if there was a way to "Pack into .blend" through the script like:
bpy.data.libraries.write(#pack into blend = True)

I need this for create a .blend file that has textures and images packed
without open new .blend file , "write" method think is incomplete because if i delete image or texture new .blend file loose the images/textures

Edit:

Actually the assumption on what data gets saved was wrong

data_blocks = set(bpy.context.selected_objects)

is enough to get all the linked materials, nodes etc.

The script to pack the texture images works just by

import bpy
bpy.ops.file.pack_all() #Tells blender to pack images into the file on save
data_blocks = {*bpy.context.selected_objects, }
bpy.data.libraries.write("my blendfile dir", data_blocks, compress=True)
bpy.ops.file.unpack_all() #Tells blender not to pack images into the file on save

The option compress=True adds compression to the library file.

The Problem

I think the selected_objects data only includes the data of the linked object:

If it is a lamp it will contain brightness type etc
If it is a mesh it will contain the vertices, faces and the link/name to the materials assignes but NOT the material/nodegroups/textures itself.

Also the Images need to be packed

The Research

Taking a look at the api docs:

https://docs.blender.org/api/blender_python_api_2_77_1/bpy.types.BlendDataLibraries.html

import bpy

filepath = "//new_library.blend"

# write selected objects and their data to a blend file
data_blocks = set(bpy.context.selected_objects)
bpy.data.libraries.write(filepath, data_blocks)

# write all meshes starting with a capital letter and
# set them with fake-user enabled so they aren't lost on re-saving
data_blocks = {mesh for mesh in bpy.data.meshes if mesh.name[:1].isupper()}
bpy.data.libraries.write(filepath, data_blocks, fake_user=True)

# write all materials, textures and node groups to a library
data_blocks = {*bpy.data.materials, *bpy.data.textures, *bpy.data.node_groups}
bpy.data.libraries.write(filepath, data_blocks, compress=True)

The Solution?

import bpy
bpy.ops.file.pack_all() #Pack all images into the file
data_blocks = {*bpy.context.selected_objects,
*bpy.data.images,
*bpy.data.materials,
*bpy.data.textures,
*bpy.data.node_groups }
bpy.data.libraries.write("my blendfile dir", data_blocks, compress=True)
bpy.ops.file.unpack_all() #Will unpack ALL files in the current file.

If the pack_all() command does not  work or you don't want it, I think you could loop over all the images and pack them individually:

for image in bpy.data.images:
    image.pack()

I tested the code on packing images (as images) and for me at least it works


What is the backwards compatibility of blender? At what point does the backwards compatibility of blender break, and for what features? I know if I open a 2.49 blend file in 2.7x it will not have the animation data. I heard that 2.7x would break some features of old blender files, so is there a list anywhere of feature compatibility?

The mesh format has changed. 2.6+ uses BMesh and allows for N-gons (i.e. polygons with more than 4 vertices). 2.49 has only quads.
If you don't save with Save Legacy option, you will get only edges, no polygons!
N-gons will be deleted in 2.49.

The whole API, interface and the major version of Python have changed. No scripts are compatible between 2.5+ and 2.49. (Still, I'm suprised how many 2.x concepts in the API were considered good and made its way further to 2.5+ )

Linked libraries between 2.6+ files actually work in 2.49! You can append and link things from 2.6+ files :)

Many new modifiers were introduced in 2.6+.
If used, you won't get any 'Unknown' warning in 2.49. No, they will be anihillated instead. The same is (sadly) true about new types of nodes...

Names (of objects, materials) in 2.49 have length limits: 16 characters plus the .001 suffix. Also, no international characters are allowed. If you leave a long name in a 2.6+ file, it will end with [] symbol in 2.49. Editing such name in UI and pressing Enter will 'normalize' it.

2.6+ has no options per polygon (mostly game-related, but not only: like Collision, Invisible, alpha blending mode). In 2.6+ you need to set them per material and use "Blender Game" as the rendering engine.
2.49 will not recognize these settings. Also, 2.6+ will break the per-face mode (a bit field). You have to reset the bit field first:

polygon.mode = 5

to be able to use bitwise operations again, like:

polygon.mode &= ~(Mesh.FaceModes.INVISIBLE)

You will need these operations to recover per-polygon flags with Python.

2.6+ names new UV channels "UVMap" by default, while 2.49 uses "UVTex".
It's not an actual compatibility issue, but remember to name the two objects' channels identically before you join them (Ctrl+J). Otherwise, you will lose UV mapping on one of the objects!

The compatibility is quite good IMO :) taking into consideration how much has changed since 2.49.


Where is the UV vertex pane located? I would like to follow a tutorial video. In this tutorial, the author uses the UV vertex pane:

However, I don't find it.
How could I bring this pane up?

Thank you very much.

In the UV window on the left side, it's necessary to press N again.
Unless I do, the window on the left side doesn't have any pane.
What I thought was "the" pane was a pane of the 3D view window on the right side.


Blender seems to extend invisible keyframes in the animation timeline I'm trying to do a simple idle animation...I click on frame 1, insert location/rotation.  Everything seems fine.  I move to the next frame...say 10 frames ahead and move the hips down slightly.  Auto key frame is added...but when I scrub, I can see that the position I just set doesn't actually end up in that location until another 10 or so frames.
I have middle clicked down to scroll the frames down, I have clicked the home button while in the timeline but Blender won't end the animation on the current keyframe.  Instead it extends it beyond where there are any keyframes and I can't see them to re adjust them.
I've even tried multiple versions of Blender but it keeps doing the same thing.  I'm sure it's me doing something dumb but I can't figure it out

OMG...I had "Time Remapping" enabled.  I had it set from 100 frames to 250 frames.  Guess I don't know how to properly do a loop.


Do we need to master Cycles' material nodes if we can make textures/materials in a much easier way in Substance Painter? As the title says, I'm quite confused about why I should master Cycles' material nodes if I can yield equally good results in Substance Painter? In Cycles, to create a photorealistic material, we must understand what it looks like in real life in terms of light reflection/refraction/etc. But in Substance Painter, everything we need to do is to drag and drop? Do I understand it correctly? Suppose you are a decent Substance Painter specialist, do you need to learn Cycles' material nodes?

Thank you!

There is no way to answer this question with a 'yes' based on facts. You do not need to master anything, but you might want to learn to use the nodes in order to make your life easier. Cycles nodes are for material creation in Cycles so no matter how you make your textures, if you use Cycles you might want to learn its functionality. Nodes can be useful for many reasons not related to the look of a material directly as well - you can manipulate texture coordinates for example or randomize material attributes or control them based on objects position or surface direction and so on. It's just useful, not so much necessary if you only use Principled BSDF shaders.

My advice(opinion): The word 'master' sounds intimidating, but in reality, you just need to learn what the nodes do. Just go through the add menu and figure out what each one does and think of how you can use them and that will get you started. There are like 80 or so of them, but they are in categories so it's not that hard. If you decide to go on an see a few tutorials on how to make some procedural textures and learn how to manipulate coordinates with math you are already an 'advanced' user.


How do I split an edge with a key shortcut? How do I split an edge by using a shortcut? I've done it many times, but I've forgotten how I did it.

In picture below, I've done it manually, but I'd like to know how to do it with shortcut.

Select the vertex, face, or edge that you want to rip, and press V.  You then can move the separated vertice(s) around, or right-click (or possibly left-click, if you select with the right mouse button) so that they are on top of each other but not connected.


Cycles: pixel problems, not on first frame ... How to solve? See here the first rendered image (Cycles engine). You can notice that the background does not look very pixelated at all. This quality is fine:

However, in my renders (same Cycles engine, same render ... just some frames later), in subsequent frames, the background (and everything else) suddenly becomes very pixelated:

I hope this question can be answered. I have not found any other answers on this website, because this question does not relate to fireflies, and the render dimensions stay the change.

@Yohello1's comment -> Here are my output properties:

I render the video via my Mac's terminal:

As @thibsert implied, it seems to be the video-codec which creates the problems. If you change it to e.g. H.264 the problem is solved.


Material setings in properties window is missing I have added a sphere and I was able to add material and give it a color. Now when I add a second sphere (separate object), the material panel is just blank.

Blend file

You just need to scroll up in the properties panel.

Because there is no material on that object, the panel is much shorter. If you had just scrolled down when editing the material on your pink object, then the New material button will be off the screen.


Some curves ignore the curve resolution, Active Spline field missing settings I'm experiencing a bizarre issue: Certain curves appear to offer options that other curves do not, specifically the ability to set the resolution of the active spine. I noticed this because one curve is smooth (follows the resolution setting) while the other is not (each curve point is a also a geometry vertex). Both curves are paths: I checked everywhere and couldn't find anything that should be different between them. Attached is a simple blend file with the two curves.
https://pasteall.org/blend/36b78757e2cd4157be261f42743f4d32
When selecting the first curve, you get this set of settings under the Active Spline section which contains all options as desired:

But when selecting the second curve, the section only offers two of those options, the rest are inexplicably gone!

Solved with the help of StrayBillie from the BlenderArtists forum: I fixed my curve by selecting it then pressing F3 and looking for Curve - Set Spline Type - NURBS. I wasn't aware of the different spline types till now.


Eevee is rendering my model inside out I have imported a model using xnaLara importer and when I try to render it in Eevee( viewport or F5) I can only see the inside of the the model.

If I switch to cycles it renders as I would expect it to, and it looks fine in solid draw mode. I have also tried different materials so I think it's a geometry problem. I have also checked that the normals are facing outside as well. Can anyone explain what I'm doing wrong?

What happens when you zoom in ...

view >>>> clip start Reduce the size ....


Lattice modifier deforms object as soon as an object is selected I have an object I would like to deform with a lattice modifier. I have a lattice prepared that entirely encloses my mesh. I select the modifier for my mesh, but in the modifier window, as soon as I select the lattice in the Object dropdown, it deforms the mesh in an undesirable way.

Any idea why it gets deformed?

Here is the lattice:

the mesh:

and the mesh deformed as soon as I select a lattice in the object dropdown:

I am using blender 2.69. Thanks!

Changes to the lattice while in edit mode will be used to deform the mesh. This applies even if you alter the lattice before linking with the modifier.

Also selecting and scaling all points in edit mode, like you would with a mesh object, will add an odd out of proportion scaling effect while scaling the lattice in object mode.

To prevent this you need to scale the lattice in object mode to get it to the starting position that you want before making any changes in edit mode.


How to render small object, as pixel art, without losing any of the pixels (Cycles render)? I am creating pre-rendered sprites like in those classic pixel art games such as Commandos or Desperados. I use low render resolution 60x60 but the render results were blurry. And I found a nodes tutorial for render layer that makes the rendered image have sharp edges. This all works fine for bigger objects but when rendering the smaller ones as gun or knife it sometimes just crop all the pixels and the result is that the object is not visible in the end. I also use freestyle line set for my character though the gun is in a group that's not have apllied freestyle on it. And I am wondering if it is possible to keep the blurred pixels but give them color and not look transparent?

I would render at some multiple of the target pixel dimensions, and then take it into Photoshop.  Edit the original and/or the downsampled result to get the features you want.  For something that small, with just a few missing details, just paint it in using the pencil tool: turn anti-alised smudges into crisp (oversized) blocks; adjust the location of an edge so it downsamples nicely; etc.


How to keyframe IK bones? I have a rigged human character which I started to animate recently. I enabled Inverse Kinematics for the feet (chained to the root bone) and targeted them to two empties on the floor, so they would stay there. This way I can easily create animations in standing pose, for example a fight stance animation or punches (for a fighting game).
I made several keyframes for these animations for every bone (even the IK bones targeted to the floor), expecting, I would no longer need the IK after that, but if I disable those, the legs are no longer connected to the floor if I play the animation.
So the problem is, I would like to record an animation while the feet are targeted to the floor empties, then disable targeting. The recorded animations should stay the same, because I want to create some kicks after that (so the feet would not be on the floor).
(By the way, I have tried setting keyframes with LocRot, and also Visual LocRot, which seems to be the same)

Okay, I've found a solution. I can bake an animation by Pose->Animation->Bake Action menu, and enabling Visual Keying sub-option. It creates a whole new Action though.

If anyone has a solution how can I do this for individual keyframes, please share it and I will accept that as an answer, I will wait for a few days.


soldify not having even thickness I have a simple cube. And deleted front and back faces. I added solidify modifier. Will i tried all the options. Cant get the even thickness. Rotation scale & faces are oriented out. What else missing. Any suggestion or help.

gif

You don't actually want even thickness, here, (the slice is thicker along its vertex normals than the other walls). If you select 'Complex' as the Mode in the modifier, then Boundary Shape becomes available, and it has a 'Flat' option.


How can i add smoke to my particles? i added a quick smoke to all of my particles but theres no smoke on the particles. Why? Ive been trying different ways for 4 days and cant figure it out. I made all the quick smokes have replay cache. and i make my particle system have "whole collection

First, select an object and add quick smoke. Now go to the physics tab of the flow object
-> settings -> Flow source -> change flow source from mesh to particle system then choose your particle system

1> Add particle system

2> change flow source

3> bake all under cache


Where is the surface emission for materials to create a light source from a plane? Im currently trying to create a light source from a mesh plane, and a tuturiol explains that i need to add a material and then select surface>emission>strenght 10. I can't seem to find a way to edit surface in 2.72b

Cycles:
Method 1:

Set the render engine to cycles
Go into the node editor
Check Use Nodes
Delete the Diffuse Node X

Click images for larger versions

Method 2:

Set the render engine to cycles
Go into the materials panel
Click Use Nodes
Change the Surface to Emission

Internal:

Check that you're using internal
Go into the materials panel
Set the emit value
Check shadeless (to look like cycles)


Detect light amount on surface? Is there a way to detect amount of light affecting some surface and use this value in a driver?

Blender shaders or objetcs does not have this kind of output to use in drivers.

You can use the Inverse square law.

$$
I \propto \frac{1}{d^{2}}
$$

Where $I$ is the intensity and $d$ is the distance. (Intensity is proportional to inverse of distance squared)

You can use this in your driver multiplied with the lamp or emission-shader intensity.

To account for surface normal (how it is rotated towards light) you would have to script a pydriver and access the mesh data inside: How to create a PyDriver in blender 2.7

Or use a dummy plane tangent to surface that will not render and get the direction and distance into the driver from there.

If you would like to account for mirrors or indirect lighting in general then forget it;)


How can I specify an area to render based on mask image in Cycles? I'm currently working on an online configurator with 3D preview. The kind of tool you often see for cars.

I need to render hundreds materials for small portion of image which are not rectangular.

Is there a way to speed up render ?

Solutions I see so far :

give an image to be used as a mask, it would be usefull as a greyscale that define the number of samples we want, I fear this option does not exists and require to tweak the source code
mask areas that does not require rendering with a 3D object on front of camera that use some kind of "black hole" matter that will be blazing fast to render, but I don't know how to create this matter.

Do you see any other ways to achieve this ?

Yes, a Holdout shader is what you're looking for. I frequently use this technique when I want to re-render part of a scene and composite it into a previous version.

Your second idea of a mesh in front of the camera is exactly what I do. You can put a plane in front of the camera and make a hole in it whatever shape you need. Give the plane a Holdout shader, and everything behind it will be totally ignored. It'll only render what you can see though the hole. The hole can be any shape you want.


How to join two objects with curvy conjunctions Here is what I am trying to make.
In the picture, Kirby's arms are connected to the body, but the connected areas are very smooth.

I am trying to do the same to the joining area in the red circle.
Using union boolean cant make the smaller sphere move around like the first gif as it makes two objects into one
How can I unify those two spheres with round curvy conjoining areas + allow them to move around like the first gif?
THank you all always and let me know if you need more info! :)

You can either use metaballs or sculpt brushes to make it look like the same object. However, I personally prefer metaballs if you are animating them.


Face has different shading that rest of object This particular face  has different shading than the rest of the object and i don't know why.

Go into edit mode, select the face(s) that are shaded funny.  Click on the shading/UVs tab on the tools menu, if you don't see the toolshelf, press T.  After clicking on the shading/UVs tab in the toolshelf [NB: "Shading/UV" was in a panel on the main toolshelf through version 2.69; the buttons were moved to a tab starting with version 2.7] click "flip direction" and it will flip direction of the normals of the face(s). Alternatively you could select the whole mesh and click recalculate, however that doesn't always work.


How to install the latest version of Blender I've use the Ubuntu 14.04. Know anyone how can I install the latest version of blender from terminal? And after that how can I make cycle render work?

I don't have any experience the terminal, but you might be able to achieve the same effect by using Steam. Blender can be downloaded for linux on Steam, which should setup a desktop icon as well.

I hope this helps, my experience with linux is rather limited (:


Advice on connecting meshes Hello all

Is anyone able to advise me on how could I fill in the gap between the outside edges of the two Circles and connect them to the rest of the model

Found a way to do it, scale out the top of the circle select the vertices from 10 to 2 o'clock then S Y 0 then extrude the straight edge to the adjacent edge of the mesh.

Repeat for the Vertices from 8 to 4 O'clock locations.

Add Loop cuts and joining up the vertices using the magnet tool, select all and press W and click on remove doubles.


Why does knife project cut only one hole into a disc? I used the spin operator to duplicate a circle, after that I tried to knife project all circles (single object), all the duplicated circles don't have an effect but the original circle is cut out. Why is that?

.blend file

It's a bug

I got it to work by subdividing the target object a lot:

When the target was not subdivided, not all of the knife circles would cut, but once I subdivided, they all cut. I have no idea why though.
However, trying to get it to work on a cylinder is more difficult. The way I got around it was:

Add a circle mesh and set the Fill type to Triangle Fan:

Then when you do the knife projection, all the circles will cut:

Then you can extrude the cut circle into your cylinder


Hiding node group input (compositor) To compact my node (it will allow to add more adjustments) I would like to hide unused inputs. With dropdown list I could unhide chosen adjustment. That would be awesome if unhided adjustment will be added as a new field. Is it possible?

If not, is there any way to hide the group inputs with simple switch. For an example those 4 I have marked by red color will be hided in one field "adjustment" that will unfold when ticked.

Right-click on the node and select Toggle Hidden Node Sockets or press Ctrl H


Issues with Shadow Mapping? I'm trying to get a Shadow map for some armor pieces I made and I've been watching this tutorial on how to do it. But some of the options that I need to use to get a good shadow map aren't showing up in my Blender Program. This also includes the Bake tab in Render. Which I need to for the Shadow mapping process. I've done the UV map already but I can't do the shadow map until I know whats wrong.

This is because you are using Cycles.
Texture baking is currently only supported in Blender internal.
This feature is currently under development, you can see some tests in the bf-cycles mailing list.
Update:
As of Blender 2.71, Cycles now supports texture baking.  To bake a texture:

UV Unwrap the model

Add a blank image texture in the UV/image editor

Add a texture node to your material and select the newly created image

Ensure that the texture node is selected

Press Bake under Properties panel > Render tab > Bake.

Also see:

How do I bake a texture using Cycles bake

Andrew Price's tutorial on cycles baking.


From a material's name, automatically "fill it in", and have it point to a same-named image texture I am attempting to make it so that I can do the following:

Import meshes. These add a large number of materials. already contain the (empty materials).
Add all of the image texture files.
Make all of the previous materials refer to the image texture files based on the materials' filenames. (I.E. if the material said brickfloor001, it would build a material that has one image texture named brickfloor001)

However, I have been unable to do the third step, automating the node setup and adding in the images automatically. What is a method / addon for doing this?

I've already checked Node Wrangler's texture setup. This still forces you to go material-by-material.

(I want to avoid manually creating the materials, because this is nearly a hundred different ones.)

Under the assumption, that you have one 'Image Texture' node in your material setup and all the image filenames are unique, it should be something like :

for material in bpy.data.materials:
    #loops through all the materials
    mname = material.name
    #get the name of the material
    img_fname = "{}.png".format(mname)
    #get mname.png
    img_full_path = "path/to/image/files/{}".format(img_fname)
    #get path to image, including the image
    bpy.data.images.load(img_full_path, check_existing=True)
    #load the image to the internal database
    material.node_tree.nodes['Image Texture'].image =bpy.data.images[img_fname]
    #assign image by filename to material image texture input

You need to work out the path to the image files. Best to open the python console and try to load one image manually, using the

bpy.data.images.load()

command, then insert the base path that worked.

Edit: img_fname was in quotation marks in bpy.data.images. That would not have worked.


spring effect on existing object I want to create an animation where one end of a spiral tube (existing object) is attached to a fixed point and the other end is attached to a moving object.
How would I go about doing that in blender?

There are a few different issues here, and there are a few different solutions.  The not-quite-spoken issue is that with a lot of ways of doing this, you're going to have undesirable deformation on the spring.  Actually making it stretch to another point is trivial.

One way to solve this is to create your spring by running a long cylinder through a curve modifier.  Why?  Because it makes it easy to get good vertex weights on the spring.  Disable the curve modifier on the spring, add two vertex groups ("base" and "spring") and assign all vertices to "base".  Now switch to weight paint mode and draw a linear gradient for "spring" along the length of your cylinder.  Finally, lock "spring" and normalize all.

Now you can re-enable the curve modifier and write it.  You have a mesh that will deform properly with two bones.  Create an armature containing two bones laid end to end along the axis of the spring (named "base" and "spring") and parent your spring mesh to this armature.  Try moving (not scaling) "spring" along the length of the spring and notice your deformation.

Finally, you need appropriate relationships and constraints for your armature.  Parent "spring" to "base" (unconnected.)  Parent "base" or the entire armature to an appropriate object.  Give "base" a damped track to your target object.  Give "spring" a copy position from your target object.  You're done.


Control parent bone with offset I'm trying to rig a hydraulic piston:

I added a bone for the base part of the piston and one for the moving part. I added a "Track To" constraint to the base part so it points at the moving part. Then I added a "Copy Rotation" constraint to the moving part so the rotation stays the same for both bones.

This worked fine for the first piston (the black bone - you can only see the base part) but I can't get the second piston working.

The problem is the blue bone - it has to stay at 90° to the yellow bone. How can I get the yellow bone to rotate around the head of the blue bone?

I tried Inverse Kinematics, but I don't get the right result:

Now the 90° part works but the IK-bone isn't pointing to the green bone (it just
aligns the yellow dotted line with it)

I hope someone can help me.

Thanks in advance,
Sebastian

EDIT: I've added a link to the blender file: https://www.dropbox.com/s/uypfpwiy9r9ldd3/Cannon.blend?dl=0

I finally got it working by adding a "Transform" constraint to the blue bone (target: yellow bone, x: 0-360° -> x: 360-0°). It doesn't work perfectly, but its good enough for my purpose :)


Changing multiple duplicates I hope you guys can help me out here.  I have searched for a very long time and I am not sure if I am wording this correctly.  So thank you for your patients.

I have an object in blender that uses duplicated group instances and it uses a lot of them.  Sometimes I need to change all of these at the same time to a new group instance.  I was hoping there were a way to select all of the instances, change them, and without editing the original version.

The object is a hair brush with multiple bristles.  I have the bristles colored for the product and then I need them rendered next to another brush with different bristles.  When I copy the whole brush with bristles, all the data comes with it.  But if I want a new color and edit the group, it changes on the original brush too.  So now when I make these changes I have to go onto the brush, select every individual bristle, go to the object panel, scroll down to the Duplication section, and select a new instance of the new group for EVERY SINGLE BRISTLE!  And I have been driven to the brink of insanity.  Please help me.  Thank you again!

Select all your dupligroup instances and on the active one change the dupli-group group. Then righ-click the input field and select Copy to Selected:

This will change every object in selection.

You can use this technique on many object properties.


How can I erase part of a mesh using another mesh? I need a way to erase accurately a part of a mesh, using another mesh.

I need the big mesh to have a gap where the smaller mesh is.
I don't need the smaller mesh, so it doesn't matter if it gets destroyed in the process/

This can be accomplished with a boolean modifier.

Add it on the large mesh and set the type to difference, then set the smaller mesh as it's target.

once you apply the modifier, you will have a hole in the large mesh, you may delete the small mesh


How can I transfer UVs from a source to a target using Animation Nodes? I'm trying to manipulate mesh data of an object using animation nodes. While the manipulation of the data works just fine, I always lose the UV maps when generating the output object. I've provided a simplified Blend file here:

This is a screenshot from it:

So basically, all I want to do is preserve the already existing UVs from the source object, and add them to the target. Even the Data Transfer modifier does not provide a solution here, as AN constantly rebuilds the Target object.

A solution where I could easily generate new UV coordinates on the target would also fit my needs.

After constructing the mesh while using UVs. You just have to output it using the mesh object output node.


How can I make the pink part of this texure glow? This is a wave texture, I don't know how to make the pink part glow, so any help is appreciated!

Easy - Since the other "color" in your image is black, all you have to do is connect it to the Emission input of the Principled BSDF. You'll probably want to increase the strength a bit as well (underneath). Don't forget to turn on Bloom in the Render Properties tab to make it glow properly:


Proportional editing creates rough edges around shape I'm trying to create a simple mountain with proportional editing, and I'm finding that it's creating unusual faces around the edges of the surface.  What I was hoping to do was to create a bell curve-like surface that is smooth around the entire surface.  However, what's actually happening, is it's becoming almost like an umbrella:

What rule does this follow, and is there a setting that can be changed to create more faces (almost like a subdivision, except on the proportional editing)?

I did use the Connected proportional editing mode, mainly because if I use Projected it comes up with a different kind of shape based on the projection of the camera (which seems fitting).

Your proportional editing is set to connected.

You can change it to Projected (2D) to get your desired result.


I set an background image but i can't actually see it all I'm new in blender.
I want to know if anyone has the same problem and can tell me how to fix it, if it's possible.
(I'm using fedora as OS)

In 2.79 background images have settings in the Properties shelf on the right of the 3d viewport. There is Opacity slider which by default is set to 0,5 (50%). Set it to higher value if you want the image to become less transparent.

See more about how to setup background images while in 2.79 How do I set a background image while I am editing?

Note that in 2.8 background images are used in another way


Why does my terrain warp when I unwrap? I used many areas of Google terrain from Sketch Up and joined them together in Cycles.  then I stitched them together and removed doubles.  As you can see, when I unwrap it's warped.  I'm a newbee, be gentle :-)

Switch to top view, then in edit mode select all the mesh, hit U button to unwrap and from the menu select Project from View (Bounds)


Cut shapes off a surface Is it possible to cut any shape on a nurbs surface? I tried to use boolean modifier in the image below but it appears an error...

There are a bit of errors:

The pot-like object has to be converted to a mesh. (Alt+C then Select Mesh from Curve/Meta/Surf/Text)
The modifier should be applied to the pot-like object and the object in the modifier should be the parallelepiped (The one Selected in The Photo).
The normals in the pot-like object are pointing in the wrong
direcion, so you have to adjust them if you won't the modifier not
to have a strange behavior.  to adjust the normal press tab to go
into edit mode, then press w and select Flip Normals

Then The modifier Should Work.


Help with applying the same texture to different shaped objects New to the forums, been using blender for about a year and I'm struggling on a current project.
I'm doing still renderings of skirting boards which all have different profiles and there are 60+ total (see images) is there a quick way to apply a texture to all of them but have it in the same place every time.
I can UV unwrap no problem but getting the textures to be in the same place across each object is proving difficult. I want to basically have a wood texture on them but they need to look consistent when across the webpage i.e the texture cant be in a different place each time.
Thank you for any help.

There's a solution that doesn't even need any unwrap, but of course it only works if you don't care about not having UVs:
Use the Image Texture's Box option instead of Flat. This way the texture is projected on each side of the object. The Blend option allows you to have smooth transitions between the X, Y and Z projections. A good thing is probably to also use an empty as Object in the Texture Coordinate. Then use the Mapping values to correctly scale and place the texture.
To switch from a plank to another, move the first plank away and bring the second one to the exact same location with some ShiftS, or even simply AltG, or move the empty instead of the plank.


How to automatically fit the camera to objects in the view? I'm using blender to render avatar and avatar accessories on a website, however there is a problem, when a hat, or accessory is made a bit large, the it doesn't fit in the viewport, is there anyway to make the viewport expand or move backwards to fit the entire object automatically with python?

There is an operator to do exactly this. it can be called from Python or accessed from a menu.

Select the objects you wish to put in the camera view.
View -> Align View -> Align Active Camera to Selected.

Or run the operator: bpy.ops.view3d.camera_to_view_selected()

eg:

import bpy
from bpy import context

# Select objects that will be rendered
for obj in scene.objects:
    obj.select = False
for obj in context.visible_objects:
    if not (obj.hide or obj.hide_render):
        obj.select = True

bpy.ops.view3d.camera_to_view_selected()

There is also an object method to place a camera given input coordinates: Object.camera_fit_coords()

If you want a margin around the objects, you could temporarily reduce the cameras view angle, then restore it afterwards, or simply move the camera back along its Z axis.


How to set a random value for only visible shape keys? My question is related to my previous asked one: How to set a random value for multiple shape keys?

I want to set the random values for only visible shapekeys. Is it possible using scripting?

I would also like to know how to set a specific value (like 0.5) for all visible shape keys.

import bpy
from random import uniform
context = bpy.context
obj = context.object

def set_shapekeys(obj, value=0.5, random=False):
    sk = obj.data.shape_keys
    for i, kb in enumerate(sk.key_blocks.values()):
        if not i or kb.mute:
            # assume kb[0] is 'Basis'
            continue
        if random:
            kb.value = uniform(kb.slider_min, kb.slider_max)
        else:
            kb.value = value

#set visible keys to random

set_shapekeys(obj, random=True)

#set visible keys to 0.7

#set_shapekeys(obj, value=0.7)

Use set_shapekeys(obj, value=0.5) to set all visible shapekeys to 0.5


Boolean union modifier doesn't look right I have a boolean modifier attached to the circle set to union with the curve object. I'm unsure why there is a strange line where the two shapes overlap even when the curve object is hidden from the viewport. I've recalculated the normals to face outwards on both meshes and I've checked if there are any overlapping faces and i'm pretty sure there aren't any.
Please help, thank you.

I tried to fix:

I set the Overlap Threshold of the boolean to 0.
I moved the bottom face of the Curve.001 down by -0.0001 mm


Make an object draw a line? The question itself is really simple: How can I make the sphere draw a line?

The only idea I had was to use a particle system to create a trail of particles behind the sphere. This didn't work since I wasn't able to make the particles stay in place. I didn't find anything by using google so I hope someone can help me here.

You can use dynamic painting.

Subdivide your cylinder to create a dense geometry. Give the ball a subsurf modifier and smooth it. Apply transformations to both objects (Ctrl+A).

Select the sphere and enable dynamic paint in Physics header. Set it as a brush and play with the marked red settings pictured below.

Select cylinder and set its type to canvas. Increase the sub-steps amount and check the anti-aliasing checkbox for smoother result.


Change cloth end_frame in python script I am trying to run a cloth simulation in blender using python scripting and despite setting the frame_end of the scene to the desired number of frames (C.scene.frame_end = total_frames), the cloth stops at 250 frames.

I eventually found that that I need to set the frame_end for the cloth as well, and I tested it and it works, but I don't know how to do the same operation via scripting.

Here is a screenshot of the particular setting I am trying to change.

When I change the setting via the user interface, the following appears in the info view mode:

bpy.context.object.frame_end = 285

However, when I try to do the exact same thing via the python console, blender will give me the following error:

>>> bpy.context.object.frame_end = 285
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'Object' object has no attribute 'frame_end'

>>> bpy.context.object
bpy.data.objects['shirt']

When I hover over the property, the "command" that pops up is also incomplete:

bpy.data.objects['shirt'] ... frame_end

How do I change this property via scripting?

It is a setting of the added cloth modifier.

context.object.modifiers['Cloth'].point_cache.frame_end

(where the cloth modifiers name is "Cloth" and the object has context)

The tooltip is spot on in later versions of blender.

Note may have to mouse over properties area to redraw and see new value.


Cycles procedural stripe texture along slope I have a sculpted mesh that looks something like this:

(the colors are indicating the height)

And I'm trying to make a striped texture (black and white), where the stripes should be aligned with the slope of the mesh. Like this:

I would like to do this procedurally because the actual mesh is full of these slopes, but I'm not managing to get anywhere near the desired texture.

Is it possible to do this using only the cycles material?
The result don't need to be perfect along the top, because there is another shader acting on the ridges. The accuracy on the slopes and on the valleys is more important.

Thanks!

ps: the texture will be used as a factor for mixing shaders.

EDIT:

I think I'm getting closer. I managed do make the stripes perpendicular to the slopes (I needed them to be parallel ). At least now looks like it's possible to achieve the desired distortion.

I did now a little bit of work on that problem. I didn't get it perfect but it's pretty good I think so I wanted to share it. My attempt was to take the Normal of the currently rendering Pixel and calculate the slope 90° downwards from the normal (that's a tangent to the surface). My results with that are ok but not perfect because at the 3 edges of your model it will fail almost completly. I tried my best to counteract that with the Pointyness value and different direction of the tangent and so on but nothing did quite work exactly like I wanted it. Here are the results:

You can see how perfect it works an that planes. The stripes are always downwards, no matter how its rotated.


Blender 2.80 system Req + GPU req Can someone please let me know the minimum system requirements and GPU requirement to run blender 2.80 and eevee smoothly?

Also please let me know the optimum system requirements for the purpose of

environment modeling
Game development
charachter modelling and animation

Also if someone can suggest me a good desktop/laptop for personal use that is compatible with blender 2.80 in a low budget.

Any help will be much appreciated.

Thanks in advance!

Blender's hardware requirements are documented here. As of now for Blender 2.80 this is:

  Minimum

  32-bit dual core 2Ghz CPU with SSE2 support
  4 GB RAM
  1280×768 display
  Mouse, trackpad or pen tablet
  Graphics card with 1 GB RAM, OpenGL 3.3

  Recommended

  64-bit quad core CPU
  16 GB RAM
  Full HD display
  Three button mouse
  Graphics card with 4 GB RAM

  Optimal

  64-bit eight core CPU
  32 GB RAM
  Full HD displays
  Three button mouse and pen tablet
  Graphics card with +12 GB RAM

  Supported Graphics Cards

  These requirements are for basic Blender operation, rendering using
  the GPU requires slightly different requirements. Always make sure to
  install the latest drivers from the graphics card manufacturer
  website.

  NVIDIA: GeForce 200 and newer, Quadro Tesla architecture and newer, with NVIDIA drivers (list of all GeForce and Quadro GPUs)
  AMD: GCN 1st gen and newer (list of all AMD GPUs)
  Intel: Haswell and newer (list of all Intel GPUs)
  macOS: version 10.12 or newer with supported hardware

In order to use the GPU for rendering your hardware needs to fulfill the requirements listed in the documentation. GPU rendering on macOS with AMD graphic cards has been discontinued due to Apple deprecating their OpenCL compiler.

Benchmarking information are available at Blender Open Data.


Rotating bone scales/shrinks mesh After I rigged my 1911 gun I rotated the hammers bone to see it shrinks/scales on rotation:

As you can see the bone has all of its weight on the hammers vertex group, so I dont think weight is the problem.

Ive seen other threads with similar issues and the answer has always been to apply transforms which I have already done. Im very new to rigging/blender in general so I probably did something stupid.
Thanks for any help.

Apparently since the root bone had the whole object assigned to it (which obviously includes the hammer) that was causing the distortion. So I simply removed the hammer from the root bones weight paint.


GPU Rendering issue "Cuda error at cuCtxCreate: Illegal Address" I've searched Google and has no luck finding a solution hopefully someone can give me some info and what I should do about it.

I have:

GT 640m 2Gb  <- a Laptop
Driver ver:                368.81
DirectX runtime version:    12.0
Direct3D API ver:           12
Cuda Cores:                384
Graphics Clock:            624 Mhz
Memory Data rate:         1800 Mhz
Dedicated video memory:   2048 MB DDR3
Bus:                       PCI Express x16 Gen3
Compute Capability:        3.0   ---> https://developer.nvidia.com/cuda-gpus
NVCUDA.DLL fileversion:    6.14.13.6881
NVCUDA.DLL Product Name:   NVIDIA CUDA 8.0.0 driver
Intel Core i5 3210M CPU @ 2.50Ghz
Windows 10 64bit OS
8Gb Ram
Intel HD Graphics 4000
1366 x 768 32bit 60Hz Display

Blender 2.78 4bb1e22

I have no problem rendering using the CPU, but it is extremely slow. So slow that I've decreased sampling to just the base number of 8.

I'm thinking that I could do more once I render using GPU rendering, but whenever I used it, it never actually renders, in fact it stops right after BVH percentage is complete and just shows a blank render. Pressing Esc exits render back to 3D viewport and shows the error:

  Cuda error at cuCtxCreate: Illegal Address

EDIT::
Updating Nvidia graphics driver to 373.06 didn't worked as of 19/10/16

EDIT:: as of 30/01/17
My current settings is

same old Lenovo z480 laptop
OS:                Linux Fedora 25 64bit
Kernel:            4.9.5-200
Graphics driver:   bumblebee-nvidia, nvidia 375.25 and cuda 8.0.44 toolkit

Even with new OS and a different graphics driver I am still getting that cuCtxCreate.

EDIT:: as of 30/01/17

Lowering the Memory Transfer Rate has fixed this issue for me, thanks to andrej solution.

Updating the driver should fix it but you might have stability issue white blender instead. We will probably just have to wait on another update for blender to fix the stability problem.


How to select a face closest to a point in space? I use cursor depth to snap the 3d cursor on my object. I want select the face corresponding the 3d cursor. There is a tricks with Blender python API ?

Exemple (Before/After) :

Try this (requires you to have one selected and active mesh object):

import bpy

cur = bpy.context.scene.cursor_location
o   = bpy.context.object

bpy.ops.object.mode_set( mode = 'OBJECT' )
faceIdx = o.closest_point_on_mesh( cur )[-1]

if faceIdx != -1:
    o.data.polygons[ faceIdx ].select = True

bpy.ops.object.mode_set( mode = 'EDIT' )


How to unlink a node group datablock? I have a nodegroup which has somehow gotten 3 users. I want to delete it, but I can't find where it's being used and there is no unlink button.

How can I delete it?

Is there someway to force unlink it or find its users?

I'm pretty sure that no item has a link to other items that it is used in, you need to loop through arrays and see if the item you are looking for exists.

If you only have a couple of materials in your blend file then you may want to press Home to bring every node into view - it may be located way off to the side. It could also be hiding under another node or inside another group.

If you have a lot of materials you can find which material they are in with a script like this -

import bpy

for mat in bpy.data.materials:
    for mat_node in mat.node_tree.nodes:
        if mat_node.type == 'GROUP' and mat_node.node_tree.name == 'BadGroupName':
            print ("nodegroup in "+mat.name)

If your sure you don't want the group you could remove it instead of showing the material name, I'd rather look to make sure deleting it doesn't break things unexpectedly. You could also select the group node and bring it into view.


Extreme motion blur for particle bullet tracers I'm testing Blender for film/tv work coming from 3dsMax and VRay.
(I have 20 years experience in film/tv cgi so you're explanations can go into some detail thanks)

To test the motion blur accuracy I'm trying to replicate this effect of tracers being deformed with high frequency camera shake blur:

In Blender 2.8 (I know its Beta) I added a noise modifier on camera rotation with high frequency settings to match the look of shaky footage.
I also managed to create a particle system for the tracers firing (with some difficulty without an on/off emission)
The result is this: (Single stream of tracers)

And some frames freak out like this:

The camera noise doesn't seem to be picked up fully by the blur.  I've tried adjusting Camera Noise: Scaling, Amplitude and Depth as well as motion blur parameters: Shutter, Position, Motion blur steps etc but cant get it any closer to the desired result.

Its hard to see in stills but any thoughts from experienced Blender users?

(I really like Blender overall but certainly hope the particle system gets an overhaul.  Ideally with nodes)

Cheers,

ED

Welcome to Blender Stackexchange!

This can happen with particles in fast motion. The issue is that they are basically moving too far within the time span of a frame for the calculation to happen correctly. The solution is to add subframes.

Try to increase this value by one or two. That usually solves it for me. Try more if needed.

Edit after testing the blend file:

Thanks for the blend file. I am seeing the same on the most recent build of 2.8. But I also I tested two things:

Particle movement without Camera-Shake.
NO particle movement but WITH camera shake.

(1) Looks fine, but (2) produces the weird behavior, even without particle movement. This seems like a bug to me, that you probably should report via "Help"-Menu > "Report a bug". (Update your Blender before doing so, because new builds come out every night. - So yours is already WAY out of date.)
This seems related, but you are with having the problem with different parameters.

In the meantime here's a possible workaround for your current scene, provided you have access to software with a "force motion blur" effect.

Render with the following changes:
 1. No camera shake.
 2. A wider image (decrease focal length)
 3. Increase the Output Resolution

You can place the result in a Composition with the actual dimensions of your final shot. Move the frame within the composition to fake the camera shake. (Which is essentially the same, since the camera in your blend file only rotates). Apply the "force motion blur" effect.

I know this is not perfect, but merely an idea to get you to the result you want.

Hope this helps.


Rename and use multiple "Animation Nodes Object Containers"? When you use a "Separate Text Object" node, the resulting characters/objects are grouped together using a parent empty object, always named "Animation Nodes Object Container".

Is there a way to change that object's name without "breaking" the animation node?

That would be very useful for organizing the objects in a scene.

Which leads to another linked question: is it possible to use more than one "Container" ?

No sorry, this is currently not supported. Maybe it will be in the future but I'm not sure.

You can however disable the parenting at all in the advanced settings in the node and parent them manually to an object. (Note: you'll have to do this again when you click the update button)


How to combine nodes-editor transparency with uv-mapped textures in Blender Render? Partial transparency with node editor ignores other objects behind (draws world background) asked here for consequences that came up after solving this problem.
-------------

I so far found a question which has been answered but the answer doesn't help me with my problem. (See this here: UV Map not being applied to object)
I have got an object that shall be acting as a low-poly solution for a horse mane. Thanks to someone who replied to an other question, I figured out how to get the object being transparent, following the alpha of the texture. But when I do that, the UV settings dissapear from the texture/material tab. I cannot use cycles render, my computer is too slow.
Is there a way to keep the UV mapping and make the texture be transparent where its alpha value is (nearly) 0? If anyone knows how to fix this, or has got even a hint, I'd be happy for any reply. Edit 1: I used this reply for changing the object settings: Blender Cloud texture settings: How to get from 0 alpha partial transparency in render?

This is how it appears when I activate the nodes to make the edges transparent; the UV mapping got messed up and the UV-mapping option is not aviable in the apropriate tab.

When I deactivate them it looks like this:

However, the object isn't transparent and somehow (what I didn't expect) the color turned black though it was a light grey.

 Both screenshots were taken from rendered 3D view (so no real render just preview)

 --
Edit 2: After changing the nodes as visible in the following screenshot, the UV map turned mapped right. Still, the transparency value is a bit too strong. After I made the horse mesh visible, I found a second error. The mesh is now transparent, but it is displaying the world background instead of the model laying underneath. I am going to do a testrender to see if that happens in render output too or just the 3D-View that trolls me here.

 Thanks everyone for trying to help me so far. I have to admit that I'm pretty new to nodes editor, but I hope to gain some experience with it and being able to cope with problems without need to ask about everything^^

You clipped your first screenshot right where it mattered , seeing your complete node setup would help solve the issue.

Are there any more nodes in your material? Is there anything connected to the Vector socket of your image texture?

If not that is where your problem is. When using node materials and textures you must specify which type of texture coordinates to use in your texture within the node setup, to correctly display it.

Before your image texture node add a new Input > Geometry node, choose one set of UV Coordinates from the pull-down menu and connect the UV socket to the vector input of the image node.


Why does my render always turn pink on the 10th frame? I am making a small little video. I have done so before with success. This however is turning pink when the 10th frame is rendered. That is, if I render an animation and start from frame 1, at frame 11 and after it will turn pink. If I start at 301, frame 311 and after will turn pink. If I start a rendering, but not finish, it will count as one of the 10 before it eventually renders pink.

I exported the file to a friend (who has a much better computer than me) to render it with all the textures included. The same problem happens. First 10 frames are fine, then the 11 and on are pink. To fix this we restart the program but it still happens. I render at CPU, my friend rendered it on GPU.

I have tried starting a new file, everything works fine, then I start importing some objects/textures/animations from the old to the new. Works alright. Then at a certain point of pasting into the old, the same thing happens. I tried seeing if it was one specific object, but it seems as though it could be any of them.

I don't think it could be too many shadows/polygons that make the program give up importing textures. My MAX light bounce is only at 2. So far the only way to fix this that I know of is to render 10 frames, restart blender, then render the next 10 frames. I have 2000 frames, so I hope I wouldn't have to do this 200 times to finish the video.

After it renders a pink image, it will stop rendering an animation all together. Once the pink image is complete it quits rendering the frames after it, despite having another 1800 frames to go.

I had alot of big specular/bump maps in my scene. I decided to unhook those in the node editor and just try using diffuse (the ones that arnt being seen by the camera). It seems that optimizing the scene by either removing texture maps that arnt in view, or reducing the texture size will stop the pink from showing up after a number of frames.


Are there situations in which Blender Render is the better choice? There are two Render Engines in Blender, Blender Render was the first one, now Blender is enhanced by Cycles.

In all tutorials I have seen so far Cycles was the default choice. Only in one recent tutorial, it was about how to create a 80s style laser grid, the tutor has used Blender Render.

Is Cycles in each situation superior to Blender Render, or are there situations were choosing Blender Render makes more sense?

Some external game engines do not make use of the cycles rendering engine, and for content made for use with games running these engines, the internal Blender engine is a better choice. Minecraft is an example of one such game.


Output ob.matrix_world.translation as a Vector in Animation Nodes I would like to make a script which will allow me to output the ob.matrix_world.translation value of an object as I would a normal vector. The ob.matrix_world.translation will be plugged into an Object Transforms Input node.

Use the Object Attribute Input node to get any attribute of an object:

In this case, the Object Matrix Input node can be used. You can decompose the output matrix to get the required vector.


Shadows not showing as I intended The shadows in my scene aren't working as I would like. The shadow beneath the shelf is 'blocked out'. I take it Blender is reading the shelf and supports as a single object.

Is there a way to overcome this?

I'm using 2.8 with Eevee

Here is link to Blender file:

Thanks

Issue fixed:

You need to enable "Contact Shadows" on your lights. Select all your area lamps, go in the properties editor, light tab, and in the Shadow panel, hold ⎇ Alt and check the "Contact Shadows" subpanel.


Weird faces after i solidify Hi, I imported a svg into blender and wanted the extude/solidify the image. However when I tried to solidify the white part shown in the image, theres a werid mesh or face. Do anyone know how to fix that or what the weird part is even called? Thanks!

It looks like these two vertices mess up the topology:

For the left one, press V, choose Aligned, move it a bit and and move the handles (or even delete it), for the right one, select and move the handle on the X axis so that it doesn't collapse with the vertex:

And it should work:


Should doubles always be removed Should doubles always be removed from the whole mesh or are there any situations where they shouldn't?

In many cases, doubles are useful

Let's say you want to use a Subdivision Surface modifier to get a shape like the one on the top :

One of the way to do that is to split the mesh into two pieces, like shown on the bottom, but keep them on the same position like shown on the top. (please note that it's not a really good way to do that ; you should use a Edge Split modifier or Crease edges)

A similar case but with a Bevel modifier :

More generaly, you can have two pieces which are touching, or even glued together, but are not the same physical object ; and you want to keep them separated for various reasons.


how to get camera locations and euler rotations for 3d points hemisphere surface? I am rendering multiple-views of an object placed at the center of the hemisphere(with known center C and radius R). I would like to know how to compute camera 3d locations and corresponding Euler rotations on hemisphere pointing at the center. An example which shows the possible camera positions is like in the below figure(cameras on hemisphere surface pointing object in the center)
Is there any blender-python API or script available for this?
Thank you!

First let's make sure I understand. A hemisphere:

Center of the hemishpere selected (yellow):

Center is known (let's start with (0, 0, 0), default 3D cursor position)
Radius is known (let's start with 1 m, default sphere setting)
And you want to compute camera 3d locations and corresponding Euler rotations on hemisphere pointing at the center:

(here computed based on current frame)
In order to get this effect, create a UV sphere in default 3D cursor position and default sphere settings, resize the camera to fit inside the hemisphere and make it show in front:

On the above screenshot you see 3 pink fields - those have drivers. If you right click on the first field (x location) and choose Add driver, or hover over it and press SHIFT + D, a driver dialog will appear. You can then remove the default variable:

And put sin(frame/100) into an expression. Sine will give you a horizontal ratio of the distance for a given angle. Here the angle is frame/100, so the current frame number, divided by 100, expressed in radians (without dividing, the animation would be too quick).

Likewise for z location you want cos(frame/100), where cosine will give you a vertical ratio of the distance.
The camera should also rotate towards the middle. So here you want to do the reverse of the above, to calculate the angle based on the ratios. So for Y rotation you input atan2(x, z), but here you're using two variables, that unlike frame, have to be added as input variables.

Press Add Input Variable button, choose its type as Transform Channel, name the variable x, point to the camera as the object you're taking the value from, and choose the property of the object you take the value from. Then repeat the same for z (with adequate changes).
You're done. If you parent the camera to the hemisphere, you will be able to scale it, and it will still work. However the rotation will break:

This is because I didn't tell you to change the space for two variables in the rotation driver from default World Space to Local Space.

If you don't want to use parenting, you can just multiply the ratio you get from sin/cos by the distance (here multiplying was redundant as we would be multiplying by 1, which was the default radius of the sphere). You can hardcode the distance, or use a variable like the (hemi)sphere scale:

If you want each frame to correspond to 1°, then you have to replace frame/100 with frame * pi / 180. If you don't want for the camera to start at the top, but at the bottom, you can just subtract 90 from the frame.
Finally, you can add offsets based on sphere position (again, if you didn't use parenting), as well as its rotation, but as you can see below, it gets quite complex really fast without parenting:

Location X: sin((frame-90)*pi/180+rotY) * scale + x
Location Z: cos((frame-90)*pi/180+rotY) * scale + z
Rotation Y: atan2(x1-x2, z1-z2)


Extract particle age info as render layer [.blend file here]

The problem

My problem is related to node editor and multiple render layers, as far as I'm concerned. I have a simple particle emitter and an icosphere serving as a single particle object. Thanks to the Particle Info node I can easily get the info about particle age. But what I want is to render some kind of alpha channel map (or B&W bitmap) based on particle age info, where only particles of certain age are visible. The math part is not a problem for me. I can combine some math nodes to filter out the value I need. The only problem is how to extract this to the compositor (in parallel with the rest of the scene)?

My current node stack for the particle object looks like that:

The "what I'm trying to achieve" part

My big goal is to render an animation of welding sparkles.

I watched a few videos of some real ones and noticed that most sparkles at the end of their life usually emit something like a small glare. Here's an example:
YouTube video

If you pause the video you'll notice that some sparkles at the end of their life emit a 'subset' of smaller sparkles for a fraction of a second. I want to emulate this with a glare node but unfortunately it is only available in the compositor. What I'm missing is a separate render layer (aside from the whole scene) which consists only those sparkles which are about to die.

Completely different approach

Maybe I'm doing everything wrong and maybe there are some other ways to achieve such effect? Please let me know if you have better ideas.

You can do this by adding a new render layer with an Override Material specified.

First create a dummy object and give it a new material and call it something like particle_age.  Just plug the Particle Age output into an Emission shader and plug that into the output.  Also make sure to give it a Fake User.

Then just add another render layer and give it the new material as an Override Material.  You can also override the samples with a small amount, since emission shaders are easy to compute.


Are you supposed to only be able to bisect once? I wanted to make a simple pyramid for unity because for some reason it isnt amongst the generic shapes. I attempted to do this by bisecting a cube. After making one bisect blender keeps saying "selected edges/faces required" why?

As the error said, if you want to use that tool, you need to select some edges/faces that you will bisect. So when you first enter edit mode of the cube, by default all vertices are selected, then after you bisected, nothing is selected.

Anyway, for making simple pyramid, why don't you just make from Cone, with only 4 vertices? Or use the cube, select 4 vertices from top side, then Merge > at Center.


confused about "unwrap" vs "modifier unwrap" Okay I may be asking a stupid question, but why are there multiple ways to unwrap?

In many tutorials they use the U key and use one of the unwrap method from that list, except now I realize there is also a modifier for unwrap.

My question is what is the difference between the two? When should I use the modifier over the regular unwrap?

I suppose the nature of modifiers is that they are non-destructive, but I'm confused about this.

You may be confusing the name of the modifiers, there is no "UV Unwrap" Modifier, there's only a UV Warp and a UV Project modifier.
Unwrapping, as you already know, is used to provide texture coordinates to an object so Blender knows how to apply a certain texture to the mesh geometry.
It is a manual process and sort of "destructive", in the sense that if you change the object's geometry after unwrapping (through modeling, sculpting or creating new geometry) you may need to adjust your UVMap afterwards or totally unwrap any newly created geometry.
It is however the only way to obtain correct texture coordinates for complex shapes. It is also the only type of texture coordinates that can be exported from Blender. If you plan on using the model elsewhere (like a game engine, third party application, or external software) it is required to unwrap your model so image textures can be applied reliably in the destination application.
Apart from that you have "generated" type of texture coordinates like Object or generated, which can't be exported and are generated by the render engine (Cycles or EEVEE) at render time. For many common cases and workflows where manually unwrapping is undesirable or unpractival these will suffice, if you don't require exporting your models.
For certain corner cases or specific applications you can use the mentioned modifiers for certain tasks in parallel with unwrapping or in its place, but they are not universal replacements for unwrapping.
UV Warp Modifier
The UV Warp Modifier, added to an already unwrapped object, uses two other objects to modify or manipulate an already existing set of UV coordinates. It may be used when you want an animated texture, want the UVs to somehow react to other objects, or edit UV Maps directly from the 3D view with interactive visual feedback.

UV Project Modifier
The UV Project Modifier is used as a replacement for UV unwrapping to generate a UV map as if a certain image was being projected over the mesh from a certain point in 3D space, like a true slide projector. It is often used for video mapping and inserting 3D objects into a real filmed scene.


Join objects deletes surfaces, and messes it up When I join 3 objects together they mash up in a wierd way. Instead of joining together, they all go to the same z-coordinate.

I guess you are joining bezier curve, and the last you select before your ctrl J is in 2D (check it out in the Properties panel > Data > Shape > 2D or 3D). So either switch it to 3D or don't select this 2D object at last before your ctrl J.


Controlling distance I want to move a copy of the right edge of the surface along its top edge for a certain distance (marked with red arrows on the screenshot). To do this, I turn on snapping to edges, select the right edge, press Shift + D, move the cursor along the top edge, but there is no possibility to enter the desired distance from the keyboard... In the lower left corner, coordinates in the global system are highlighted and i can enter them, but it doesn't help me. The difficulty is that neither the surface nor the edges are parallel to any coordinate axes. Does anybody has an idea how to do that, or how else this can be done?

ShiftD duplicating an edge will not cut an edge into the face. The duplicated edge will just hover there, unconnected to the rest of the object. Probably what you want is?...

Select the edge you want to slide along, and CtrlAltSpace create a Custom Orientation from it. (Check 'Use After Creation').
Create the edge you want to slide, in the face, any old how, eg.  K cut it with the Knife tool, not worrying about accuracy
GG slide it down all the way to the end of the face, where it will be stopped by the end vertices
GYYYour Number move the edge back again, to the required distance from the end, parallel to the orientation edge.

.. but this method will work just as well with a duplicated edge, if that's what you want.


How can I output audio at 48khz? Very noob question, I know, but I can't find the answer on Google or in the manual.

I'm editing a movie file in the VSE, and nothing else. When I want to render it out, the audio is at 44.1kHz, and I'd like it to be 48kHz. I can't find the setting for that anywhere.

The audio I've imported is already at 48kHz.

Can anyone point me in the right direction?

In the 'Scene' buttons, there is an Audio Panel. It has a Format: label, under which you can adjust the Channel count and Rate.

Then you can render Audio from the render panel (also known as Mixdown).


Time delay when selecting objects in a python script! I am trying to create a simple script in python that will allow me to select objects from my scene. What I did, is created a scene, and added 3 objects, a cube, a sphere and a cylinder, and they are named; Cube, Sphere and a Cylinder , respectively. I am trying to create a python script in which I want to select these objects within a time delay. So for example I want to select the Cylinder, then 1 second later I want to select the Cube and then 1 second after that I want to select the Sphere. At the end of my script all 3 objects should be selected.
   In my script they are all getting selected but they all get selected instantaneously at the end of the program. I used the time module for python to create the time delay of 1 second after I select one object, but it doesn't seem like the time delay does anything, because all 3 objects gets selected simultaneously. Here is my python script and blender project.

Firstly, I create an empty list, which i then fill up with the name of all the objects in my scene, in my case its only 3 objects. I then loop through those objects from my list / scene and select them 1 by 1 with a 1 second delay in between. However when the script ends all the objects are selected instantly. And yes, I did unselect everything before running the script.

Does anyone know how I can fix or re write my code, so when I run the script, it will select an object then wait for 1 second and select the other object and then wait 1 more second after that and select the last object.

Of course, I only used only 3 objects in my scene for simplicity reasons, but this script should of course work for any scene and any number of objects.

Modal timer operator

Would suggest not using time.sleep and use a modal timer operator instead.' Example using modal timer operator template.

import bpy

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None
    ob_index = 0

    def modal(self, context, event):
        scene = context.scene
        if self.ob_index >= len(scene.objects):
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            scene.objects[self.ob_index].select = True
            self.ob_index += 1

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(1, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

def register():
    bpy.utils.register_class(ModalTimerOperator)

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()


How to project shape inside a mesh I have a custom shape and i want to project honeycomb shape inside the custom shape. I tried with tissue addon. But did not get good result.
Tissue addon result

Looking for this result

Is there any otherway or will tissue addon can fix my issue. Thanks

If you mean something like this ... Knife Project should be enough ... place HoneyComb over Custom Shape, select Custom shape as second switch to edit mode and search for knife Project

Outline of Custom shape is postpro.


Best way to separate arrays of objects made of multiple loose objects? The "arch" I have selected is composed of multiple loose objects.
I join them with CTRL+J to make 1 object, so I can then add 2 array modifiers to quickly replicate/position more of them.
I then want to separate each "arch" so I can assign them to their collections and then "separate loose parts", giving me back control of their individual "bricks".
The problem I have is once I have applied the arrays, all 8 "arches" are joined together as a single object, making then separating them an awkward task.
Is there a better way to achieve what I am trying to do?

Assuming you don't have Merge turned on in your array modifier settings, seperating them should be a breeze! L P
Hover your mouse over one of the arches, hit L then hit P repeat


Apply rotation to camera? So as a follow up to the gimbal lock question, I've learned that for a camera it's best to use YXZ euler model (as explained in this video).

Here's the problem. When I add a camera in blender, it for some reason points downward, so when you change the euler to YXZ, rotate the camera 90° along X axis(gimbal), you immediately hit the gimbal lock. That wouldn't be a problem, if you could apply rotation to the camera - which seems to not be possible.

The suggested YXZ order from the video does not work in Blender because it uses the Z up axis convention, whereas Maya uses Y as up axis.

If you want to get a setup like the video, where the gimbal lock occurs when looking up or down, you need to parent the camera to an empty and rotate the empty 90° on the X axis, then set the rotation order on the camera to YXZ.

Only changing the rotation order on the camera can't work, the gimbal lock always happens at 90° on some axis and the camera is at (0°, 0°, 0°) when looking down, so this extra parenting is needed.

That being said, I think the standard XYZ rotation order in Blender may actually be better for cameras. It will give you gimbal lock when tilting the camera 90° sideways, which is perhaps even less common than looking down or up.


Rendered result has a different camera angle than what I had set I am new to blender and after learning the basics I tried to model a spoon myself. When I was in render view mode I had this view.

But when I rendered it, the result had a different view.

Can someone help?

Sorry if I left some necessary details. Pardon me for being a beginner.

Edit
Here is the blend file

Even though you have the camera view and have lock camera to view, the edges of the camera are not visible on the first image, hence you are looking at a zoomed in window that does not represent the full camera view.
Press the Home key to show the camera view.


Teeth always broken when I rig every character with auto-rig pro Someone here uses Auto-Rig pro ? Sometime I use it,sometime I use Rigify. The problem is that as soon as I rig every humanoid mesh with Auto-Rig pro I have a situation like that you can see below. I don’t know if I rig the character in a wrong way,but the teeth are always broken and I should spend sometime to fix them with the manual weight painting. Instead,this does not happen when I use rigify. I mean,I know how to weight paint a character manually,the problem is that it takes time. I would like that auto rig pro behaves like rigify : the armature should deform correctly the mesh as soon as I bind it to it. Someone of you has a similar problem ? thanks.

Automatic weights are a feature of Blender, not any individual rig or addon.

The weight calculation uses the bones' size and position relative to the mesh and each other to calculate which bones receive which weights. Changing this can have an effect on the weight calculation, but can also lead to bad pivot points for bones, so be careful. The algorithm used is also designed to blend weights smoothly between nearby bones, so for things that have fairly rigid assignments such as teeth, having to correct afterwards is very common. It seems like you have got lucky previously with rigify.

In my experience, automatic weights will always require some manual correction for good deformation.


How to detect with python a strip in VSE being selected? How do I detect with Python a strip in VSE being selected with the mouse?

I want to use the strips in the sequencer as buttons to select cameras in the 3D View. So I just want to detect the moment a strip is clicked.

This script will print to console the name of the new strip being selected in the sequencer:

import bpy

oldStrip = bpy.context.scene.sequence_editor.active_strip

def sequencer_update(scene):
    global oldStrip
    activeStrip = scene.sequence_editor.active_strip
    if activeStrip:
        if oldStrip.name != activeStrip.name:
            print("New strip selected: "+activeStrip.name)
            oldStrip = activeStrip

def register():

    handlers = bpy.app.handlers.scene_update_pre
    for handler in handlers:
        if ("sequencer_update" in str(handler)):
            handlers.remove(handler)
    handlers.append(sequencer_update)

def unregister():
    handlers = bpy.app.handlers.scene_update_pre
    for handler in handlers:
        if ("sequencer_update" in str(handler)):
            handlers.remove(handler)

    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

#unregister()

Related: how-to-detect-updates-in-sequencer-by-comparing-to-a-global-variable


How to add duplicate units of a mesh to unwrapped UV sphere Hi I am trying to insert the ico-sphere seen in the picture (gray colour, unselected) to each vertex of the UV sphere that is unwrapped, and then finally make an animation to wrap the UV sphere with the icospheres in the vertex attached.

I wish to use the duplivert function to insert my icoshphere in the vertex and animate the plain into a sphere. May be I am not starting from the right point?

Is it possible? Thanks in advance for you help.

It's not very clear what you want to achieve could you clarify the animation part?

UV unwrapping is made for the purpose of texturing alone, no geometry animation is possible through unwrapping.

Do you wish to make some sort of morphing animation transitioning from the plane shape into a sphere shape?

For the duplication part try looking into dupliverts here https://www.blender.org/manual/editors/3dview/transform/duplication/dupliverts.html


Texture Atlas issues Okay, so I started a manual unwrap on a model, did a lot of work marking seams, placing UV islands, scaling them, etc, etc. Blender crashed and I lost the work. I took a break, went  back to it, got up to the same point and instantly saved curse you blender and your naff session recovery.

Now that I've got my UV all set up and where I want it, I ended my manual unwrap, and it moved all the UV's as if they were fresh Unwraps, taking up the entire UV space for each object. Am I missing something?

For me it's: Select all the objects to unwrap, start manual unwrap, do the business and all that with UV space, come out of edit mode, end manual unwrap. Is that right? If so, what's going on with this unwrapping? Pictures to follow.

Check if you have more than one UV Map on the object
If your object already had a UV Map for some reason, TextureAtlas will simply create another UV map. In Blender, per mesh object, at the moment up to 8 different UV maps per mesh are supported. You can see a list of your UV maps in the mesh data tab of your object:

As you can see, by simply clicking at the names, you can switch from one map to the other. The render icon at the right determines which UV map gets passed on to the Texture Coordinates node in the Node Editor:

If the TextureAtlas UV map is all you need, just remove all other maps using the - Button.


Eevee viewport exposure (?) different in layout configurations Just noticed that I have deeply different lighting in Eevee in different layouts.
This is the UV EDITOR:

This is the same corner, same room, but in a layout that I created:

This is yet another layout I created:

This is the standard LAYOUT:

And this is the SHADING laout:

I really don't know what setting could cause this difference of render in Eevee in different layout vieports.

The environment Strength setting is a per-layout shading setting.

It is a multiplier for the environment's color values.
A quick look at the data path will show why it is per-layout:


Normal map showing seams Using the normal map gives me this seam effect. Idk why this happens. The normal map is on OpenGL.

I fixed it. I tried a lot of things, so idk what made it work..... I would say put the normal on OpenGL if ou're having a similar error.